This modification originally started out as a Defense Of The Ancients clone for UT2004, but a lot of game design elements had changed over time that it started to become its own game. I am currently actively prototyping this game within RoboBlitz, and it is actually working already (with multiplayer), unlike most other Unreal Engine 3 modifications which are all in 'pre-production' phases. It is possible that two versions of this game will exist, one for RoboBlitz and one for Unreal Tournament 3. The game is heavily team based and takes a new form of cover tactics. where as most other cover games are based on the fact whether players are in cover or not, this game looks from the perspective that players are always in cover but to what extent are they in cover? Mixed with a skill system, onslaught like map node system ... I hope this game will be unique enough to stand out against all the other mods out there.

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[Model] - Generic Superhero Male (Games : Unreal Tournament 3 : Mods : ProjectX : Forum : Tasklist : [Model] - Generic Superhero Male) Locked
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May 24 2007 Anchor

Generic male model. Also needs to be rigged. No 'armor' or other clothing attached, as attachable items will be used to decorate the model while ingame.

Proportions are your super hero style, which is large chest, shoulders and arms. The head looks relatively small in comparision to the body, is but is the normal size. Legs are also larger. A typical super hero proportion is seen in most Marvel comics, particularly ones like Superman and Batman. I have Paul Steed's book where he has drawn some proportions of this. I'll scan it and post it here in a moment.

May 28 2007 Anchor

This is my superhero body , with a normal map. Still needs a bumpmap layer for veins, working on that now.
These are screenshots from 3dsmax using a realtime normal mapping shader so I can see how the mesh would look while in-game.
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Larger version:
Img152.imageshack.us

Heres a small AVI of the mesh in rotation. In 1920x1080 HD format.
Rapidshare.com

May 28 2007 Anchor

Fantastic! Looks excellent. Good detailing on the muscle and anatomy structure.

May 28 2007 Anchor

how close is the camera going to get into the chars? from the screenshots so far, I think that putting detail like veins is a waste of resource atm.

May 29 2007 Anchor

It depends on the resolution. To put detail like this means we will be pixel perfect. Also, there is a chance for the models to be rendered up close.

Jun 10 2007 Anchor

Hi guys I am still around, just been busy working tons of overtime at work.
Well I redid the base mesh for better detail, and ended up with this guy, now he just some eyes and needs to be rigged to a biped and animated. Final result was around 10k triangles which isn't very bad at all. Normal and texture maps are at 2048x2048. :
Img267.imageshack.us
Img510.imageshack.us
Img510.imageshack.us

Jun 10 2007 Anchor

Very impressive.

Jun 11 2007 Anchor

Very well done bro. High Five.

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