Bot Siege is an 3D action adventure game where the player has an array of swappable gadgets and weapons to help them defeat ill intentioned bots. The game takes place on some fictional Earth like world where humans have become more industrialized with the use of bots produced by a corporation named Blastco. Blastco after having enough bots in the world decide to use them to subdue the human race and siege global power.
The skin looks great, as does the worn metal texture. the only thing that seems a little off is the woolen texture on her bosom: the weave of the material looks too large and inconsistent with, say, her arms and neck. Can’t wait to see the animation, though! I’d love to see her move.
Awesome, good point! That’s all masked off nicely to tweak on, I’ll give it a go. I think I am going redo the grapple-hook more of a grapple-claw too so she can grab things such as canisters (which has been modeled and getting textures) and bad guys. Appreciate the feedback!
Claw was remodelled (now not fully manifold, but will allow the closing animation to work better I think), not yet fully re-texutred, but largely roughed in. Redid the fabric, @ MikeJM, good call there! Finished up the canister over lunch break.
It might be your intention, but it looks like this girl’s hands have been cut off, which I find a little disturbing. Maybe you could extend the gun and grappler out so that it looks like she’s wearing them OVER her hands?
Of course, if she’s supposed to look like that, don’t mind me!
Other than that, the model with the revised fabric texture looks good to me. Looking forward to seeing more!
It’s good feedback, I was admittingly at a bit of dilemma about how to handle it. Bottom line, the left side and the right side are definitely unbalanced and awkward, and I’ll leave it at that. Before fixing the textures & rig… so how are we liking the new proportions? (and realize if I drop her arms to her side they should be about right for length while leaving what is underneath to the imagination.
Last nights work. Rigged the claw, fixed the diffuse textures (in many places for many issues outside of the new topology, might even be able to spot the paint primer now). Redid the bump & normal maps (will be supplying both, rendered here with normal) and redid the specular map. She grew to 1358 vertices. The rig for the claw (I think) is cool. I learned a lot this pass and corrected lots.
Sweet, just post the link here once it’s up, this way I don’t have to check all the time
I’ll post the animation here as well as soon as I am done… might be a while though, currently stuck in a programming project
If you are interested in contributing anything (and don’t want to re-post to a 2nd spot), I will be happy to update the model with contributions and release notes reflecting the additions.
There is a part of me considering a 2.0 version of her too, moving the cannon and grapple to the back of the wrists and allowing for hands, and going a little more “proper” human all the while fixing some of the joint deformations.
I think I will work a few props to go with her first though and maybe some bad guys.