23-02-99 - metric =========================================================================================== Model Name : @ install dir : quake2/baseq2/players/@/ Author : Sgt. Science Email : sramsayjones@zdnetmail.com Model Description : @ the funkadellic personification of whatever you want him to be as you frag away... he is your puppet... at least he's got style. Credits : Darin Petersen - I would have killed myself long ago if I attempted to Model in 3dsMAX without QTiP Npherno - another person I owe my life to... and my skins would look even worse without NST... Id - for keeping it real Thanks go out to: Dan Sliwka, for keeping my brain thinking =========================================================================================== * play Info * New Sounds : I don't have the resources... CTF Skins : Ya VWEP Support : Custom VWEP 50% complete, but... Various factors discouraged me. Completion is dependant on demand... * Construction * Poly Count: Tris Weapon Total 789 170 959 Tris WeaponX Total 789 8 797 Vert Count: Tris Weapon Total 440 104 544 Tris WeaponX Total 440 6 446 Weapon Notes: Here's the deal... This cat has two weapon models... The default weapon model (weapon.md2) is a stylish bullpup-configured multi-purpose assault weapon. It is constructed out of 170 faces which brings the total with tris to 959 [refer to the above chart :)]. Many would find this gross excess of polies (159 over the 800 standard)to be inexcusable. Therefor, I have included a second weapon model, WeaponX.md2. This weapon is a super-lame pipegun, consisting of a fiberglass tube, a trigger, one 12-gauge shotgun shell, (none of this *really* matters though, since it'll be firing a seemingly endless supply of rockets and big green balls of energy :P) and 8 faces. The use of this weapon model lowers the total poly count to an acceptable 797 faces, alleviating proformance concerns, and hopefully insuring this model a place in the PMP. :P How to use WeaponX: Simply change the name of the weapon.md2 and weapon.pcx to weapon0.md2 and weapon0.pcx respectively, then change the names of weaponX.md2 and weaponX.pcx to weapon.md2 and weapon.pcx. Voila! you are now under 800 faces. Skin Count : 4 DM, 3 CTF (sort of) (if anyone makes a decent skin for this cat, I'd love to see it) Editors Used : Modeling - MDL Animation - 3dsMAX + character Studio Export - QTiP Skin Map - MDL Skinning - NST + photoshop Cleanup - MDL Viewing - Skin View Other Rants: on my failings: 1. ya... face count is high, but I think I used the faces in a fairly optimal way that uses them all efficiently. True, I know know a few could be shaved, but any more and character would be going with them. 2. That funny thing he wears over his shoulders lookes kinda rough at times, due to the fact that It couldn't work with his skeleton properly, resulting in a shabby cleanup in MDL. 3. Skinning's not my forte :P 4. I could go on, but I won't any questions, concerns, flames or props, send them my way... Jones, the Sergeant of Science