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[Character] Lilian (updated to v2.1)

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    [Character] Lilian (updated to v2.1)





    Team colors and wireframe, if anyone is interested:




    As an Axon reconnaissance specialist, Lilian is participating in the Tournament mostly for research purposes, testing a wide variety of military gadgets, investigating new arenas and providing unofficial support for the major corporate teams.
    She rarely claims any prizes as her main priority task does not necessarily imply winning and is furthermore complicated by the need to keep an eye on her twisted cousin.
    ~7700 tris with a backpack, two textures: 2048x1024 for the head and 2048x2048 for the body.

    This is supposed to be a remake of something I made 6 or 7 years ago. At least I built her face around the old one, so the face features and proportions are close to the original. However, the armor is completely new (she shares it with Rocket)
    You can have both versions installed, although I'd recommend to remove the old one because it's very lowpoly and low quality, and the armor is absolutely ridiculous.


    UPDATED to v2.1

    Changelist:
    1) Moved the eyes to the body shader and added a reflection.
    2) Fixed the textures being assigned to the wrong LODSETs.
    3) Added a fake fresnel reflection to the body shader (basically just a camera-space cubemap).
    4) Adjusted topology around the eyebrows.
    5) Fixed a dependency issue with a cubemap being linked to Rocket's texture package.


    DOWNLOAD
    Stash
    Dropbox

    #2
    Looks great, I love seeing good female models that aren't just t & a.

    Comment


      #3
      Really well made, yet again showing off the skills of being a master of skin creation!!! keep it up XD

      Comment


        #4
        Deviantart suddenly went down, so the download link doesn't work right now. Hopefully they will restore it soon, if not I'll add a mirror tomorrow.

        Comment


          #5
          Aberiu you should participate in the making of the new ut along with Epic at unrealengine forum for the skins area, you had improved a lot making skins like this and another works made by you. I love your work mate I thought It was ut3 but its ut2k4 lol wow

          Comment


            #6
            totally agree jefe. beautiful and classy, and still fitting in with UT

            Comment


              #7
              Ya , this stuff is amazing. I hope you haves some more for us.

              Comment


                #8
                I don't have any further plans right now. Aside from fixing the existing characters of course.
                Though I have to say I'm a bit tired of UE2 polycount limits, transparency issues and skinning to ancient skeletons.

                Comment


                  #9
                  I don't know if this was already said, but...

                  DAT ***

                  Comment


                    #10
                    Wow, cool original stuff! *thumbsup*

                    Comment


                      #11
                      I was thinking about maybe adding a fresnel effect to the shader



                      Makes the details stand out a bit more. Though might look weird sometimes.
                      What do you think? Is it worth an additional cubemap and a shader pass?

                      Comment


                        #12
                        I like that it brings out the details more

                        Comment


                          #13
                          I also think it could be worth it.

                          Comment


                            #14
                            Nice skin, oddly enough I had to install your rocket model for it to work, not sure if that was intended

                            Comment


                              #15
                              Thanks for reporting. Seems to be a dependency error within the texture package, though I can't find out exactly which texture is causing this. Might be the cubemap, they are quite buggy in UE2.
                              I'll fix this.

                              Comment

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