new midwife. - by Eldron
Moon Hoplite on 10/3/2009 at 15:02
I don't get it, why don't these bitches have bras?
RocketMan on 10/3/2009 at 16:36
Figures you had to chime in and destroy the momentum we had going.
Why the fuck would they be wearing bras if they'd gone through gruesome surgery and as far as the many is concerned, perky tits aren't a high priority, nor is chronic back pain.
Matthew on 10/3/2009 at 16:53
I think when I donate again I'm going to ask for downvoting of posts to be introduced.
Nameless Voice on 10/3/2009 at 17:34
Excellent work Eld.
My one criticism is that the textures look a bit low-res / blurry in places - especially the hands, but the low resolution is also quite visible around the neck/shoulders area.
Edit: I also just remembered how, a while back when you were first working on the midwife model, you mentioned that you were going to need someone to get the finished model into SS2... *shudder*
ZylonBane on 10/3/2009 at 17:49
Wow.
If we could graft the top of this model onto the bottom of Cyberblutch's model, we'd have the perfect cyborg midwife. As is, the legs look a little underdeveloped. They're lacking the purely mechanical, "on stilts" effect of even the original model. Also, there needs to be some sort of laser-emitting apparatus somewhere on her hand.
Unrelated, I just did a GIS for "shock midwife", and this turned up--
Inline Image:
http://pp.kpnet.fi/jussila/misc2/midwife_03.jpgWoah.
Nameless Voice on 10/3/2009 at 18:44
ZB: if you look closely at her left hand in the left shot, you can see what looks like some sort of device for firing lasers in the palm.
Eldron on 10/3/2009 at 19:35
Thanks all!
Muzman, the crits on the scars are quite good, I was mainly scribbling randomly cut open wounds on sickening skin, but I should probably be doing surgical scars and some sewing.
the lasers appear to come from the hand, as I remember on the original texture there's a clearly visible same style metallic hole in the hand.
The mirroring is mainly to save alot of texturespace, the whole body is limited to one 256, and now its way beyond the pixelation of the old texture, which was only a 128x256, downside is the mirroring, but the upside is quite some more detail.
Nameless, I usually render out an unfiltered preview of most lowpoly lowresolution assets I do, it makes the textures pop more :), and yes, I probably will need some help exporting this if someone is interested in having this in game.
Zylonbane, I was going more towards the old concept art.
Inline Image:
http://img24.imageshack.us/img24/670/midwifenew.jpg
Nameless Voice on 10/3/2009 at 20:04
You could always split up the texture into two 256x256 images. Shouldn't be too hard to just stretch out the UV maps. :sly:
Eldron on 10/3/2009 at 20:09
the head is already on a seperate texture :)
but I think the texturespace is enough to fit it with a nice amount of details, but still not cruising too far off the pixelpermeters in ss2.
Digital Nightfall on 10/3/2009 at 22:09
Do you have any plans to do more, Eldron? or maybe some for Thief? :)