High poly Sergal model

A Work In Progress for Source Engine

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Progress Report

In Development - 40% finished

Updates

Update
  • Addition Added whole mouth. More updates regarding that part are still in progress.
  • Tweak Small face lift, less blocky geometry.
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Sergal636
22d
Body redux
  • Whole new body based on official character sheets
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Sergal636
7mo
Early stage of character modeling from scratch with use of box modeling technique.



Todos

Head tweaks
Hands and feet

Posts

  • 1
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  • 4mo
    Sergal636 avatar
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    I am still working on it however the progress goes slow as usually. I have been working on numerous other projects as well hence why I don't update it too often.
  • 4mo
    Nighty_ avatar
    Nighty_ Snuggling~
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    Aww, I was hopping the OP would continue this, not sure if he is though. I really like sergals ;3 but it doesn't look like this has been updated since he hasn't been on for 3 months.
    Furry x3
  • 7mo
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    The point is to preserve easy to weight geometry flow. Zbrush might be handy for baking a bump map from high poly reference.
  • 7mo
    Synths avatar
    Synths avatar Im Sleep
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    Consider using Zbrush. makes sculpting, and overall character model creation much easier.
    Adept Furry Trash Artist avatar
    Mantra
    Adept Furry Trash Artist
  • 7mo
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    Im posting screens while I can't add new WIP images through editing.
  • 1y
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    I apologize for lack of updates. My current job takes me a lot of time, however I'm not giving up and still looking forward to finish the model.
  • 2y
    Posted by Sergal636
    It utilizes a sightly modified ValveBiped skeleton. Most recognizable features are longer neck, leg proportions, different finger setup and custom T pose. I am not 100% sure if all default animations will work after those changes seamlessly.
    I wonder weather if you make custom animations, but with the same name/identification/however it is recognised by the engine, would it use that custom animation when it tries to use a standard animation, because that would make custom rigs for NPCs so much easier.
    Bananite
  • 2y
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    Posted by Lord_Zarnox

    One question:
    Will it have a custom skeleton with custom animations along with it, because that would make it much more accurate and realistic (i.e. ragdoll physics, semi-realistic movement animations, possibility to make a standard biped NPC from it semi-realistically)?
    It utilizes a sightly modified ValveBiped skeleton. Most recognizable features are longer neck, leg proportions, different finger setup and custom T pose. I am not 100% sure if all default animations will work after those changes seamlessly.
  • 2y
    One question:
    Will it have a custom skeleton with custom animations along with it, because that would make it much more accurate and realistic (i.e. ragdoll physics, semi-realistic movement animations, possibility to make a standard biped NPC from it semi-realistically)?
    Bananite
  • 2y
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    Posted by Lord_Zarnox

    By the way, sergals don't have breasts (officially), but other than that, I would love to get a great, highly detailed sergal model.
    This model is based on early stage of "New Age" Sergals concept where females still had them (Mick later scrapped that idea).
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Category

Details

Development State
In Development
Completion
40%
Access
Public

Stats

Posts
19
Views
3,675
Downloads
0
Total Downloads
0
Date Added
2y
Date Modified
22d
Date Updated
22d

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