High poly Sergal model

A Work In Progress for Source Engine

Progress Report

In Development - 90% finished

Updates

Yet another delayed update
  • Addition Added fur bits for cheeks and tail's tip
  • Amendment Sightly eliminated seams on fur coat's texture
  • Overhaul New better shape for females
  • Addition BDU work in progress
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Sergal636 Joined 7y ago
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Sergal636
4mo
Update
  • Addition Made fur layer (texture is still WIP)
I am aware of the seams on textures. Without more powerful software there's nothing much I can do about it. Until that time I will leave it as it is (before I run out of patience and start spotting it as a hated chore).
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Sergal636
6mo
Character modeling from scratch with use of box modeling technique.

Todos

"Hair styles"
Clothes and gear

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  • Synths avatar
    Synths username pic Joined 5y ago
    Im Sleep
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    7mo
    "2 years.."
    Adept Furry Trash Artist avatar
    Mantra
    Adept Furry Trash Artist
  • Sergal636 avatar
    Sergal636 Joined 7y ago
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    1y
    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.
  • Nighty_ avatar
    Nighty_ Joined 1y ago
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    1y
    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
  • Sergal636 avatar
    Sergal636 Joined 7y ago
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    1y
    The point is to preserve easy to weight geometry flow. Zbrush might be handy for baking a bump map from high poly reference.
  • Synths avatar
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    1y
    Consider using Zbrush. makes sculpting, and overall character model creation much easier.
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    Mantra
    Adept Furry Trash Artist
  • Sergal636 avatar
    Sergal636 Joined 7y ago
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    1y
    Im posting screens while I can't add new WIP images through editing.
  • Sergal636 avatar
    Sergal636 Joined 7y ago
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    2y
    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.
  • 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
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    2y
    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.
  • 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

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Development State
In Development
Completion
90%
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  • 24 Posts
  • 2y Submitted
  • 4mo Modified
  • 4mo Updated

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