This is kursed, the protagonist of a Source mod I’ve recently become interested in, I decided to throw in my chips with them for a while and maybe get into character modeling a bit, for my art test they gave me the main character (probably already have a version so they might not even use mine) so I decided to play with the model sheet since it looked a little flat for a main character.
The character is based off one of the offshoot endings of Starfox Command where Krystal changes her name to Kursed and becomes a bounty hunter. I dig the character and the plot concept so I have no problem with trying to improve it. That said my artistic license is compounded by the fact that I haven’t played Command yet so I didn’t know they showed you what Nintendo thought Kursed should look like at the end of that varation of the plot.
I yield the point to Nintendo on the basis that their version could be rite after the ending of Command, and this version is “a few years later” if you catch my drift (those of you who have read the spoilers or played the game should get that)
Onto the technical description:
This model is pretty much complete, I just need to do some optimizations on the model and lower the poly count a little. At the moment its 27k Triangles [2k Quad polies] which should be find but I would still like to lower it just a bit so it dosent render chunky on some older computers.
It’s UV’d and ready for texturing but I wanted to bounce this WIP off the devs to ask them if they wanted me to change directions. At the point it is now it would be easier for me to make changes rather then after I start optimizing where I would probably have to revert to an old save file which wasn’t UV’d
After I get the OK I should be done with the textures pretty quickly if I can sit in front of them for a few hours without stopping.
After I get past the modeling/texturing phase of the pipeline I’m going to rig and animate her. Should be fun!
The part I’m not entirely looking forward to is reverse engineering the QC files of example characters to export this as a working character into source…
EDIT: i have absolutely no clue where that huge ass number came from for the verts and tris its roughly 3k tris and 2k verts, i think maya had a brain fart or started counting shit in my room when i was working on the screenshot for this though let me just make it perfectly clear, if it was 20k it would hardly qualify as low poly and would be no where near a game unless it occupied half the damn map...
just clearing up my stupidity, moving along =P
The character is based off one of the offshoot endings of Starfox Command where Krystal changes her name to Kursed and becomes a bounty hunter. I dig the character and the plot concept so I have no problem with trying to improve it. That said my artistic license is compounded by the fact that I haven’t played Command yet so I didn’t know they showed you what Nintendo thought Kursed should look like at the end of that varation of the plot.
I yield the point to Nintendo on the basis that their version could be rite after the ending of Command, and this version is “a few years later” if you catch my drift (those of you who have read the spoilers or played the game should get that)
Onto the technical description:
This model is pretty much complete, I just need to do some optimizations on the model and lower the poly count a little. At the moment its 27k Triangles [2k Quad polies] which should be find but I would still like to lower it just a bit so it dosent render chunky on some older computers.
It’s UV’d and ready for texturing but I wanted to bounce this WIP off the devs to ask them if they wanted me to change directions. At the point it is now it would be easier for me to make changes rather then after I start optimizing where I would probably have to revert to an old save file which wasn’t UV’d
After I get the OK I should be done with the textures pretty quickly if I can sit in front of them for a few hours without stopping.
After I get past the modeling/texturing phase of the pipeline I’m going to rig and animate her. Should be fun!
The part I’m not entirely looking forward to is reverse engineering the QC files of example characters to export this as a working character into source…
EDIT: i have absolutely no clue where that huge ass number came from for the verts and tris its roughly 3k tris and 2k verts, i think maya had a brain fart or started counting shit in my room when i was working on the screenshot for this though let me just make it perfectly clear, if it was 20k it would hardly qualify as low poly and would be no where near a game unless it occupied half the damn map...
just clearing up my stupidity, moving along =P
Category Artwork (Digital) / Fanart
Species Vulpine (Other)
Size 1024 x 1024px
File Size 393.1 kB
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