[UNIT] Deon's Units: Skaven Mystic

Deon

Lt. of Mordor
Joined
Jan 13, 2008
Messages
2,956
Location
St.Petersburg, Russian Federation
1) A Skaven Mystic, based on Sezereth's musteval hunter model. For Warhammer mod.

It uses Jaguar animations.

skaven_mystic_k28.png




This is my first attempt at unit modeling so any praises and critique are encouraged!

Enjoy :D.


P.S. A Great "Thank you" goes to Deliverator who smoothed the model and made it lighter.
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I've fixed the cape orientation and lowered the tail a bit. Now it looks better.

Also I've fixed some parts' material coloring so the book on his side is not black anymore and its texture is visible normally.
 
Hi Deon, Good work with this unit.

I noticed that the way you have made this unit has lead to there being a lot of doubles in it which means you have sharp edges. Doubles/Sharp Edges are desirable if you are making a mechanical unit, but not so much if you are trying to make something smooth and organic.

In Blender, I have used the "Rem Doubles" feature to clean up your meshes. The Number of Vertices has dropped from 3924 to 780 and the resulting unit looks much nicer and smoother:
Spoiler :
attachment.php


I've attached the smoothed NIF. (It is also possible to go the other way and mark certain edges as sharp I've recently discovered.)

I think for the texture of the horns it might be better to re-unwrap them and have a texture that is more like a ram's skull.

Finally, it would be good to include the file MUSTEVALRanger.dds used by the cloak in your download so that the cloak is textured.
 
My bad. The texture is the same, it seems like I forgot to rename it in nifskope...

Also, I didn't know about "doubles", I thought it would make the model to have MORE polycount if I made it smoother... I wish to know how "rem doubles" is called in 3ds Max I use (I am a total newbie in 3ds max :P).

Thank you for your help, I will reupload the file now.
 
Also, I didn't know about "doubles", I thought it would make the model to have MORE polycount if I made it smoother... I wish to know how "rem doubles" is called in 3ds Max I use (I am a total newbie in 3ds max :P)

Yeah, it's slightly counter-intuitive. It basically takes additional vertices to create sharp edges, the default is that a shape will smooth. At least that's how blender seems to work.

A double just means there are multiple vertices at exactly the same point.
 
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