Dease said:
If right is as light as you can go, then go with that,
still rather large, but it would work
Actaully, the middle one is supposed to be the lighter version.

I actually darkened the light camo texture a bit because it looked ridiculously light on my laptop's LCD display, but when I loaded it here, it looks really freakin' dark. If you look closely, she's the same exact size as the Chin Spearman, but has more armor adding to her bulk and heighth (the pointy part of the helmet adds about 4 inches to her height). I'll post another preview later with the original version of the light camo.
Also, I think the reason that most people can't tell her gender from these preview pics is because of the way she's holding her rifle (but believe you me, you can tell in the E,W, and to a good extent in the NE/N/NW directions due to... curavture

).
So, what do you think of my tank's run animation (aside from the fact that I forgot to convert the BG when I was pasting in the frames from the default animation

). That took me about 4 hours to get it to look right. I was at a loss as how to make the treads look like they were moving since they'r made up of two clyinders and a square that's been chopped up with negative boolean objects and I don't have the option of using a skeleton. That's when I remembered that Bryce's texture lab had some advanced capabilities, including the ablility to rotate a texture along a given axis, so I had the textures rotate along the Z axis at the same rate that the wheels were, and it worked as expected. If there are no objections, I'll render out that animation and call it done.
