THanks guys, I'm really glad you like!
I've posted a tutorial (now in tutorial city sticky)
on how to do this yourself using milkshape and brains.
Quote: "are the trousers texture sourced from the leather hand variation from M5? if so, neat customization, heh."
Shoot! Ya git me! I think it looks pretty good. Soon as I get my hands on a decent digital camera, I'm gonna replace it with actual pants, but I thought that looked pretty nice.
Quote: "
awesome character, i believe Ive mentioned it before but new animations make fpsc look so much better"
Totally agree man. I think I've done about 18 new characters for Contrast, and they all have customised movements, even if it's just tweaking the way they walk, it makes such a difference, It's weird, cuz for me I think having custom animations is what makes it look "not FPSC".
Quote: "
What programs did you use?
Just asking
"
Milkshape - primarily for animations and export
Fragmotion - (import animated .x file)
Maya - redo UV map and position weapons (as there's no free rotate in MS)
Photoshop - texturing
Quote: "
man like i allways say YOU ARE THE BEST ON THIS FORM JOIN IDSOFTWEAR"
ok so here's My hypothetical first week at ID SOFWARE. (open it up!)
Day 1. spill coffee on keyboard, realise guy next to me is actually jesus at texturing. soil myself. Take safe option an model crate.
Day 2. Arrive late as I was up all night reading tutorials so I might actually look like I should work there. Fail at UV mapping an 800000million poly demon. Ask work experience kid for help
Day 3.Slit wrists in bathroom because I'm so much worse at game dev than everyone else that works there
Day 4.Return from hospital and return to indy game dev, where I feel safe and fuzzy.
Basically, thanks for the praise man, but I'm a long way from getting into ID
Thanks for all the kind comments guys, keep em coming!