Custom player models for
Unreal Tournament 2007
This game is slated for mid 2006, but as games go, we'll be lucky if it hits shelves by 2007. Anyway, I figured I'd throw this up just for the heck of it.
The great thing about ut2007 is that it'll use normal maps. So like doom 3, a lot of the details in the models will only be percieved. It'll be a lot harder to make models for this game, as it requires the making of a high poly and low poly version... ...ney, all that's boring speak, here's the models...
Preliminary Skaarj Model
It was revealed early on that the Skaarj from earlier games probably wouldn't be coming back, so I've taken it upon myself to make one for the game. Obviously he needs more detail, but I've got a while to make him anyway.
Work as of may, 2005:
The high poly model...

A normal map test using auto uv's (hence, artifacts in the normal map).
High poly head / low poly head / final version...

Faye Valentine
Another great thing about the next version of unrealtech is that it'll supposedly allow multiple vertex assignments (4). This means more "organic" models will be able to bend more smoothly and the mesh will tear less, something that annoys me to no end in current game engines. It's frustrating to model a character that looks great while they're standing still, but looks crap when moving. I imagine Faye from Cowboy Bebop will benefit greatly from this.
Here's the current high poly model, 50,544 triangles, though that'll certainly be compounded before the normal map scan with extra smoothing and more detailed geometry.


Here's another quick test using a low poly plug-in. It makes the mesh kind of messy with a lot of triangles, but it's only 3,000 triangles. Actually, if I get the urge, I may just use the low poly version as a model for ut2004.

Bright futures for gaming.