Gray Alien

  • June 22, 2012
  • 1,449 Downloads
  • 6 Likes
  • Blender 2.6x
  • Render: Blender Internal
  • Creator: downshiftdx
  • License: CC-BY
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Description:

First serious attempt at a humanoid character and a decent IK rig. No poses / animations. Includes a mouth mesh. Each mesh has base texture, bump map, and specular map. Body mesh is just shy of 4000 polys.

All modeling done in Blender. Textures in Gimp.

I had some ideas for this model to go along with a story I've outlined. I am not planning on using it anytime soon and since it is the most "complete" I've done I figured I would share it with the community that I have learned so much from. It was intended for the BGE (or other game engine) so I tried to keep it light but I know it is too heavy on geometry in some areas and too light in others.

I hope it is useful to somebody.

Comments:

  • blenderer2012 profile picture
    blenderer2012

    Thanks for the nice model and rig but the animation clips that i made for it don't seem to work in the game engine. Any ideas ?

    Written June 22, 2012
  • downshiftdx profile picture
    downshiftdx

    I bet I know what is wrong. I left the mirror modifier on (thinking it would make it easier for people to make edits right away if they chose) and on another model I have done a walk cycle and run for that can cause the BGE To not animate the mesh.

    Written June 23, 2012
  • JackVos profile picture
    JackVos

    Just the type of thing I'm looking for as an extra in my film

    Written June 25, 2012
  • Sazerac profile picture
    Sazerac

    Nice model, but I have one small crit (thats pretty easy to fix) about the rigging, namely, don't include the hands in the IK chain for the arms, hands need to move independently.

    Edited June 25, 2012
  • downshiftdx profile picture
    downshiftdx

    @Sazerac

    I don't even recall doing it that way but I just checked it out and you're right! My other humanoid models have the arm IK control bone at the wrist, the hand bone is free to move, and the IK constraint is on the forearm. I wonder what my reason was for this experiment... I imagine I was thinking about being able to use the arm controller to exactly position where the hand should be and rotate around that point and correct if the arm moved too much with the elbow targets. I'll fix it and update it soon.

    @Jackvos

    Cool!

    Edited June 26, 2012
  • elexir07 profile picture
    elexir07

    ca to look like asser asgarde of stargate

    Written July 05, 2012
  • Rei_ri profile picture
    Rei_ri

    woooooow thanks

    Edited July 07, 2012
  • bobbyt1999 profile picture
    bobbyt1999

    LOL I made it buff!

    Written August 13, 2012
  • thespacegamer profile picture
    thespacegamer

    I'd like to use the arm and hand in something I'm working on but have only modeled hard objects before, is the arm and hand poseable and if so can you tell me how to pose them?

    Written July 03, 2013
  • thespacegamer profile picture
    thespacegamer

    Would you mind if I just took the arm mesh and added some bones to it to pose it and the hand for my project? I like the hard/arm look but need more poseability.

    Written July 03, 2013
  • YannD profile picture
    YannD

    Nice Alien. Very good job ! Thanks !

    Written November 05, 2015
  • anonima70 profile picture
    anonima70

    jod job!!! Thank you

    Written June 24, 2016