Blender Version: 2.64 r51643
Date: Sat Dec 1 20:15:36 CST 2012
3D preview available @ http://p3d.in/eqGJr
Animation test @ http://youtu.be/u1H09NXPKJ0
Proxy Reference Sheet by pizzacat @ http://pizzacat.deviantart.com/art/Proxy-New-Gen-3D-Ref-Sheet-161235460
Reference belongs to Marco aka. pizzacat. Permission to use reference for this model was graciously granted by pizzacat. Thank you!
1 x Grapple Girl base mesh (1358 vertices, 2738 Edges, 1390 faces, 2696 Tris, UV unwrapped)
1 x Diffuse map (1024 x 1024)
1 x Normal map (1024 x 1024)
1 x Bump map (1024 x 1024)
1 x Specular map (1024 x 1024)
1 x Emission map (1024 x 1024)
1 x Animation armature (lame attempt @ walk cycle in the NLA editor)
Objects were posed for display render, don’t forget to clear location & rotation.
"Subsurf" and "Edge Split" modifiers can be tweaked or removed as needed.
Feel free to resize maps if smaller is needed.
Base mesh is manifold consisting of 5 separate pieces. The character and the 4 claws to the grapple.
Texture samples sourced from:
Textures were otherwise hand painted using GIMP 2.8.
Toggles the head to look at the "World" target instead of the "Local" target. The "World" target will not be influenced by any bone movement, where the "Local" target will follow the Root.
Toggles the head to track a target vs. becoming forward kinetic (FK).
Switch-Kinematic.Arm.L & Switch-Kinematic.Arm.R &
Switch-Kinematic.Leg.L & Switch-Kinematic.Leg.R:
Toggles between Forward Kinematic (FK) and Inverse Kinematic (IK) for the corresponding Leg/Arm/Side.
Switch-World.Arm.Target.L & Switch-World.Arm.Target.R:
Same as Switch-World.Head.Target for the arms.
I did import this into Unity and inspected mappings, I thought they worked well.
I apologise for mistakes, I will try to do better next model. Feel free to leave criticisms. They won't necessarily get this model adjusted but will be kept in mind for future projects.