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Character is low poly game ready and can be seen in free game demo. Less than 2,000 polygons, and with 2 levels of detail. Jointed animation reduces CPU cycles required for mesh deformations for fantastic in game performance!
Each component is modular and all the pieces for head, chest, arms and legs etc... have been exported to 3ds format for use in other modeling tools.
Model is in 3DS and Max Format, it has been rigged to the max biped, and exported to DTS format for the Torque Game Engine. Download free preview to play the robot in game! The Robot Also Exports well to Half Life / Counter Strike, Quake / Doom and the Unreal Tournament game engines.
3 Skins Included. Red, Blue and Green... Model dynamically changes skin in downloadable demo.
The robot makes a great in game companion, standing at a little over two meters tall he is a high performance player chararacter.
Bot has it where it counts for game optiomization. The 'High poly version' of the robot has a poly count a little over 1500. You could easily have 10 robots running about in game for the performance hit of one standard character.
In addition to the robots low poly feature he is a segmented model. This means that his bones move one and only one segmented piece of his mesh. There are no skin or physique modifiers which cause the mesh to deform in real time. This means that additional CPU and graphics card processing cycles are saved. The robot is lean and mean when it comes to performance. You should be able to have hundreds of robots running about in your game.
The Robot has been built with a standard naming convention for his skins. His default skin is the black skin named 'base.bot.png.' His skin can be swicthed out dynamically during the game by using the 'setskin' command in game. If you are using the latest version of the TGE head you should be able to call the setSkin('red'); function on the robot model to switch to his red uniform named 'red.bot.png'. Calling setSkin('blue'); during the game will switch him to his blue skin.
Purchase price includes the source files for modification. These include the Max Files, 3D studio files and the default Adobe Photo shop files used to create robot's skin. The Max files are made with Max 9 and character studio. A sample file with an older bot created in max 5.1 is included. The 3ds shapes can be imported to the 5.1 format for older versions of Max.
This Robot is 100% game ready for the Torque game engine. He has already been exported to DTS format for you.
You will need to copy the .dts file and the 'base.bot.png, red.bot.png and blue.bot.png files to the /starter.fps/data/shapes/player directory. The quickest way to see the robot in game is to move the old player.dts to another folder, and rename the robot .dts to player.dts. Stop your game and then restart it and smpe bot should be there ready to go.
The robot model is linked to a biped which is also provided. He has been uvw unrapped with 3 sample skins. He is ready to be animated or droped in game!