polycount

This model in relation to the standard player model.

Coconut_monkey

Rating: 6

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baseq2/players/coconut_monkey

Intro

"Created for the PC Gamer Magazine July 1998 cover CD"

The Model

The model is question today is a rather simply object. It's a representation of the PC Gamer's mascot and its taken very literally. From what I can tell the mascot is a static icon. All images of him are exactly what the model is, a peanut shaped statue, with a paint that I guess is a cartoon monkey. So with that in mind, the model is extremely accurate to the original source. Right on target, in fact. So much so, that I'd venture a guess that it originated from the same 3d file that's used to create the other images. Or maybe not, it's not exactly a complicated model, so it could have been redone from scratch. I guess it doesn't really matter. The model is pretty light on the polys at a featherweight 312. I has a couple of extras in there, but we're talking 2-4 that with the already low count, it probably isn't even worth mentioning, but it's not 100% efficient. In fact the only real "problem" I found with the model's actual construction is that it does split some edges in a few of the animations. To see what I mean, open the model in NST and to the frame label "stand30". Now turn the texturing mode to flat shaded. Now look at the lower right side [ the model's right ] when the arm "attaches" to the body. You'll find a really long crack. This is a edge split. What has happened in the vertexes along this edge have not been welded together. What happens with welding is two adjacent polygons have vertexes in the exact same spot. Now you can weld them together so that share the individual vertex. Or the polygons can simply have two separate verts that are simply defined as being in the same spot. It misleading to think of verts as part of a polygon. It's more accurate to say that polygons are just groupings of verts. Ok, you're rolling eyes at me, I can see that. When you get into modeling, this is an important point to make. Since models are made up of groupings of verts, you can make the model more efficient if it has a low vert count as well. Then it shares more of the verts to make the faces and the model is better. Also when it's sharing verts for all the faces, it won't split, like the monkey is here. Lord knows, I don't want to look inside the monkey and its a rather small detail, but the point is to do these thing proper and this is a small, fixable. This same mistake has been made by other authors to the point that is was viewable in game. I don't think that this is really a show stopper. Considering the simple nature of the model, I am sort of surprised to see it. All in all the model's construction is done rather well. I think a potential chance to experiment with the character was missed by retaining the completely strict faithful model of the monkey though. But this is an official sanctioned corporate mascot, so it's a good that the author wasn't allowed the freedom to modify the character any to include limbs or anything of interest. I'll issue 4 stars on this one. With a more dynamic model, I probably would have given it 5 starts for such a clean and low error model, but the fact is these small errors really shouldn't be in there, BECAUSE it is so simple and the fact that it is a corporate mascot.

Score: 8

The Animations

The animations are really a definite step down. But this is again due to the fact that the model was made so faithful to a static image. The fact that this model is actually in 3D is somewhat unneeded. It could have been a 2D animation and gotten the same level of feeling and character across. All its animation consists of it waggling a bit and maybe a bit of different scaling of the eyes. As a comparison, think of an action figure. An older one, not one of those wacky new ones with kung fu magic. There's not a lot you can do to bring the figure to life. Wiggle it around and move the head and arms, and you've tapped the range of motion. Now cut that in half and you have the vocabulary of motion available to this model. Playing with a plastic dashboard Jesus on a hot day would have about the same effect. Granted when you serve yourself a model like this, you don't have a lot of options with the animations. They are probably everything that possibility could be done. My mother has a saying that I think applies here, "You can only polish a turd so much" And why the model floats in the air so high is a mystery to me. The author even confirmed that its supposed to do that. I guess the lack of limbs for locomotion means it has developed its psychokinetic powers to lift itself with its mind... uh ok.. that's a stretch. next. At two points did the model actually get me to rerun the animations to see what had been done, the point and the taunt. The model has been mapped with a big smiley face grin to brighten the days of its readers. The modeler actually used the faces on the model during the taunt to bring it into a "pucker" look. Given the level of animation that the rest had, I was stunned that the depth of thought was here to pull this off. It works very well, for what its doing. The point uses it the same way. I wondered how he was going to pull the point off. Since a point, usually requires a linear motion of some limb, and that anything that would do that is lacking from this model, I laughed a bit when I saw its mouth extend out a bit to form a point. :) Looks like its getting a little extra friendly. These two items, leads me to assume that the modeler is actually not as bad as this thing shows off. My guess is that he was not given enough time, freedom, something to do a creative job of the model and the animations.

Score: 4

The Skin

Skins is such a plural word. And although the model does officially come with 3 skins, coco and the 2 CTF skins, it's more accurate to say one one skin. The CTF skins have been done by simply coloring the abdomen and nose of the coco skin a single color over the areas. [ this wasn't even done well as you can see the old skin peeking out from under the large red and blue smears on the skin.] Then as a cute gesture, the CTF symbols were pasted onto the asses of the model. Giggle, so funny. Not real exciting. And what of the coco skin itself? Well the skin is the nice GL friendly 256x256, but considering the full model 128x128 probably would have sufficed. The actual skin is some odd blotched carpet effect. I'm not sure of the origin, but it looks like it repeats in some weird way. I'm not sure, but by no means adds anything good to the model, outside of the fact that it make is recognizable as the Coconut Monkey.

Score: 4

Sounds

Oh boy... From a technical standpoint the sounds are good. Nice and tight, quick and stay with the character. This is like the model's construction. It does its job well and nothing more. However, I'm not sure if it's the actual character or just the sounds, but when I hear this model, I go postal. I need to hear it's death sounds again and again. nothing else will do. It's an odd feeling, its probably the overwhelming honey and potpourri dripping from the speakers as they are just too nice and cute. Not real good for the Quake2 environment, but perfect for the character of the model.

Score: 9

Visible Weapons Support

The model does come with VWep support. The weapons are modified versions of the standard id models. They have been stretched and pulled a bit to cartoon-ify them but you should find them recognizable easy enough.

Pack Inclusion

Nope, the fact that the thing floats in the air so high is what keeps it out, it does fine in all other categories, it's just too tall.

Deathmatch Screenshots.

review by rouge13

author name Andrew Eglington

tris.md2

Vertices 200

Mapping Vertices 208

Polygons 321

Skin size 256x256

Skin Wasted Space 39%

weapon.md2

Vertices 38

Mapping Vertices 61

Polygons 56

Skin size 128x128

Skin Wasted Space ?%

Fan Club Web site

2nd Fan Club Web Site

PC Gamer Main Site

[ to get to the monkey's area, surf under the "Fun Stuff" link and you'll find the entry portal there. ]

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