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Smasher/Devourer |
Rating:
7.5 |
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| baseq2/players/smasher |
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Intro
"2076 A.D. Everything that you believe to
be true is a contradiction. Imagine a world that is suffering a slow decay, and a culture
on the edge extinction. A world of chaos brought to obedient order by the machines man
created. In this time, man has become a docile creature herded to submission under the
mechanical laws that apply, programmed and desensitized for their
convenience." ... "Now that SMASHER/DEVOURER is on
the scene, we will hopefully see an end to the violence, and our city will sleep in safe
comfort tonight." * Authors read-me
Taken from the inlay of the Fear
Factory album: Obsolete, has the track SMASHER/DEVOURER which inspired this
model. The names of the two deathmatch skins, Replica and Scumgrief,
are named after tracks on their Demanufacture and Soul of a New Machine albums. I
recommend checking them out, as their music is perfect for deathmatches, and the lyrics
are a bit smarter than what you get normally with this sort of music
Smasher/Devourer is Burnt Kona's second
model (Wraith was his original) and the first to be in a biped form. (having 2 legs) As
you'll see below, it is a nice improvement in his skills as a modeler, animator and skin
mapper since his last creation.
The Model
Hmm, here we go again.. yet another
mechanical, robotic, non human box of bolts to frag away with in the world of Quake2.. In
a way these damn things are actually starting to grow on me, but that's probably because
the few I've looked at, in the past, were of above average design, thus Smasher/Devourer
can happily take a seat on my HD with the others. The model has a solid, original
design, and easily portrays its apparent heavily armored, bulky construction. The mesh is
segmented (as most mech-styled models are) into 37 pieces. This number could have been
lower (not that it makes a difference) by combining some of the pieces (like the leg
parts) into one segment. Optimization was not a main task here, since there were some
areas that were in apparent need of some. The left shoulder-piece could have been
tweaked quite a bit and, as it is, there are some polygons that are almost hidden due to
vertices being shifted during the mesh creation. Vertice count was a bit higher than it
should have been because a few of the segments were each made up of a group single faces
that were not welded at the adjoining vertices (that same shoulder-piece). An example of
this, is a square shape being made up of 6 vertices and 2 polygons, instead of 4 vertices
with 2 polygons. This isn't a big problem normally, but it could cause serious
"jiggle" or floating of the polygons, and/or cause bad deformations of the mesh
when animating, but luckily this is not the case with Smasher/D. The total face-count is
681 (about the average for a mech like this) This should have also been lower since there
are quite a few faces that are hidden from view (due to the way the segments are
"joined" to make the model). Though, it was good that those "hidden"
faces were still mapped (which some authors wouldn't have done out of laziness) on the
skin just so they reflect the basic model color when the model moves and some of these
"hidden"areas may be observable. The models bounding box is close in size to the
male when standing, but during the crouch, you may find a few well placed shots pass
through Smashers head or shoulders and/or have some clipping when crawling through areas
with low head-room. Smasher also has a nice variety of custom vweps (as you can see from
the skin and screenshots) except for the rocket and grenade launchers which are of the
standard id-style. The one thing I would have thought is a slight
flaw, is the placement of the weapon in the left hand (sorry to all of you
"lefties" out there.) In gameplay (during a DM) shots and particle streams
from the models are projected from the models right side. (actually a bit off center, than
the actual right side) So in custom models, occasionally, the weapon shots may not
appear to emit from the weapon models themselves but instead from midair. This is usually
apparent in many models that have weapon placed in the left hands or use various sized
custom vwep or have stances that are taller or shorter than the male and female models,
but in Smasher's case, this is not so apparent since its torso is turned (bladed) sideways
so the weapon is held more at the model's center then to its' left side. (I guess
Burnt Kona really thought this one out ahead of time.) Basically a nice solid job
designing the mesh. The subject matter is relatively original and a somewhat refreshing
change. Custom Vweps are a plus but the model is not without some problems that could have
been tweaked. A few recovered polygons here and there could have been implemented towards
making the right arm more of a square shape rather than the triangular one it is..
Score:
Seven 1/2
 
The Animations
Not a bad job for this modelers second
creation. (Actually it is the first one with legs) I truly thought
that Burnt Kona was going to get more into mapping and skinning models but I sure hope he
continues with this aspect of PPM creation, because it seems like he has gotten a good
start. Although he does need some "scrubbing-up" on his techniques, he has
already improved his skills tenfold from his Wraith model. Hmm. .. where to start..
ok, first off, Smasher does seem to suffer from "quicksand syndrome" (that
is, the model sinks below the ground during animation sequences) This doesn't take
away from the model to such an extent, and for would be animators, the easy fix is to keep
your model just a hair above the ground level. Clipping seems noticeable throughout
most of the cycles. Most noticeable , are the small thighs totally disappearing into the
lower legs during run and crouch animations. (Something that BK was aware of) Due to
segmentation, certain body parts either become "disconnected" during movement,
or just collide and pass through other parts. During the "flip" cycle, the torso
and the waist disconnect at the "spine". A closer inspection, of the model, also
reveals that the waist and body itself sort of rests on top of the legs and also aren't
really "attached", per-say. The torso's pivot point (when twisting at the
waist), should have been moved towards the back of the model, closer to the spine's
location. Instead it's in the middle and causes serious clipping with the "spine
mechanism" when the model twists its torso. This is fixed in most of the other
cycles, but is most prominent in the "run". During the stand sequence, the
model is standing sideways, bladed to the right, so when starting to run, from a standing
position, there is a sudden jump to the next animation sequence. This happens again
when stopping and firing. The keyframes should sort of flow together from one animation to
the next, so there are not any shifts to alternating cycles. This shifting is made
less noticeable with Quake2 interpolation but still, Smasher's animation transitions are
not as smooth as they should be. Before you think bad of this model, let me say that the
animation cycles, individually, are extremely smooth and very "lifelike".
Movement is exaggerated, which better illustrates certain personality and impact, as
opposed to a model with minimal movement. The run cycle itself is carried out
extremely well, the torsos sway and extreme swing of the arms illustrates weight and a bit
of a struggle for this bulky machine to attain speed. Good job of constructing the model
and converting it to .md2 format Since there was no severe jiggle we can assume the vertex
coordinates were somewhat preserved. One thing many reviews fail to comment on is weapon
alignment and/or animations, and in Smasher's case, the weapon models (default and vwep)
are firmly secured onto the models arm. Movement was almost perfect but, like most
vweps, they do clip a bit during certain cycles. There was also some nice attention paid
to secondary motions (this is usually a neglected area of animation) with head and arm
movements following just behind the body motions. This is one of the best ways to emulate
the physics the body exercises when moving.
I guess it seems like
I ripped this model apart in this area, but on the contrary, I guess I have just started
to scrutinize different aspects of PPMs more than I have in the past. I guess you can
always find faults in even the most perfect of models, and almost all of these do not
effect game-play one bit. They are more an observation for the benefit of others, to
sharpen their skills, learn new techniques and to avoid the common problems one encounters
when creating a model for in-game use. In whole, Smasher/D is a very solid creation,
which definitely could have been refined a bit here and there but for the most part has
flaws which are negligible. As a whole, the author has created a model with much improved
animations over the previous model, and I am sure, his next PPM will be even better. Fluid
movements and good illustration of body mechanics/physics helps to overlook some of the
noted flaws, and gives Smasher-D a "well above average" score.
Score: Eight
 
The Skin(s)
Smasher/Devourer
comes packed with 5 skins (CTF Red and Blue, and 3 other varieties.) The model mesh
is laid out on a 256x256 skin (so they are Open GL friendly) and have an insanely, impossible
0% wasted space. (If you are wondering how this is possible, its a matter
of mapping the entire skin, as a whole, onto 2 faces which are usually hidden somewhere on
the model. In S/D's case, its behind the little mechanical box on the left chestplate.)
There is really no reason to do this other than to "artificially" lower the skin
waste percentage (Before you think bad of Burnt Kona, let me say he is not the first, or
last, to do this, hehheh.) Without using this little trick, Burnt Kona still manages
to get a very low 14% skin wastage, which is well below the average of most other
models. <Good work, man> By looking at some of the pics on this review
page, you can see there is some very nice detailing on the skins themselves. BK did all
the mapping and skinning himself (as he does so for many other authors too) Except
for the thighs (which are a little messy) mapping was very efficient and is laid out
neatly which makes it "skinner friendly", so you can make your own
variations and not be so confused as to where the parts are laid out. There are some
apparent "seams" on the skin, especially on the right side of the torso. Some of
these aren't really mapping seams but the way the Quake2 lighting engine illuminates the
non-planar surfaces. (not flat) So what appears to be bad seams is actually a
lighting byproduct of the Q2 engine. Although if you look on the front chestplate you can
see a nasty seam created by placing a vertex from a polygon, next to the edge of another
(buts that's more of a mode design flaw) Thus during animations the vertex moves and
the seam is very noticeable, since the "inside" surfaces aren't skinned. (This
happens in a few places on Smasher) The Q2 color palette was utilized nicely and
color #255 was placed on a few of the .pcx files so the colors are dithered well for that
Open Gl. Some effective use of coloring shades the skin nicely, giving Smasher/D
more depth and a look of reality. (Nothing is worse than a nice model with a flat colored
skin, UGH!). However, the "Smasher" skin (which has a brown/green/tan
color-scheme) looks very light and extremely washed out in Open Gl. mode (Hmm back to
color #255). The only parts of the model that are not too light is the lower leg skins.
The Red and Blue CTF skins are re-colored versions of each other, with some changes in
decals and markings, thus giving each a fresh look.The vwep skins were all the usual 128x128 size,
and most were also rather efficient with the mapping space. I don't think the big
hydraulic hose on the rear of the model was mapped out large enough, though. With all the
nice detailing on the rest of the model, that hose had almost none and instead the skin is
sort of stretched onto the larger mesh. Hmm, otherwise a great overall skinning job
(mapping too) but some noticeable seams, one slightly Gl unfriendly skin, and that
artificial 0% wastage, hehheh. I think a few deductions will be justified.
Score:
Seven 1/2
Death
Match Screenshots
 
Sounds
Yes, great quality..Digitized voices and grunts paired with mechanical
SFX, they are crisp and clear and compliment the model perfectly.
Visible
Weapons Support (Vwep)
Yes, Smasher/Devourer comes with a handy set of arm-mounted vweps, all of
which are original design except for the grenade launcher and the rocket launcher. Nice to
see what authors can create in this area. Shows that extra effort put into the model
rather than use the customary id weapon models.
Pack Inclusion
Looks like the "Mechs" have it again.. Although the model does
have a few tiny issues, it meets all the criteria for pack inclusion, so I would say YES
to Smasher making a future appearance.
review by Hunter
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Smasher/Devourer in relation to the
standard male player model.
author name
Jonathan
Murphy
A.K.A Burnt Kona
tris.md2
Vertices 448
Mapping Vertices 347
Polygons 681
Skin size 256x256
Skin Wasted Space 0% (14%) (Heheh)
weapon.md2 **
Vertices 56
Mapping Vertices 77
Polygons 82
Skin size 128x128
Skin Wasted Space 20 %
**Default Weapon
(Vweps vary in polycount.)
relevant links
Author's
Site
Transformers
TC
Impact site
Skin
author's Site
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