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Pills here

@mrsmugbastard / mrsmugbastard.tumblr.com

Just a blog showcasing some of the biggest models released for SFM
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Batgirl release

At long last, we are ready with the release of Gotham Knight's Batgirl (Barbara Gordon), which also includes over a dozen special outfits and numerous unique shapes. Body, while based on Daz, has custom sculpted shape which remains true to her ingame appearance. Of note, there is a shapekey option for younger face for her, as well as a shape that resembles her Arkham Origins face,the release includes her default Gotham Knights suit, recreation of her Burnside outfit, Year One outfit, Knightwatch outfit, a particular outfit from the Killing Joke, civilian outfits, numerous underwears, sports outfits. Also included are special outfits that allow her to assume the visage of characters that can't be normally done, such as Meryl Silverburgh from Metal Gear Solid 1, Rayne from the Bloodrayne series, Jessica Cannon from SiN Emergence(best used with Arkham Origins face shape), Atom Eve from Invincible(comes with specialized Outfit Thigh shape, and probably best used with younger face option). Clothing has extensive amount of variations achieved with both flexes and bones. It also continues to adopt the system of rig scripts as seen with Alyx, and more polygons added to hands, feet, finger- and toenails, breasts and butt sections of the body, as well as absolute shapes to make combined flexes more operational. We also added thigh IK offset bones that can be used to reposition thighs when ik rig is enabled

Faceposing is based on updated FACS standard used in HLA and in terms of functionality is fairly close to HWM but with less reliance on corrective flexes. As a downside phonemes are not supported.

CREDITS

DC Comics - original character

WB Montreal - game assets

Red Menace - faceposing, rigging, body sculpting, shapekeys

Smug Bastard - texture/material work, custom normal maps

Bayern - previews

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HELEN PARK RELEASE

Here's Helen Park from Blops Cold War. This release contains campaign outfits and hairstyles, some multiplayer outfits, toggleable scar, several makeup skins plus dirty and bruised variants. Additionally it got a selection of casual dresses and underwear.  Clothing has extensive amount of variations achieved with both flexes and bones. It also continues to adopt the system of rig scripts as seen with Alyx, and more polygons added to hands, feet, finger- and toenails, breasts and butt sections of the body, as well as absolute shapes to make combined flexes more operational. We also added thigh IK offset bones that can be used to reposition thighs when ik rig is enabled

Faceposing is based on updated FACS standard used in HLA and in terms of functionality is fairly close to HWM but with less reliance on corrective flexes. As  a downside phonemes are not supported. Facial shapekeys are based on blendshapes from original game with some tweaks and enhancements.

Mdl names start with helenpark so they should be fairly easy to find.

Usage guide (from Alyx port but still relevant)

Optional:

Folders locations:

materials\models\Red Menace\CODBO Cold War\HelenPark

models\Red Menace\CODBO Cold War

Imgur galleries:

CREDITS:

Raven/Treyarch - original character and assets

DAZ3D - body mesh and textures

Red Menace - modeling, flexes, rigging, bodygroups.

Smug Bastard - file extraction, texturing, materials, retopology.

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Anonymous asked:

I don't know if you guys have your next set of characters in mind after the project you are working on, but I was wondering if there were an more Mortal Kombat characters you were considering? Jacqui Briggs would be great because I would love a high quality model of a dark skinned woman, just for some variety in my character models. Thanks as always

We were planning Jade but it's hard to say when we'll get to it

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Anonymous asked:

Will Helen Park include any of her Warzone outfits?

An answer is about to be posted

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Anonymous asked:

I've always wondered how you choose your next models to work on? Is it as simple as what ever model catches your eye at the moment, or is there like a checklist of qualities you look for?

It's a mix of technical competence, design and familiarity. If it's a character we'd like to do but it's shoddily made - pass. If it has badly designed face or outfit - pass, unless it's comic book, in which case there's more leeway. And familiarity is mainly because doing projects takes time so it requires some investment into a character.

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Anonymous asked:

Hey there, huge fan of you guys! Any plans of a Bonnie MacFarlane model or any RDR2 girls in the future?

Yeah, we planned to work on Bonnie, but currently all projects are on hold.

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Anonymous asked:

Hello, great models. Are you compatible with Source2 or any you planning on making Source2 models?

Yes. But full scale ports are problematic due to Blender Source Tools not supporting Source2 morphs properly.

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Anonymous asked:

One of Diana's extra hairstyles I've noticed comes from Jesse Faden. Does this mean you're planning on porting her at some point?

Not really. Her face is weirdly modeled compared to even Quantum Break

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