Rob Brunskill | emouse@mac.com | 412-225-9488 | 516 Scott Lane, Venetia, PA 15367
Rob Brunskill

modeling

I tend to prefer low polygon modeling. For other projects, I prefer patch modeling, because of the combination of low mesh density combined with smooth surfacing.

Super Armored Fighting Suit

This model, based on Kow Yokoyama's mechanical design, started in Animation:Master as a spline/patch model.

SAFS spline model wire SAFS spline model
Raccoon polygon model

This model was later converted into a 3D Studio Max low polygon model and altered to the 'Raccoon' reconnaissance variant. The final model was made of 2700 polygons.

Wanting to do more with this model, I decided to bring it back to its SAFS roots. Since the distinct curves of the design are an important part of it, I wanted to smooth the model, but without increasing the polygon count to an insane level. I converted the polygons into patches, rebuilding some parts of the model along the way, as well as adding new details.

SAFS patch model front SAFS patch model back

Armored Fighting Suit

Another model based on Kow Yokoyama's mechanical design, the original purpose for this model was for use in Command and Conquer as an armored infantry unit. However, the original model has a high polygon count (500 polygons) for its size. It has the additional problem that while its proportions are accurate, it appears squat in the game.

AFS for Command and Conquer v1 AFS in Command and Conquer
AFS for Command and Conquer v2

I made further refinements to the model, cutting its polygon count down to 230 polygons, and giving it a slimmer look.

Later, in need of a model to experiment with in Source, I went back to the original AFS model. In order to improve the appearance of the unit, the polygon count was increased to 1600 polygons, adding details that were previously only in the texture map. The end goal was to still be able to use the existing texture map with the refined model.

AFS for Half-Life 2