SFMLab will soon be migrated to a new codebase. In preparation for this, we have temporarily disabled some site functionality, namely the features listed below. This is necessary to ensure the move will not lead to accidental data-loss. You should still be able to download existing files available on the site.(although the EU server will suffer from reduced availability)
SFMLab will stay in read-only mode until the end of February, when the migrations are set to conclude.
Version 4.0 of the Sci-Fi Citizens. Included is 27 models, including all 15 standard Half-Life 2 citizens, all retextured with high-resolution facemaps and masked normalmaps, plus another 12 new fully faceposable characters:
From Left 4 Dead: Bill, Louis, Rochelle, and Zoey
Three generic males from Max Payne 3, as well as two generic Males from Battlefield 3
Dragon Age 2’s Lady Hawke, FFXIII Fang, and Wraithcat, a local reskin of Jessica from Sin:Episodes.
All characters have bodygroups for berets, a holographic mouth/earpiece/HUD, collar and beret insignia, shoulder ranks, military style ribbons, and a few choices in pants. All characters also come with three skingroups, including ‘Classic,’ ‘Blacklight,’ and ‘Formal White.’ The Blacklight skingroup also changes the heads up display to a Blacklight: Retribution health meter/ingame lower-right HUD component.
These models shine in SFM. All of them have been 100% tested for common transparency and eye controller bugs, all default HL2 and L4D heads have retained full faceposing, meaning HL2 style phoneme extraction just works. (Sorry, nothing this time on the custom heads, if you’re into making HWM flexes, contact me) Since they are on the valve skeleton, they all have a library of gestures and animations to build on, and are all compatible with the standard valve IK rig.
Modeling wise, these ragdolls are the combination of so many disparate sources that they form their own style. They weren’t designed to mimic any one film or television show costume, instead they’re intentionally stylistic but generic. The goal is for the user to tell a story with them, not for them to tell a story to end users. These uniforms can represent any kind of futuristic military, and are perfect for what you want them to be. Almost every component was unwrapped and retextured from scratch.
Just about every texture that isn’t a face was scratch done by me, fully leveraging everything the source shader engine can being to bear. Phong, specular mapping, rimlighting, albdeto tinting, detail maps, illumination maps, translucency, even complex material proxies, and complex eye shaders. They’re all there, contributing in some way, and targeted to get the most out of existing scene lighting.
479 Files in 20 folders for 27 characters. Three skingroups, 25 bodygroups for the males. Three skingroups, 22(+/-2) bodygroups for the females.
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