Borderlands: Mordecai (Models + Prop Pack)

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Description

This models/prop pack includes two versions of Mordecai (Borderlands 1 & 2), Bloodwing, Talon, Slagged Bloodwing, and Mordecai's sword.

This was my first foray into porting a playable character from Borderlands, and I was not prepared for having to color the clothing textures myself. But, since I had to get in there to color the default skins anyway, I decided to go ahead and make some recolors, too... including a totally not-canon Pink Pandoracorn skin, since I loved those skins in Borderlands 2.

Borderlands 2 Mordecai has a skin variant with some acid damage to his shirt (taken from the Tales from the Borderlands texture files).

Slagged Bloodwing comes with recolors for each elemental effect.

All of these models feature hi-res textures and dynamic outlines. Mordecai has a body group for his sword to allow you to toggle it off and on in its sheath, and he also has an attachment bone in his right hand for his sword.

Be advised that the Borderlands 1 Mordecai model has no face bones, thus no face flexes. The Borderlands 2 Mordecai DOES have face bones you can pose, but no face flexes (they don't play nicely with the dynamic outline).

Both Mordecai models should work with <a href="https://mega.nz/#!zhN1DSzJ!Lw--p92iwL86DVTCa6FbOrqiu7SOTL8KcPAvGkORrhI">LowRider's Borderlands rig script</a>.

If you use any of these models, send me a link to the finished project; I'd love to see it!

Do not repost/upload these models elsewhere... certainly do not claim it as your own work. Please ask before porting to a different format.

CREDITS: Gildor for creating the <a href="https://www.gildor.org/en/projects/umodel">Unreal Engine Model Viewer</a>.

Mordecai, Bloodwing and Talon belong to Gearbox Software.

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Filename Downloads Created Filesize
Files
  mcemily_Mordecai.zip   581 2019-07-22 00:07:47 60.52 MB
Thumbnail image for Borderlands: Mordecai (Models + Prop Pack)
Source Filmmaker: Transparancy
Transparency in Source Filmmaker requires more than just having an alpha channel in your diffuse texture.

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