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Bandit Footman

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
This is my first model- a very basic head swap of a bandits head onto a footman's body. While this model is simple and basic, it's still useful- I've been looking for a model like this for a year now. Good thing I learned how to model.

Keywords:
Bandit, Footman, Warrior
Contents

Bandit Footman (Model)

Reviews
07:00, 3rd Jul 2015 MiniMage: Too simple.
Very cool and creative, if it wasn´t created yet, but ... I must say that it misses something, I don´t know, i got a little feeling in my toes that It misses something

Thanks. Haven't seen a plain bandit footman like this- I've looked on many sites... even some foreign ones in russian and chinese. If anything, maybe turn this into a series so that there are different weapons/animations or maybe giving the footman body more bandit features.
 
Sorry, but this is far too simple to be accepted.

I can see how it could be useful, but if you wanted to have a footman with different weapons, heads, and helmets, you'd be better off ripping his head off and attaching different ones in-game so that you wouldn't need to re-import an entire unit model for each one.

How do I do that? Are pauldrons also customizable?
 
Yes, Pauldrons are customizeable. As are chest armors, and anything that can be attached to a unit and stay where it's supposed to be. You do it by attaching a model to the unit at the desired point, just like auras and buff effects.

https://www.hiveworkshop.com/forums/general-mapping-tutorials-278/how-attach-model-effect-unit-7314/

Hey, I did what you recommended on your tutorial. I'm having some trouble though.

Some heads and bodies that I trimmed aren't working- making the game crash upon loading in the object editor.Some of them have left over geo data appearing as a weird mass between the legs or under the head. This is especially evident when trying to trim everyone on the knight model except the head.

Weapons work fine though- is there a way to give weapon models their own animations? So that if the same body model type picks up different weapons each animation will be according to the weapon.

Also some armor doesn't fit properly- even though its attached to chest, it appears too high. Is there a way to center the placement of attachment armor?

Need screenshots of anything to help get a sense?
 
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