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"Mechanatrix_ver2.0" character model for Unreal Tournament 2003
By: Sundeep "FunkaDelic" Dass
email: funkadelicdass@yahoo.com
website: www.sunny-d.com
Date of Completion: August 8th 2005
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Manual Installation Instructions:

Place the mechSkins.utx file in your UT2003\Textures directory
Place the Mechanatrix.ukx file in your UT2003\Animations directory
Place the Mechanatrix.ka file in your UT2003\KarmaData directory
Place the mechanatrix.upl file in your UT2003\System directory

There's three different versions of the model for you to choose from in character selection menu. The main difference between the three is a different skin color for non-team games. All three models use the same red/blue skins for team games. 

The Stats:
Polycount: 5115
Textures: Deatmatch skin, Team skins, Glass shader for Transparent bits. 
Animations: Custom skeleton, Custom animations: 86 sequences.
Karma: Custom Ragdoll
*Mechanatrix_ver2.0 uses the standard MERC_FEMALE sounds and effects.

Software used: 
Modeling, rigging, animation: Maya 4.0-6.0. 
Textures: Photoshop 7.0. 
UnrealED, ActorX for Maya

The Story:
So...what the hell took me so long :)

Back when I did my first Mechanatrix model, I was an unemployed schmuck, still trying to break into the games business as an artist. Well, that model really helped my career out, since I got hired not too long after I released it. I've been working in games for the past two years, so it's been pretty hard for me to find free time to do this stuff. I'm really sorry for the delay. :(

Mechanatrix2.0 has been an on and off WIP for the past year and a half. I always wanted to remake the model, since I wasn't really satisfied with the original mesh. After playing PN03 on the Gamecube, I decided I wanted to go with a more minimal, clean, and bright look to the model and texture. I guess a model over 5000 polys can't be considered minimal, but I made sure the textures focused purely on design and less on making things look grimy, dirty and worn. I purposely didn't paint any lighting or shadow into the textures. With such  a high vert count, I figured I would let the level lighting in the UT maps handle lighting and shadows. 

So the model was another experiment in character design, and I'm fairly happy with the results. I hope you enjoy it.

How I made this character model:
http://www.sunny-d.com/ut2003tut_intro.html

Thank You:
-Epic, for the game, and for what's to come..
-The pool of artists that visit Polycount and conceptart.org.
-Milla for her specular shader tutorial...good thing it's still up! 
-All my friends and co-workers from my days at Crystal Dynamics, and now, at Planet Moon.
-You, for downloading my character model!  

Mechanatrix_ver2.0, copyright 2005: Sundeep Dass
You may NOT alter any of the files in the ut2k4_Mechanatrix_ver2.0 folder without my permission. 
You may NOT distribute the Mechanatrix model on any CD or other media without my permission. 