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Old 13-01-2004, 02:53 PM   #46
kumar
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Question Weapon Test 01

Well this came out of my imagination and so i modelled it to see how it held up. Might do a couple and see what comments are given,,, so please do tell which one looks nice...

My mind keep going back to helberg or trident.
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Old 13-01-2004, 03:30 PM   #47
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Question Weapon Test 2

Well here he is with a great axe. Hmm, looks fitting for him... But then again in case anyone wondering a easy way to create an axe... I did it like so...
create a disc and get the height and other settings done. Make sure you have segments on the y. Sym on and then select and smooth shift polys into the direction you want... You might want to knife some polys to give you the desired look. I used the drag tool to get the shape going. The smooth shift the top to get the spike and stretch away to get the look right.
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Old 13-01-2004, 03:37 PM   #48
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Nice weapon choice, i would pick the first one that you posted,
also try to give the first weapon a bit more width so it doesnt look so flat,
One question: Are you going to detail your first weapon with barbarian marks?
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Old 13-01-2004, 04:32 PM   #49
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i think an axe like your second one works better.
i have attached this image of a axe that may be of some help.

Dae
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Old 14-01-2004, 01:48 AM   #50
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Thanks guys, thanks for the image dae, guess i still havent finished tweaking the axe yet. Hmm i think i will try one or two more weapon testing before the next step that will be texturing and rigging. I am thinking on trying proceduals first. UVs will take some time, so here is the plan that i have...

1. Create UVs, and get the wire screen shot out.
2. Texture the model using procedurals
3. Rig the character with Skelegons
4. Create the respective weight maps.
5. Start the IK setup with nulls goals and stuff.
6. Meanwhile i do UV texturing in the background from step one.
7. Apply UVs and start animation testing.

Man i know that its going to be a long way, and i need to learn IK and other stuff, but hopefully this competition gives me the boost to go and learn it.
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Old 16-01-2004, 11:21 AM   #51
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Default Rigging/WeightMapping Complete

Well, two days and no update,,, well was doing the time consuming rigging and weightmapping the different parts. Man that takes forever for a newbie like me. Well Here is a screeen shot of his arms i moved about and fingers clenched. Sorry for the large image size.
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Old 16-01-2004, 12:31 PM   #52
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Default Procedural Testing

Well here is a render of the barabarian with only procedurals. Well i know that UV would be better but guess this is a start.

Oh ya, i know he is missing the skull chain,,, but i think i will add it later with Md so that it can move about his neck. Will see how it goes.
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Old 16-01-2004, 12:40 PM   #53
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Looking really sweet there Kumar.
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Old 16-01-2004, 12:46 PM   #54
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Thanks Mark.
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Old 16-01-2004, 12:54 PM   #55
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very nice work kumar.. the head looks like its not attached to the body, will you fix that?
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Old 16-01-2004, 03:03 PM   #56
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Well Digi, having some problems there, the head has many more points than the body, so i tried to bansaw a couple more, but ended up making the rest of the body angular. So i am still thinking...

The solution i have is that weld the front, put the skull chain and hope it blends well enough to avoid the seams... Any idea to solve this,,,, The neck has like 20 plus points and the body has 6.
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Old 16-01-2004, 03:28 PM   #57
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ahh I see.. I dont have any really good solution to give you.. you could make some kind of necklace which sits very tight to the neck and covers the seam.. like a metal spike necklace or so.. but then you would probably have to drop you skull chain and that would be a pity..
However, it doesnt look all that bad as it is now.. maybe its possible to disquise it even more with texturing I dont know..

good luck to you!
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Old 16-01-2004, 04:18 PM   #58
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Default Skull Chain

Well guess thats a bobo, too bad. Well here is the chain from before, hope this hides it better. And yes i think the red eyes give him a better look,,,, what do you say Digi?

At this point i am very tempted to start keyframing his move bit by bit... But i know that i should learn and give IK my first try. And must somehow keep going and get UVing done also.
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Old 16-01-2004, 05:45 PM   #59
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yes, the skull chain hides the seam pretty well, I think I like him better with the normal eyes though.. but thats just my personal oppinion so you go with whatever you think looks better.

Im looking foward to seeing him with UV mapped textures
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Old 17-01-2004, 01:53 AM   #60
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Hmm, at least the skull chain hides the seam. I am happy . But i tried the MD with the skull chain as the target and the body added a FX_Collison with object_subdiv and the whole thing went.... Hang!!!! Man that was a irritating!!!! Another time all went well and the chain just slipped by the body. I think i am doing something wrong.... But guess i have to start creating some UV Maps and get the painting started.

Well just thought of something, How about FX_Gravity and the usual collision dection. Well its a thougt

Last edited by kumar; 17-01-2004 at 02:02 AM.
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