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#31 |
Registered Member
Join Date: Dec 2004
Location: malaysia
Posts: 20
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well..
in my opinion....it depends on the game and story, if its a fighting game, it might have lotsa scratch on the body, if its a adventure story about a 'lost-soul' robot, it might looks rusty...so...it juz up to u ![]() ![]() Last edited by doublerr; 12-12-2004 at 02:48 AM. |
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#32 |
Full Access Member
Join Date: Sep 2003
Location: Singapore,
Posts: 913
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Hi there bud,,, nice robot. I think you should give him a weapon, maybe a extra large one.. So has a game type feel to it. Make him more shiny first then add the rust or peeling paint in layers. Add some rocket boosters and pose him in a shot for the finals.
Hehe i can see you are lazy to do rigging... But try out the IKBoost tool, Man its really easy and can give great results. |
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#33 |
Registered Member
Join Date: Jan 2004
Location: Canada
Posts: 460
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Okay, Thanks a lot doublerr and Kumar. I'll focus on the stuff that Kumar said one by one...
![]() Weapon... Axe... posted below... his pose seems to be a little crappy, so i'll get him into more action at the end... I will work on the axe textures and post something tomorrow... I do actually have some shinyness on some parts on him, but it doesn't show in the radiosity renders... rockets or a jetpack or something like that might be cool and i'll see if I can get something of that sort done ![]() what exactly is IK boost??? I've never seen or heard of it... ![]() Thanks for the suggestions ![]() |
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#34 |
Registered Member
Join Date: Aug 2003
Location: UK
Posts: 300
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#35 |
Full Access Member
Join Date: Oct 2003
Location: UK
Posts: 190
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http://www.cgtalk.com/showthread.php?t=115682
heres a link to a video tutorial of the ik boost and a lot of other cool features. ![]()
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#36 |
Registered Member
Join Date: Jan 2004
Location: Canada
Posts: 460
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minor UV's on the "axe" which turned out to be a wrench (It's actually supposed to be a wrench). So i changed the blade thingys a little to look like more like a wrench... I've currently got 746 tris in the wrench itself.
About the ISBoost tool: I dont have LW8 (I'm currently on LW7), so i don't think i'll be able to use that... ![]() |
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#37 |
Registered Member
Join Date: Jan 2004
Location: Canada
Posts: 460
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A little update of Clank... added specularity, some UV tweaking of the wrench and (attempted) fake glow with transparent polys.
total # of tris: 3401 w/ wrench Feel free to C & C! ![]() Last edited by Zeeman; 08-01-2005 at 07:32 PM. |
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#38 |
Registered Member
Join Date: Jan 2004
Location: Canada
Posts: 460
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right then! this comp will soon come to a close and i dont want to end up with something incomplete! So i spent a few hours this weekend making a big @$$ gun to go with Clank instead of the wrench...
![]() BTW, there are about 819 tris in the gun!!! ![]() C&C welcome ![]() |
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#39 |
Registered Member
Join Date: Mar 2004
Location: Dudley, UK
Posts: 185
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thats a lot of tries for a gun...try quemloss see if you can get somthing acceptable from it without remodeling it, but cut it in half first, qloss tends to lose a symetrical model in my experiance (which is very little).
i like the gun though...very neat, maybe you could use this as a normal map for a qloss model?
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#40 |
Registered Member
Join Date: Jan 2004
Location: Canada
Posts: 460
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yea, i could do that, but i'm not sure if we're allowed to use quemloss... are we?
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#41 |
Super Moderator
Join Date: Jan 2003
Location: Sunbury, UK
Posts: 2,339
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Can't see why not. After all, it's just a modelling tool, although Mike should provide a final ruling here...
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#42 |
The Maya Mountain
Join Date: Jan 2003
Location: Port Orchard, WA
Posts: 654
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what is quemloss?
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#43 |
Super Moderator
Join Date: Jan 2003
Location: Sweden
Posts: 1,182
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qemLoss is a plugin that comes with LW which automatically reduces the number of polys on an object, works really swell in some cases.
cheers Matt
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http://www.digitalmagic.se mattias@digitalmagic.se icq:1687432 msn: eternal_e@hotmail.com |
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#44 |
The Maya Mountain
Join Date: Jan 2003
Location: Port Orchard, WA
Posts: 654
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sure, i suppose you can do that, but so far, at least in my experience, such processes rarely do a very good job and would require some cleanup after.
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#45 |
Registered Member
Join Date: Nov 2003
Location: the netherlands
Posts: 798
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i really like your model..but i think your textures are a bit blurred.
maybe you can sharpen the textures???!!! |
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Thread | Thread Starter | Forum | Replies | Last Post |
Nov / Dec - noOb - Zeeman | Zeeman | Previous Challenges & Competitions Area | 21 | 15-11-2005 11:41 PM |
July/Aug - nOOb - Zeeman | Zeeman | Previous Challenges & Competitions Area | 21 | 15-07-2005 12:01 PM |
Mar/Apr - Noob - Zeeman | Zeeman | Previous Challenges & Competitions Area | 16 | 19-03-2005 10:56 AM |
Oct / Nov - noob - Zeeman | Zeeman | Previous Challenges & Competitions Area | 9 | 11-10-2004 08:46 AM |
June - noob - Zeeman | Zeeman | Previous Challenges & Competitions Area | 50 | 30-06-2004 01:55 PM |
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