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Old 28-01-2004, 11:49 AM   #61
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Default Concept #5

Fifth one
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Old 28-01-2004, 11:52 AM   #62
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Default Concept #6

sixth one
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Old 28-01-2004, 05:59 PM   #63
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looks cool i like it
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Old 29-01-2004, 01:30 AM   #64
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Interesting Idea... I see now its a bit difficult for the body,,, but you should be able to do it... I am wondering whats the holdup??? You have quite detailed concept. Nice.
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Old 30-01-2004, 08:03 PM   #65
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Default Image #1

I have changed my mind with my cyborg. Instead i am building a Mech Warrior due to my cousins request.
This is the best choice since the model was getting rather heavy with the polys.

<<My new entry will be a Low-Poly Mech Warrior>>
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Old 30-01-2004, 08:05 PM   #66
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more.....

[edit] BTW the poly count is 988 .......
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Old 31-01-2004, 03:43 AM   #67
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another small update,
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Old 31-01-2004, 03:47 AM   #68
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update with guns.... I know i have to widen his lower arms a bit..
<<Poly count is 1956
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Old 31-01-2004, 04:38 AM   #69
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The final model.....now all i have to do is texture it Lots of fun
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Old 31-01-2004, 08:14 AM   #70
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Very Nice... Cant wait to see him textured.
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Old 31-01-2004, 08:16 PM   #71
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Thanx, I have a question to rigging experts: How is it possible to assign a layer to a specific bone?
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Old 02-02-2004, 05:09 AM   #72
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I am no rigging expert,,, But its possible,,, but i would feel safer with weight maps. Since yours is sharp,, give 100% maps.
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Old 03-02-2004, 12:19 PM   #73
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How do I put weight maps on the object so it stays with the bone?
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Old 03-02-2004, 01:58 PM   #74
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Ok,,, played around a bit, and i think if the object is in different layers you should use nulls instead of bones to control the animation. You can try to load some scenes from your lightwave directory,,,, you will see robots and a whole bunch of other stuff. These are a great place to start to learn how they use the nulls in animation. But if you want weights... Then do it in modeller. select the polys you want for the map,,, such as thigh, foot and so... Then create a weight map, you will be asked to give a name and a value.... Just give 100 and you will have a sharp map. If you are doing fingers or other stuff,,, then you might want to have a gradient, so that the deformation is nice. For accuracy, do point selection, instead of poly selection. Then in layout, convert your skelegons, and then assign your bones the map, in the properties,,, you can do this in modeller too. Oh ya, if you do decide to load some scenes and play around... you might want to check out the scene editor, as they hide some of the stuff.
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Old 03-02-2004, 02:07 PM   #75
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Thanx man, I tried puting weight maps on and assigning some stuff but it doesnt seem to work. I'll try to use the nulls as you have suggested. Once again thanx.
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