28-01-2004, 11:49 AM | #61 |
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Concept #5
Fifth one
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28-01-2004, 11:52 AM | #62 |
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Concept #6
sixth one
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28-01-2004, 05:59 PM | #63 |
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looks cool i like it
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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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30-01-2004, 08:03 PM | #65 |
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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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30-01-2004, 08:05 PM | #66 |
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Image #2
more.....
[edit] BTW the poly count is 988 .......
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31-01-2004, 03:43 AM | #67 |
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another small update,
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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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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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31-01-2004, 08:14 AM | #70 |
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Very Nice... Cant wait to see him textured.
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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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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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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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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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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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