thought these were the most awesome thing when i was around.. hum 5. hahah.
well, a little commemoration for the little me that once was.
its a mudbox/max thing, i used the jurassic park triceratops as modeling reference, then built the dinorider equipment around it.
i wanted to make the body more detailed, with bumpy skin and such,
but not sure how i'd get it into 3ds max, without making my computer twist and scream in agony, before dying a silent death, or alternatively have a slideshow viewport?
there was also some errors in the mirroring, i tried doing half a model in mudbox, to ease the 3ds max polycount,
but it created a seam down the middle of the boney trica fan.
hmmh. any tips for a GFX cpu deprived dude? (9700 mobility)
some tips for unwrapping this would be great too.
Replies
Some ideas... You could sell the weight of the weapons by making the tissue around the feet more compressed and bulged, and tighten up some of the muscles to look like he is really lugging those blasters.
And perhaps some fluffy dice too.
bumpy skin and all that goodness would be done in mudbox, i imagine, with the level 1 or 2 subdivided mesh then ported to max for normal mappage. If you're not interested in normals, though, split the model into manageable pieces. Haul in each leg as seperate meshes and detail them in max... that should produce a slightly more compliant program.
Its looking good, matches what I remember. Are you going to make a manta-headed dude to ride it? Wait... i guess those were the bad guys, so he'd be getting stomped
with this:
with the feel of this:
and heres the bad guys toys:
you tricked me by switching the purple to red.
Nice work there. Doesn't mudbox have a displacement map export?