Sculpting and texture painting some head studies. Hair is just a quick place holder for now, as I'll probably put this back on the lower model with some alpha hair.
TNO and tda, thanks so much to both you guys for the help. I'm gonna spend all day tomorrow trying to fix the rig and the gun link.
If you can't get the bones to align to the shape of your model then you can always bend your model to align properly to the bones before you skin.
- can't believe I didn't think of that, derp! thanks, I'll try that in the morning
Saferdan, thanks for posting those chunks man - it's helpful to see how you broke it down! I've been doing a bunch of Hong KOng style modular stuff today, I'm kinda happy with how some of these textures turned out - (although many of the base images I stole from the intertubes). I posted this in my sketchbook thread already but I'll post it here too:
I'm looking forward to playing Lego and assembling all this together.
Crits welcome!
re did my sad robot i made a while back and my AI.
sorry for big pictures, any feedback?
Maybe it's just me, but it seems the poly count is for the DS, while the texture res is for the PSP, if you know what I mean. The textures are fantastic I think, but they look like they're in a higher 'budget bracket' than the mesh.
Also, I don't have any idea whether the arms bend smoothly or it bends in sections with the mesh.
This is way too complicated dude. In max all you need to do to link a gun (or anything) to a hand (or anything else) is a link controller. Motion tab -> Parameters - > Change 'Transform P/R/S' to 'Link Constraint' and the rest is self explanitory. It's not even necessary to use bones unless you need to export the animation data for a game, max is comfortable letting you link objects to bones and vice versa.
Personally i'd link both hand bones to the gun instead as it's much easier to pose and aim the gun accurately that way. I've never worked with mocap data before though, so that may produce some weird results.
I was going out of my experience with Blender and its Gameengine.
but great to know that there are easier ways to archive a good rigging. :-)
the guy got now another texture and here is now a screenshot out of the gamengine
with activated Physics visualization.
there are still some problems with the Collisionfunction (the green version of him)
and the glowing is only there when there is no object behind him.
started this guy the other day, much to fix and block in still. so need a new jk game.
this is looking good, the shirt he's wearing looks quite tight so maybe add a little more muscle form to the torso. Also, the pockets of the trousers wouldn't stick out as far as that. Otherwise I like it
oh shit BigErn - that looks amazing! great texture detailing and I love the lighting too.
and that is pretty much EXACTLY what I want my environment to be looking like haha - did you see my post on the previous page? your stuff is perfect inspiration :P
Looking really good! Very impressive, though this guy looks really familiar somehow...where have I seen this face?
AE: Holy aliasing Batman! That texture is looking pretty cool man, though its overall very greenish. Since I dont know what its going to be used for or where, this could be totally fine.
Build: I like your JKII guy (Dash Rendar is it?) though I think in addition to the comments already made, his head is perhaps a little small for his frame.
@Build Really like the Kyle so far, and as far as his outfit goes he is very recognizable. I'd like to see more of handsome, smirking, roguish tone to his face though. He always has interesting one liners, and is a deeper character than Han Solo despite the same kind of outward vibe.
Replies
Isn't 512x512 a bit small? JK2 characters often at least had 1024x512 of texture space used.
though it's nice to see new models still being made for that game again. it's been ages since good ones
- can't believe I didn't think of that, derp! thanks, I'll try that in the morning
Saferdan, thanks for posting those chunks man - it's helpful to see how you broke it down! I've been doing a bunch of Hong KOng style modular stuff today, I'm kinda happy with how some of these textures turned out - (although many of the base images I stole from the intertubes). I posted this in my sketchbook thread already but I'll post it here too:
I'm looking forward to playing Lego and assembling all this together.
Crits welcome!
I recently started teaching myself how to use zbrush. Here's the bust I've been sculpting as I learn.
Keep up the work guys it is all super inspiring!
re did my sad robot i made a while back and my AI.
sorry for big pictures, any feedback?
Maybe it's just me, but it seems the poly count is for the DS, while the texture res is for the PSP, if you know what I mean. The textures are fantastic I think, but they look like they're in a higher 'budget bracket' than the mesh.
Also, I don't have any idea whether the arms bend smoothly or it bends in sections with the mesh.
so.. on with the pics.
Doodle
I was going out of my experience with Blender and its Gameengine.
but great to know that there are easier ways to archive a good rigging. :-)
the guy got now another texture and here is now a screenshot out of the gamengine
with activated Physics visualization.
there are still some problems with the Collisionfunction (the green version of him)
and the glowing is only there when there is no object behind him.
this is looking good, the shirt he's wearing looks quite tight so maybe add a little more muscle form to the torso. Also, the pockets of the trousers wouldn't stick out as far as that. Otherwise I like it
Nice Mk23 - Something looks off with the grip though. Especially the front facing areas near the mag release.
and that is pretty much EXACTLY what I want my environment to be looking like haha - did you see my post on the previous page? your stuff is perfect inspiration :P
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AE: Holy aliasing Batman! That texture is looking pretty cool man, though its overall very greenish. Since I dont know what its going to be used for or where, this could be totally fine.
Build: I like your JKII guy (Dash Rendar is it?) though I think in addition to the comments already made, his head is perhaps a little small for his frame.
thats my guess, but i see a few other possibilities...
always loved your stuff dude
nice one there