So issue #114 (March) of 3D World magazine has just come out, and I had a 6-page tutorial in that explaining the basics of skinning a character and exporting it into Enemy Territory: QUAKE Wars. The nice folks over at Future Publishing have put up the video tutorials I recorded, they're available here:…
Really nice tutorials MOP. I have a general question about the model's topology. You created the topology to flow with the muscles of the body, and the result is pretty nice. Is this a common practice for most characters, clothed or not? Most models I've seen that are clothed just have the usual topology.
Nicely done tutorial, you moved at a good speed and were interesting to listen to which is great because its hard to learn when people mumble in a monotone voice. I remember in an older thread you said that in ETQW you used dual quaternion skinning for characters but it was just an afterthought. Is there anything you would…
great tutorial! this should have been around when i first learned skinning :D . It not only taught me some new tricks, but it also made me look up the word "naught". (I only knew zero, null and nil ;) ). haha EDIT: btw, do you need max 2009 for the scenes? somehow i get an error when trying to open them up in max 9.
Japhir: Max 2008 - sorry. TheSplash: Heh, I planned out some of what I was going to say before recording each video, usually I'm not very good at explaining things :( We do have a variable for enabling dual quaternion skinning in ETQW (it's off by default, I think), I haven't really considered weighting anything…