Thanks, guys. Here's the finished concept model:
EDIT: also added Westernesse to the T3A site: http://goo.gl/EOQtK
Posted 02 February 2013 - 09:05 AM
Thanks, guys. Here's the finished concept model:
EDIT: also added Westernesse to the T3A site: http://goo.gl/EOQtK
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
Posted 03 February 2013 - 06:36 AM
Uh, it has eyes.
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
Posted 03 February 2013 - 10:34 AM
Neat, really? What at it with topology?
Posted 03 February 2013 - 11:11 AM
Well, I was topologizing it earlier and it crashed halfway through, so I started working on something else to cool off my frustration. Such that I haven't topologized it yet.
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
Posted 03 February 2013 - 12:01 PM
I suggest using DynaMesh if you do not care topology, and then make retopology, if you add the game.
Well, or use smooth brush on the model.
Posted 18 February 2013 - 12:20 PM
Update: Getting there with animations for the Hulk.
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
Posted 18 February 2013 - 05:06 PM
I'm really interested how it will look textured . Looks good until now.
Posted 14 March 2013 - 07:09 AM
OK, it's been ... a while, and I've been stuck with a problem on animating ugly up there ^. Obviously his polycount's been far reduced to fit the game, completely textured and all that, but in 3DS Max 8, I've created a skeleton using the tool Systems>Bones and bound the mesh to it using a Skin modifier. I then animated it, exporting the mesh, skeleton and animation to different W3D files. Yet in W3D View, for one problem, you can still see the bones on the model, and the second issue is that when you run the animation just the bones move, as if they're not tethered to the mesh at all. And clue where I've gone wrong, or am I going in the complete wrong direction?
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
Posted 14 March 2013 - 08:14 AM
You need to go to the last tab in 3ds max and then the W3D options (or something like that, gotta do it out of my head atm...) and then you need to disable the export mesh and only leave the export bones option enabled
Does the skin modifier work with W3D? Don't you need to use that WWSkin or something like that for it to work? (or have you not bound a mesh before?)
Posted 14 March 2013 - 11:40 AM
The latter, it's first time binding. I half-followed the IK tutorial on T3A.
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
Posted 14 March 2013 - 08:24 PM
And yup, seems like Skin modifiers aren't the way forward after all, will retry a tutorial.
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
Posted 01 April 2013 - 09:03 AM
For now, the Hulk's sitting on a dusty shelf whilst I animate something a little less complicated; the Wretch:
I'll post some of its animations when more are done.
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
Posted 06 April 2013 - 06:52 AM
Fully animated in-game working Wretch:
CommandSet is as yet incomplete due to game.dat difficulties.
Thanks to Bofur for coding this into the game.
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
Posted 06 April 2013 - 02:20 PM
Posted 06 April 2013 - 02:54 PM
Oh. That's good. It wasn't really designed on the flowers and teddybears theme .
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
Posted 07 April 2013 - 01:57 PM
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
Posted 07 April 2013 - 02:22 PM
That looks sweet - what ideas do you have for the fortress upgrades?
Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis
There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour
What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado
Posted 07 April 2013 - 04:07 PM
Currently I've got an Arrow Tower, a Wall Hub, and a Sacrilegious Pyre, the last of which adds to Westernesse's cheery mood by being a pile of dead Valar-faithful warriors and civilians.
I get the feeling round here people don't like this morose tone for a BFME mod, can't explain why.
Also, you can see the entire tech tree (minus spellbook) here: https://code.google....enoreansFaction, units, buildings and their subsidiary commands.
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
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