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#61 Irenë Hawnetyne

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Posted 02 February 2013 - 09:05 AM

Thanks, guys. Here's the finished concept model:

export1_by_obsidianlake-d5tjnv1.jpg

export2_by_obsidianlake-d5tjnuw.jpg

export3_by_obsidianlake-d5tjnuu.jpg

export4_by_obsidianlake-d5tjnul.jpg

export5_by_obsidianlake-d5tjnv5.jpg

 

EDIT: also added Westernesse to the T3A site: http://goo.gl/EOQtK


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#62 Rider of Rohan

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Posted 02 February 2013 - 10:59 PM

Looks neat might i ask if it'll have eyes ?


99dxc486ltde132zg.jpgh5je9noaofg3o26zg.jpg

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#63 Irenë Hawnetyne

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Posted 03 February 2013 - 06:36 AM

Uh, it has eyes.


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#64 Art

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Posted 03 February 2013 - 10:34 AM

Neat, really? What at it with topology?



#65 Irenë Hawnetyne

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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.


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#66 Art

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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.



#67 Rider of Rohan

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Posted 03 February 2013 - 02:09 PM

Well I mean it looks like it just was the sockets but no eyes my bad, still really cool though.


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#68 Irenë Hawnetyne

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Posted 18 February 2013 - 12:20 PM

Update: Getting there with animations for the Hulk.


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#69 NewErr

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Posted 18 February 2013 - 05:06 PM

I'm really interested how it will look textured . Looks good until now.



#70 Irenë Hawnetyne

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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?


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#71 Ridder Geel

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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?)


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#72 Irenë Hawnetyne

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Posted 14 March 2013 - 11:40 AM

The latter, it's first time binding. I half-followed the IK tutorial on T3A.


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#73 Irenë Hawnetyne

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Posted 14 March 2013 - 08:24 PM

And yup, seems like Skin modifiers aren't the way forward after all, will retry a tutorial.


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#74 Irenë Hawnetyne

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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:

 

upwretch_by_obsidianlake-d600xwh.png

I'll post some of its animations when more are done.


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#75 Irenë Hawnetyne

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Posted 06 April 2013 - 06:52 AM

Fully animated in-game working Wretch:

 

wretch3_by_obsidianlake-d60lqw3.jpgwretch1_by_obsidianlake-d60lqw0.jpgwretch2_by_obsidianlake-d60lqvw.jpg

 

CommandSet is as yet incomplete due to game.dat difficulties.

Thanks to Bofur for coding this into the game.


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#76 njm1983

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Posted 06 April 2013 - 02:20 PM

Its... kind of creepy.

#77 Irenë Hawnetyne

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Posted 06 April 2013 - 02:54 PM

Oh. That's good. It wasn't really designed on the flowers and teddybears theme :p . 


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#78 Irenë Hawnetyne

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Posted 07 April 2013 - 01:57 PM

fortress1_by_obsidianlake-d60r7g1.png

fortress2_by_obsidianlake-d60r766.png

fortress3_by_obsidianlake-d60r759.png


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#79 MattTheLegoman

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Posted 07 April 2013 - 02:22 PM

That looks sweet - what ideas do you have for the fortress upgrades?


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#80 Irenë Hawnetyne

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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.


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