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#41 Nazgûl

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Posted 29 June 2014 - 08:21 PM

I imagined that keeping them separate would eliminate most of the streching as they can move independant from eachother, but I'm no rigger so... ok, I trust you. However, you say it ould do me no favours - but if they'd be separate - would it do me any drawbacks? These guys will be single units only in game, moving very slow. So risk of lag is not a factor...


Edited by Nazgûl, 29 June 2014 - 10:54 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#42 Irenë Hawnetyne

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Posted 29 June 2014 - 10:06 PM

No, as in, it would take far longer to sort out fiddly different objects.


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#43 Nazgûl

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Posted 29 June 2014 - 10:57 PM

Started the final texturing now...  :themenace: Will do the rest of the "body" in the same style, using 8 high res images of the same rock wall, but with different details. The low poly version will be more edgy/sharp and the streched texture on the rim in the middle, will be adjusted when it's UV mapped.

 

3860478a363b79c3c062d090621876f8.jpg

 


Edited by Nazgûl, 29 June 2014 - 11:57 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#44 Irenë Hawnetyne

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Posted 30 June 2014 - 04:54 AM

I like this.


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#45 Lauri

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Posted 30 June 2014 - 09:56 AM

What you could do, is to export it as separate objects, but keep it all textured from the same file. That way the rigger can do what he wants, and merge them if he wants to. I see potential in separate objects, but it's not a definite solution.


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#46 Nazgûl

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Posted 30 June 2014 - 11:37 AM

"but keep it all textured from the same file" - you mean, as in one single texture (image)? As single objects/meshes, they will get separate UV mapping off course?


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#47 Lauri

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Posted 30 June 2014 - 02:58 PM

One model, one texture, yeah. If you do it in the same way you did the goblins, where the face+helmet had 4 different textures, they can't be combined to a single mesh without tweaking from the riggers side. If you keep all the texturing to one texture, however, a rigger is able to easily bind the model in the way that he wants to. Be it as a single mesh, where he'd merge them, or as separate pieces.


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#48 Nazgûl

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Posted 30 June 2014 - 09:03 PM

Hmm, well that would require that I UV map all objects onto the same map... I don't know how to do that =/ When I import into my client Headus UVLayout, I can only load one OBJ object at a time, unfortionately. I think I'm gonna go with HEAD, TORSO, ARMS & LEGS as individual objects as I am rather certain this model, using Ent anims, will strech in some parts, if they are connected in the mesh. Also, it's harder to skin properly if it's one big chunk of an object =/


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#49 Nazgûl

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Posted 01 July 2014 - 12:53 AM

Here we go... 

52f26127d209da6173736e29976a6d19.jpg


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#50 Bofur

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Posted 01 July 2014 - 06:52 AM

Hips looking pretty stable :p

left64_by_obsidianlake-d5ruayp.pngAotF.pngright64_by_obsidianlake-d5ruf44.png


#51 Lauri

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Posted 01 July 2014 - 09:46 AM

Hips looking pretty stable :p

They're rock solid.


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#52 Nazgûl

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Posted 01 July 2014 - 02:18 PM

:lol:  :xcahik_:


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#53 Nazgûl

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Posted 01 July 2014 - 11:57 PM

Ok, texture done. Topology next...

(Btw, I'll scrap the previous "golem" style model, so if anyone wants it for their mod, let me know.)

d0386f1a32c91b998da12cc6dd4b4d8f.jpg


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#54 Lauri

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Posted 02 July 2014 - 10:16 AM

I took a look at the WETA design again. It does have hands :p Seems the fingers are trees\roots. Alternativly you could go for the hand look on the upper left concept, where the rock is fingers.

 

I can't stress enough how important I think fingers are.


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#55 MattTheLegoman

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Posted 02 July 2014 - 10:29 AM

And the ent animations have hands. =D


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#56 Nazgûl

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Posted 04 July 2014 - 06:02 PM

Well, my model have "hands"? Just no "fingers", but rather fists. I'm just afraid that with fingers it will make it look even more (and too) human? Can't see any fingers of the weta models? :-o

 

HBT-VFXprog-007.jpg

d0386f1a32c91b998da12cc6dd4b4d8f.jpg


Edited by Nazgûl, 04 July 2014 - 09:55 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#57 Lauri

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Posted 04 July 2014 - 10:25 PM

I was talking about the picture you posted in the first post. It's got a tree-hand :p

 

But looking at the clips from the movie again, they don't have fingers indeed. Still looks weird, but hey, your call.


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#58 Nazgûl

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Posted 04 July 2014 - 11:53 PM

Well I was thinking, that if you use your fists (without fingers), you can still pick things up, and throw them... right? ^^


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#59 Lauri

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Posted 05 July 2014 - 10:05 AM

With both hands, sure.


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#60 Nazgûl

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Posted 05 July 2014 - 11:40 AM

Yeah, and that's what the Giant anims do. I think Ents too, at least when they pull it out of the ground... even if they throw with one hand (like the on screen image of the stone giant), but that could be centrifugal power ^^

 

Btw, if anyone would own a copy of the Weta book "The Hobbit, Chronicles II", I would appreciate a scan of the comparison chart that shows the Stone Giant  :smile2ap:

 

8:00...


Edited by Nazgûl, 05 July 2014 - 11:40 AM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------





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