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CUSTOM SKEL NPC: AT-ST


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Posted

The base sound is the last thing I'm worried about, I have a sound editor, I can make it work, I just wanted animations that actually look good and a model that is accurate.

Posted

I really cant figure out what it is that I dislike about that walk cycle, probably you let him lift his feet too high up but I really have no clue what it is

Posted

@@AshuraDX I did pick the feet up more because before I felt like they were dragging on the ground, I can reduce it some but I just watched it and the feet really don't pick up that high. If you only had Mod Tool installed I could just give you the scene and let you watch the animation loop over and over from all angles like I pretty much have been doing.

 

@@Omicron Not sure what you mean exactly, do you mean the foot rolling up on it's toes? It can be hard to judge just how much the feet push away from the ground since it's walking in place and not traversing forward. What I could do though is delay the foot roll some so that the foot stays flat longer.

Posted

I just noticed. The only crit I hance for the model itself is the big round things on the sides of the head where the cannons come out, they are too low poly for such a large object. Most likely too late though lol,

Posted

Could you circle out which parts you mean? Because there is the base and a plate that is intentionally made to be a octagon.

 

I was definitely leaning towards a death of falling over on it's side.

Posted

It can be increased without affecting anything if you really feel it needs to be, you should take another look at the model in sketchfab rather than the XSI viewport, link is in the first post.

Posted

It can be increased without affecting anything if you really feel it needs to be, you should take another look at the model in sketchfab rather than the XSI viewport, link is in the first post.

 

It matches the quality of the rest of the model, I think I'm just being picky. :P

  • 3 months later...

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