CaptainChar Posted September 14, 2012 Posted September 14, 2012 I doubt anyone will do this, but I figured gotta ask to find out right? as anyone whos been following my mapping knows, ive been working on the Death Egg, an area featured in several of the sonic the Hedgehog games and other material. however It needs one major thing to get my alternate mode, the actual Death Egg Robot, or sonic 2's final boss in other words, form which this stage hails from. turn this: Into this, for the most part: well you know where to find me if anyone want to take it on, "making calibrations"
minilogoguy18 Posted September 14, 2012 Posted September 14, 2012 I remember beating this thing in Sonic 2, you should really change the title of the thread though since you aren't requesting an AT-ST. It doesn't need to be a AT-ST replacement directly, when dealing with such a thing a custom skeleton will let you make it how you want.
CaptainChar Posted September 14, 2012 Author Posted September 14, 2012 wait, we can do custom skeletons now? where the hell have I been? And the at-st is the ideal size that id be looking for, maybe a little bigger, the idea is when your in the hanger, the main lift would activate after X amount of time, even during a dual, and the robot would stay in the main hanger but attack anything that entered its range basicly and If i knew how to change the name.... should have just named it model request
MUG Posted September 14, 2012 Posted September 14, 2012 wait, we can do custom skeletons now? where the hell have I been?Always been able to for anything other than a playermodel.
CaptainChar Posted September 14, 2012 Author Posted September 14, 2012 well dam, im still learning stuff about this time, lol but I know more stuff mapping related then models, unless you count map object models
AshuraDX Posted September 24, 2012 Posted September 24, 2012 I'd do it If I wasnt that terrible at animating , my animatign skill just wouldnt do this any justice EDIT : aw fuck that , gonna finish up Urai now and will start modeling this guy afterwards CaptainChar likes this
CaptainChar Posted September 28, 2012 Author Posted September 28, 2012 sweet, although Im scared of that thing showing up after a few mins during a duel battle just to try to stomp the duelers
AshuraDX Posted September 28, 2012 Posted September 28, 2012 @@OmegaSigma CaptainChar, therfiles and Akimoto like this
CaptainChar Posted September 28, 2012 Author Posted September 28, 2012 dam man, that was fast >.>; suddenly Im not optimistic on fighting that robot in JA, an AT-ST is annoying enough, lol, mental note, change rocket model into spikes I dunno why, seeing that Robot, just makes me laugh at the fact it'll prolly own me in a fight >.<
therfiles Posted September 28, 2012 Posted September 28, 2012 Ashura models at the speed of light. Thus, 3.0 x 108 models a second. Prepare yourselves.
AshuraDX Posted September 29, 2012 Posted September 29, 2012 rather than texturing this guy I'm mesisng with setting up a nice and easy to use rig for himI'm allmost done with that though , only the arms IK's mess up when I rotate the torso I have to ifx this or simply odnt use IK'S for the arms.....that'll make the animations harder though
minilogoguy18 Posted September 29, 2012 Posted September 29, 2012 ^IK chain behavior is very dependant on up vectors, the default up vector for the chain may not be good enough, may have to constrain the up vector to a control object so it knows which way the elbows should point.
AshuraDX Posted September 29, 2012 Posted September 29, 2012 ^IK chain behavior is very dependant on up vectors, the default up vector for the chain may not be good enough, may have to constrain the up vector to a control object so it knows which way the elbows should point.oh the direction is allright , but my whole IK's mess up when I rotate the torso I'll get a screenshot of my rig tonight
minilogoguy18 Posted September 29, 2012 Posted September 29, 2012 If you're doing it in max I really can't help.
AshuraDX Posted September 29, 2012 Posted September 29, 2012 http://www.youtube.com/watch?v=wYJAFR8tROM&feature=youtu.be waddya think ?
minilogoguy18 Posted September 29, 2012 Posted September 29, 2012 It's a start but lacks a good deal of motion, the legs don't lift off the ground much, the stride is short and the rest of the body is very static.
ChalklYne Posted September 29, 2012 Posted September 29, 2012 lmfao ashura dude u rocked this one lol. god i cant stop laughin he looks cool as shit i cant wait to throw a saber at it
AshuraDX Posted September 29, 2012 Posted September 29, 2012 @@minilogoguy18about the feet not lifting up from the ground , I tried to minimize clipping between pieces of the leg geometry and this wont be the final walk cycle , I made it for practice I'll have to rebuild this animation in max 5 anyway unless I manage to get Crosswalk to work before starting any of this , i'll work up some textures
minilogoguy18 Posted September 29, 2012 Posted September 29, 2012 I'd watch his walk in Sonic 2, should give you a good idea.
Malkav Posted September 30, 2012 Posted September 30, 2012 http://www.youtube.com/watch?nomobile=1&v=on0qe0OIeOA
AshuraDX Posted September 30, 2012 Posted September 30, 2012 so Texture WIP , the gray parts still lack detailonly touched head and torso till now CaptainChar likes this
CaptainChar Posted September 30, 2012 Author Posted September 30, 2012 looking good ash' and ironicly i beat sonic 2 again last night, you could count sonic 4 ep 1 final boss toosince its the same machine...
minilogoguy18 Posted September 30, 2012 Posted September 30, 2012 Seems like I need to play Sonic Generations 2, like the classic remake of the Sonic 2 boss.
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