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ChalklYne

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Posts posted by ChalklYne

  1. heres some examples of my dismemberment problem in case anyone has any insights. hey mini i worked on the feet as per yer reference pic so it should be more accurate now thx dude.

     

     

     

     

    http://www.youtube.com/watch?v=cQhQVKpTG-M&feature=youtu.be

     

     

    not done yet i still dont like some of his deforming, and some texturing still to be done... and itd be cool if he didnt regenerate at decapitation. i got the tags linked exactly like the base stormtrooper.

  2. lil more work on the helmet and shape.. should be closer to done besides some grungy texturing

     

     

     

    evoclassic6.jpg

     

     

     

     

    plz xcuze my tripple post

     

    i just need to repaint the sides of his helmet that went all blurry when i reshaped em, and paint some grunge n he'll b good to go. besides the dismemberment/tag issue im having

  3. thx 4 the crits mini. looks a lot better

     

     

    evoclassic4.jpg

     

     

     

    evoclassic3.jpg

     

     

     

     

    just need to hand paint a buncha grunge n stuff so he looks a bit more like the ref pics

     

    note* now that i look at it really closely (like i should have in the beginning lol) i notice that i really dont like his helmet. i think its suck lol. ill prolly redo it a bunch. i liked my ears in the beginning, now it just seems out of place and he needs his appropriate ears and breather sides on his helmet. my blunder. plus his forearm armor texture n shape need some tweaking. and his kneepads need a lil shape tweaking too. my problem started from me trying to make him more of a personalized version of the evo trooper. but im no lucas arts concept artist, so the more original i made him, the more screwy he looked lol. ill prolly keep most of him for the incinerator trooper and jump trooper and just change textures and packs

  4. so uhh.. everytime i cut off a limb on the evotrooper it spawns another dead evotrooper. its actually kinda cool lol. but im guessing its a prob with my tags. i just linked them as children of the mesh closest to them, and weighed them to the bone closest to them. am i getting that wrong?

  5. holy crap. i wasnt expecting this, but i compiled him with just a few things rigged correctly and the rest rigged to his hips, and it worked. at least, in modview, i now have a kazdan doing a single animation. so it looks good so far. ill rig him tonight and have a base animation to go with him to show off hopefully tomorrow

    therfiles likes this
  6. heres a preview of how the cloth and face would move according to this skele

    try and disregard the rest of the stationary geometry

    i just need to give him some teeth and adjust his snarl to make more of an impact when i animate him to be angry

    but this should also give an idea as to how simple he would be to animate once i get the go ahead from mini that i didnt screw the pooch lol

     

    http://www.youtube.com/watch?v=3KS4lSLmrBo&feature=youtu.be

    spior likes this
  7. so it wont show my finger controls cuz i think i set fraps to record the windows instead of fullscreen, but u can get the jist of it all right here i think. been workin like a dog tryina get this kazdan skele correct. its all made out of bones and nulls, constrained by control objects and such, so it should work just fine. im gunna give the file to mini if hes feelin generous (usually is) and have him gimme a second opinion if this things ready or not... then i can start animating, which shouldnt be too difficult now.

     

    http://www.youtube.com/watch?v=6wKTA8aZ7g0&feature=youtu.be

     

    ill check with mini then start rigging him to this skele

    ill post some more vids as i go if this things ready to rock. i dont see why not its all nulls and bones and i beleive the bones are going to be exported as nulls in the xsi file before assimilate, so, id imagine as long as its all nulls, and i animate it all here in xsi, ill have no problems. ill prolly export a test version soon with just 1 animation to make sure i did it right.

     

    heirarchy =) get ready for it... i still need to rename a few things i forgot

     

     

     

    kazheirarchy.jpg

     

     

     

  8. hey ashura, i got that error with proxy and started removing the meshes one by one until i found the problem peice which in this case was his head, i then deleted it and rebuilt the head with a lower polycount and it worked. i tried to just remove some edge loops on the head at first but removed em all the way to a box and it didnt work so i had to rebuild it. maybe a certain peice is causing it like in my case try it and see. just delete a part of the mesh startin with the head and recompile and see if the model gives the error, if it does, replace the head and move on to the arms or whatever u know? in my case it was 1 funky peice of geometry

  9. yeah ill definately use those. i really didnt like his legs so illprolly be releasing him with 2 different versions of legs. heres a rough draft of the second version so far. really havent had any time to work. some of his peices arent there like his hands and some more pack peices... but u get the idea of how the second versions legs will be. he also has different ears and stomache so ill make sure to model and texture those like the regular version oh and his front breather pack. his stock breather is just a panel, ill include that with the regular version

     

     

    65531476.jpg

     

  10. no worries dude. itll b a minute tho im gunna fix proxy tonight, then re evaluate kazdans rig and then ill start texturing the evo. prolly b textured by the end of the week im guessing. im hoping to do a decent tfu1 character pack by maybe christmas sometime. then ill go for tfu2. im mainly excited about doing some raxus rodians, the jump trooper, the terror trooper, and other overlooked baddies in tfu that i felt kikt ass

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