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Corto

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Everything posted by Corto

  1. Nice! The thing with the basepose at frame 0 is that animations are calculated in relation to that base pose. Is not a shortcoming of the ghoul2 system but something that even with today's mocap equipment they have to do. They usually start every mocap session standing in the reference (Da Vinci) pose.
  2. Some people open the weirdest of topics...
  3. I'm gonna jump in the same wagon as Mini and Bot. You are showing enough skill to let me think you can almost accomplish a level of quality near to the reference picture. So far it's far from that. One piece of advice, I know this is just a very early WIP, but for the future, don't compromise accuracy for speed. Take your time, but do it right. I want to see who this turns out. You have too really good mappers around here to help you, Moondog and Szico.
  4. We'll have to open a "Animating with Mod Tool" specific topic, with the video tutorials we consider most appropriate for the subject.
  5. Looks better.
  6. I thought the only thing that wasn't working out for you was the dotxsi exporting part from Mod Tools. Hence my answer. Never mind then.
  7. I was talking about Mod Tools, not 3dsmax.
  8. Did you get it to work? You have to select ASCII format and either 3.0 or 3.5 depending on the version of carcass you are using. I have them named carcarss30.exe and carcass35.exe just to be sure. You can leave the rest of the export to dotxsi as default I think.
  9. He's actually looking more like Robert Duvall.
  10. Dude, never mind. Do whatever you want.
  11. You are starting to break the shape. I know the draw over is not precise enough to use as background for rotoscopy but I think it's clear enough on the mayor shortcomings of your head. It seems you are interpreting the changes I suggested you own way or you are barely budging. The chin bottom is too pointy now and looking down while it should be flat. The jawline is still too flat, etc. You either commit to the changes I suggested or you do it you own way. There's no point in giving feedback if you do something else.
  12. For us to be able to help you better, don't post screenshots of tiny changes. Just work a lot on it and the post renders where changes are more evident.
  13. You lowered the ears, good. The chin looks like a butt. Don't make it exaggerated, it should be subtle.
  14. Listen to him.
  15. There's still a lot of stuff to fix, but I'll point them out after you've tried fixing these ones. At any rate, you are on the right path.
  16. Alright, looking better than the previous one no doubt. Here's a quick draw over of the thing I find most evidently wrong: This is not meant for you to use as rotoscope images, this is for you to try to notice and fixed this thing using you current references. Always take draw overs as guidelines to help notice stuff that's wrong or things you could try and revert if they don't work out. One thing you may want to consider if you don't want the camera FOV to distort the head so much is using the User camera or simply try editing the camera FOV and reduce it until what you see in the 3D viewport is more similar to what you have been working on on the 2D viewports.
  17. Looks much better and it doesn't like a caricature like the previous one. The polygon flow looks very good. Finish the head and then proceed to the fine tuning. I'll help you out if you send the file when it's ready.
  18. And since I'm a fan of Hello Kitty I am most interested. Now let's get back to talk about this sexy map =).
  19. Lol, I didn't take the wrong way, I hope you know. I read the rules and I like specially the part that says "If you deviate from the plan, be prepared to explain why". As for the C++, you'll learn quick. I haven't got contact with C/C++ programming in a decade and I'm catching up very fast with the JK2 code.
  20. Maybe, but is not possible to rig a Rancor with a humanoid skeleton and get the result you're expecting. So the final answer would be no.
  21. Thanks for taking me seriously, honestly. I'm aware that the main difference between the guy who modeled Kyle Katarn and me is not the skill, but the time he had to put into the model. I'm sure they can model much better than I do if they could spend a lifetime to finish it =P. How's the challenge going by the way? I've seen the rules and guidelines, seems interesting. I would participate myself, but I don't have enough time to get up to speed with radiant until the deadline.
  22. Alex, could you make the rig for JK2? Right now the one you build is for Jedi Academy, right?
  23. You can import JA base animations from the files Raven provided, but because they are in .xsi. I doubt you can import Dragon's animations at all. Once you get Minilogo's rig up and running with a dummy model, you will be able to recreate your animations in no time and probably the will end up being better.
  24. Hahahaha, good one. Now, really...
  25. Kata, get used to Mod Tool! =P. We can share and tweak each other's animations (I know, sounds naughty).
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