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Magna Guard VM


NeoMarz1

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If anything, the head is too round, in the promo shots, the head is shaped like an ellipse. The eyes are too far apart on your model too.

 

The upper leg is split in 2 sections, the "disks" of the pelvis area should be more in a "V" shape, just rotate them slightly. This design wont be easy to re-create perfectly, lack of reference for some area can leave you guessing.

 

Concerning detailed textures, it has nothing to do with the game engine, the textures for quake 3 are 256x256 and still look detailed. Since the geometry is so low all the character's DETAILS relied on texturing.

 

Keep it up.

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[V][<']Believe me, I know the JA skeleton very well, and I also know its restrictions.

But, I also know ways to even out wrong movements.

According to the capes and robes I've seen from you, you either don't know much about weighting, or do it way too fast.

My point is, that there are definately ways to model the MagnaGuard's legs according to the actual shape and making it deform correctly.

 

I didn't post "constructive critism" in your eyes, but what's the deal about looking at a high-res image?

 

Cuillere, I'm aware that we're talking about a texture for JA, don't worry.

 

You didnt post constructive criticism, ***but It's not a rule you should***. I just need some help here. No your slightly wrong about the skelaton, you cannot make things bend that are not on the joint section. The Magna guard features joint sections that do not fall on the skelaton's joints. There is no way to change this, but there is a way to somewhat maintain the appearance ***(if thats your point then I agree)***. If you have followed any of my threads, I have always stated that this is an area I still need improvement on (mostly cuz I am impatient in the weighing process, Its by far my least favorite thing to do). I know how to pull tricks off, If you have seen the Greivous model. I was able to weight the reversed biped legs, and maintain a good look. If you know so much about weighting then you already know that weighting a cape can be a bit taxing. Just look at the Snow Trooper that is actually part of the real game, it has clipping issues with the kilt. If it were so easy then every single model would have robes, capes, or whatever. The actual character line up for the game features almost no loose clothing. Most designers would probably avoid weighting anything like that. Not saying its impossible, just difficult.

 

I appreciate the critique that Ruku, and the rest of you have offered. I do listen, and I'm becoming better at dealing with criticism (at least I hope).

 

I also appreciate that you weighed in with your opinion, I just needed something to follow. I think there was some constructive criticism in the clone project. I know people say "looks cool", "good job", etc... But my clone set did improve from the comments people provided, and I believe my skinning improved by watching Ruku's work. Some of the things I've tried on the Magna Guard's head are inspired by what Ruku did for his set. I dont really handle praise to well either, It feels a bit undeserving at times. It does however inspire me to keep going, so I appreciate a Kudos as well.

 

I agree we should keep this on track, and stay away from the nagging thing. Now I dont need people just picking everything apart, but I do need sincere thoughts or opinions.

 

I will try to bring this model as close as I can to what it should look like, but there are not that many reference images that show you things like the back, or close ups of the joint mechanisms. If anyone can find images, please post em here. I have the promo image, and I am sighting the episode III comic as well.

 

Sincerely, Marz

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If you have followed any of my threads, I have always stated that this is an area I still need improvement on (mostly cuz I am impatient in the weighing process, Its by far my least favorite thing to do)

 

Improvement is reached through patience and practise. It may be your least favorite thing to do, but yet it is very important. Bad weighting decreases the general quality of a model by a fair bit.

 

I was able to weight the reversed biped legs, and maintain a good look.

 

And the cape is completely stiff,..

 

If you know so much about weighting then you already know that weighting a cape can be a bit taxing.

 

...and although you're right with this point, there definately would have been ways to improve this specific cape.

 

Just look at the Snow Trooper that is actually part of the real game, it has clipping issues with the kilt.

 

Then do it better...*shrugs*...no, seriously, that's no excuse.

 

The actual character line up for the game features almost no loose clothing.

 

Yes, because the JA skeleton isn't made for robes/capes/etc.

 

You didnt post constructive criticism

 

Well, that's a point of view, isn't it?

 

No your slightly wrong about the skelaton, you cannot make things bend that are not on the joint section. The Magna guard features joint sections that do not fall on the skelaton's joints. There is no way to change this, but there is a way to somewhat maintain the appearance

 

Of course, you have to focus on the joints of the skeleton. But in my opinion, the current body shape is just a bit out of proportion. It doesn't have a great likeness to the actual character.

It's helpful to keep the skeleton in mind. But if you have a good shape, you can still make necessary changes later on.

 

However,..good start so far, keep it up ;).

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I believe my skinning improved by watching Ruku's work. Some of the things I've tried on the Magna Guard's head are inspired by what Ruku did for his set.

 

Thanks Marz, I didn't know my work had such an effect on you. However, if you would like to talk more about texturing techniques, I'd be more than happy to swap advice with you :).

 

However, I only use MSN and to the best of my knowledge.. you don't. If per chance you acquire it... my MSN address is simply my Gmail e-mail.

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[V][<']Improvement is reached through patience and practise. It may be your least favorite thing to do, but yet it is very important. Bad weighting decreases the general quality of a model by a fair bit.

Whats your point here? I think I understand that.

 

 

[V][<']

And the cape is completely stiff,..

Much doesnt get past you. I'll put less starch in it next time.

 

[V][<']

...and although you're right with this point, there definately would have been ways to improve this specific cape.

I didnt despute that, Whats your point?

 

 

[V][<']

Then do it better...*shrugs*...no, seriously, that's no excuse.

And why do you think I'm making up excuses?

 

[V][<']

Yes, because the JA skeleton isn't made for robes/capes/etc.

Well... now we agree on something. I'm glad you pointed that one out... This is constructive.

 

[V][<']

Well, that's a point of view, isn't it?

 

No, plainly stated. In the first post you offered no advice in how I should remedy any of the points you made. Do you know what constructive criticism means?

 

I am capable of doing anything. I am super Mars. It seems that your trying to tell me that I am incapable of integrity in my work. Your wasting my time, because I am a creative entity with sound judgment (most of the time). I'm not really sure what your point is, because your not offering me anything, except that your an incredible source of wisdom. I havent seen any of your work, so I dont really know what the point is. I follow everything your saying, but the point is moot, I am here to do a project not quarrel about your ego over mine. Here, check out a quick splash of my published comic work, and a link to my site. I think youll find that somewhere down the line I will discover the true magic of weighting, skinning, and whatever else. You need not worry friend, I'll figure it out.

 

http://www.geocities.com/neomarz1@sbcglobal.net/

marscompile4kf.jpg

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Thanks Marz, I didn't know my work had such an effect on you. However, if you would like to talk more about texturing techniques, I'd be more than happy to swap advice with you :).

 

However, I only use MSN and to the best of my knowledge.. you don't. If per chance you acquire it... my MSN address is simply my Gmail e-mail.

 

Hey, I know good work when I see it. Yeah, I would like to do that. I'm sure I could use some of your wisdom. Hope to see more of your work. Marzout

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Now theres you some models to make Marz...especially from that A Bomb one =) Hehhehe looks very cool. Gonna see if I can find those now. =D

 

Well, The A-bomb comic has pretty tastless stuff in it. The comic contains a compilation of work from about 3-4 artist besides myself. My work is the most tastefull in the bunch. The rest is... well... pornographic. When the project was offered to me, it hadnt been revealed just how adult like the material would be. This was released when I was in my 20's, so its something I accept as a youthfull mistake. My work has been published alongside other great artist's like Robert DeJesus (the cover of A-bomb, and world renowned american anime artist), Shon Howell (artist and publisher of venus comics), and Adam Warren (American version of Dirty Pair comics, and even worked on teen titan comics for marvel). If you need a list of the titles Ive been published in, I have a link to my old website. They were all published in the 90's so you would have to search for them. You may be able to backorder from http://www.antarctic-press.com Marzout!

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