Goreld Posted May 4, 2002 Share Posted May 4, 2002 New model I'm working on. Not sure how well this will work with the bones, but at worst I'll segment the cape. Link to comment Share on other sites More sharing options...
omses Posted May 4, 2002 Share Posted May 4, 2002 Holy Crap! thats awsome! good job! keep up the good work. best Red Guard Model I've ever seen. Link to comment Share on other sites More sharing options...
VEGETA2K1 Posted May 5, 2002 Share Posted May 5, 2002 thats amazing!!!!! whats the poly count! looks alot on the shoulder /head area.... very great job, and as for the bone, you could wait til lthe mommathma model gets relased by raven(IF actualy,..) and u can use that.. Link to comment Share on other sites More sharing options...
BacMeth Posted May 5, 2002 Share Posted May 5, 2002 er... why wait until the monmothma model gets released? it's using the same _humanoid.gla skeleton as any other model in JK2... at least thats what i thought.... oh and the poly count looks to be very small.. you might want to add more detail to the cape... looks great btw.... although i dont know what a red guard is but it looks very very cool Link to comment Share on other sites More sharing options...
VEGETA2K1 Posted May 5, 2002 Share Posted May 5, 2002 red guards the empoerers guards, (watch return of jedi) also i think monmathma uses a diff one cuzz of her clothing... Link to comment Share on other sites More sharing options...
BacMeth Posted May 5, 2002 Share Posted May 5, 2002 wouldnt that mean they had to redo almost all animations just for one model... i doubt they did that.. mon mothma is a very unimportant model... but i'll go check it Link to comment Share on other sites More sharing options...
BacMeth Posted May 5, 2002 Share Posted May 5, 2002 i can see no special cloth animations... nothing waving around ...... its definatly the _humanoid.gla skeleton.... Link to comment Share on other sites More sharing options...
VEGETA2K1 Posted May 5, 2002 Share Posted May 5, 2002 look at her legs, she must have an extra bone,a dn the rest is basicaly the same, they wouldnt hvae to redo it all just the walking anims././ maybe just edit them... but mostly games have a seperate animation for every character, jk2 used 1 for almost all, i htink they might have a diff for ateats 1 or 2... it wouldnt take that much longer as most models use same animation. dont know htough.. Link to comment Share on other sites More sharing options...
BacMeth Posted May 5, 2002 Share Posted May 5, 2002 hm i didnt see any special animations for certain models yet.. maybe its just me.. could you pleez be more precis? this is interesting to me cuz i plan to animate the coat of my model Link to comment Share on other sites More sharing options...
JRA_Wolf Posted May 5, 2002 Share Posted May 5, 2002 There is no extra bone in the clothes for Mon Mothma. They simply weighted the clothes to the bones in the legs and arms, etc. Nothing that hard Link to comment Share on other sites More sharing options...
VEGETA2K1 Posted May 5, 2002 Share Posted May 5, 2002 hm probablyt did that, i neevr actually took a look at any of thr models.. but probably...... Link to comment Share on other sites More sharing options...
Goreld Posted May 5, 2002 Author Share Posted May 5, 2002 So far the model is 692 polies. I foresee the rest of the model taking somewhere around 1500 polies. After that I'll look at putting more polies in the cape perhaps, but right now I want to stay on the safe side of the poly count. Link to comment Share on other sites More sharing options...
omses Posted May 5, 2002 Share Posted May 5, 2002 I think it looks awsome right now Link to comment Share on other sites More sharing options...
Guest seantree Posted May 5, 2002 Share Posted May 5, 2002 that looks great!! i'm looking forward to release Link to comment Share on other sites More sharing options...
CheshireKat Posted May 5, 2002 Share Posted May 5, 2002 Very nice! You are gonna make an awful lot of people very happy. Link to comment Share on other sites More sharing options...
Leagle Posted May 5, 2002 Share Posted May 5, 2002 Nice. Link to comment Share on other sites More sharing options...
JediGhost[SITH] Posted May 5, 2002 Share Posted May 5, 2002 Nice... he/she looks familiar.. Must be from Episode 1? I'd prefer a black cloak too.. Red is too targety it's just screaming "come shoot me!" Link to comment Share on other sites More sharing options...
nubby Posted May 5, 2002 Share Posted May 5, 2002 I can't belive you guys don't know where the red guards are from. Watch return of the jedi when Luke is on the death star. There are two red guards standing at the elevator. The emperor sends them away so Vader and Luke can duke it out. Link to comment Share on other sites More sharing options...
Lucko Mabri Posted May 5, 2002 Share Posted May 5, 2002 Oh My Gawd! Thats Just Freakin Amazing! Keep Up The Great Work! Link to comment Share on other sites More sharing options...
Landflyer Posted May 5, 2002 Share Posted May 5, 2002 Originally posted by JediGhost[sITH] Nice... he/she looks familiar.. Must be from Episode 1?" The ones in Ep 1 were the Blue Guards. We'll see the Red Guards make their appearance in Ep 2. Link to comment Share on other sites More sharing options...
Luuke Posted May 5, 2002 Share Posted May 5, 2002 this Royal Guard is looking fantastic!!! really great work! have you thought of making the blue Ep1 guards, because the body is all the same, only the head would have to be changed! Anyway, good model!!!! Link to comment Share on other sites More sharing options...
Darkest_Knight Posted May 5, 2002 Share Posted May 5, 2002 Hate to put a downer on such a great piece of work but... Royal Guards (and Republic Guards) Heads are static... they don't turn without turning their whole upper boby, the style of their helmets prove that. Unfortunately the _humanoid boby structure was designed for characters whose heads DO move. That's going to create some really horrible effects to the guards when imported with the _humanoid animations. Link to comment Share on other sites More sharing options...
CheshireKat Posted May 5, 2002 Share Posted May 5, 2002 It's a matter of attatching the right verts. You can still get good results if you do it right. I think the way to go is to attatch the entire hemet and the shoulder area to the head of the skeleton. That should give the effect you need in the animations. Link to comment Share on other sites More sharing options...
BacMeth Posted May 5, 2002 Share Posted May 5, 2002 wouldnt it be better to attach the head and shoulder parts to the torso bones? cuz if you attached em to the head and he looked to the right his whole upper body + helmet would turn right but his torso would stay at the same place.. would look rather odd Link to comment Share on other sites More sharing options...
Goreld Posted May 6, 2002 Author Share Posted May 6, 2002 If the head deformation looks terrible, I'll just attach the head to the shoulder bones. The robe's probably going to be the trickier part. Either way, I'll worry about all that once I've finished modeling and skinned it. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.