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WIP: Sebulba model


Duncan_10158

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Originally posted by Kranckor

Oh and like Yoda it resizes right?

 

Yes, its best resized at about 0.6 but we will see when its skinned if it need any resize at all.

 

and the feet.... the only thing i had to design all by on my own, no reference..... and nobody like it...... how deeply depressiv. (marvin)

 

The new pics:

http://io.meskinaw.net/sebulba-proj.php

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Does anyone agree that Sebulba's head and sholder's should be alittle bigger--This way his feet will look like they were feet and his hands will look like hands--well--you know what I mean?? right?? It is a great model though!!! really!!

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Originally posted by seks03

though the arms are a little to small but other then that this model is amazing

yes, the arms (that he walks with) need to be more muscular... and you might consider making his legs (holds weapons) a bit more muscular and increased the joint in his second elbow. his hands (weapon) could be bigger, too.

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Scouttrooper, i suppose you sent me that pic, thanks. i dont think the model need much more bigger arms. Sebulba on reference pics has very tiny arms, the muscles will come with the skin, i think so. legs he walks on arent also that muscular by itself and i know that they are much more strait then the models legs are, but that are the constrains of the skeleton. some body parts like hands, feet or lower arm and leg parts are given, i cant change their position cause the bones are there.

 

it is also imposible to change the proportion of joints to the lenght of arms and legs, there is no way to make his legs shorter. there has to be a knee somehow so that the feet have to be different. they look like cat feets, and the wrist is the knee.

 

and dont expect to see the model walking exactly this typical duglike movements. all models has exactly the same animation, it looks different depending on the weigthing but under the "skin" there are the same bones.

 

what i wrote here sounds a bit like i am defending my self, but it isnt that. all your suggestions and critics are very valuable and welcome, thank you all. i just wanna give you the feedback when i think something is not going. suggestions like making the joints a bit bigger for better visualaty or correct the helmet bachhead i will bring into the model.

 

Thanks and keep on your critics

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Originally posted by Kranckor

You said you had no Reference for the feet, but on that page the header has:

http://io.meskinaw.net/images/Sebulba/th/th_top_sebulba.jpg

 

no, i had more then enough reference for the feet, but i needed to change the skeleton. on that pic you see he has no knee, but for the skeleton he had to have one. so i used the wrist for that function, and now the feet have look different. the other way it was very strange to see in movement, like on stilts.

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Originally posted by Duncan_10158

no, i had more then enough reference for the feet, but i needed to change the skeleton. on that pic you see he has no knee, but for the skeleton he had to have one. so i used the wrist for that function, and now the feet have look different. the other way it was very strange to see in movement, like on stilts.

i don't see why you can't rotate the feet... also, subulba is more muscular than seen there, the longer arms/legs on the model make him look weaker. that and his hands look too weak/small.

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Originally posted by inbredyokel

A little skin update...

Took a lot of time, but I've finally got the head done:

http://www.geocities.com/inbredyokel2000/sebu2.txt

And yes, the goggles will have semi-transparent shaders so the eyes can be seen.

I'm going to do the racing uniform next I think, then after that I'll put together his casual-wear.

sweet skin, inbred... although the size of the lenses look a little small. /me prods duncan

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Duncan,

Just remembered something. I'm not sure what sounds are included with what you're using from Racer, but I have a little request. He needs to say "Poodoo!" when he falls to his death. If you need me to, I can get the sound myself from TPM(it's totally silent when he says it).

That is all :)

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First great skin you made, inbredyokel. realy coool!

 

my plan was not to make a two skins, i just tought of making the helmet switch on by a code you enter, like on one Vader model. it is also posible to change the hole skin by this funktion. we should discuss if a two skin pack wouldnt be better?

 

and i would like to say, for the model i used the following pic as reference, he isnt wearing the podrace suit. so inbredyokel, dont get to focued on that, ok? or was your plan to make a podrace skin?

http://www.starwars.com/databank/species/dug/index_eu.html

 

the other pic with podrace suit is:

http://www.starwars.com/databank/species/dug/index_movie.html

 

about the sounds, i thougt that falling screem wasnt that bad, i havent tried this new one yet in game. but if its better, we can change that.

 

and for t3rr0r, i cant rotat the feet, their position is given by the bones. making arms, legs shorter isnt posible to, same reason.

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Originally posted by Duncan_10158

and for t3rr0r, i cant rotat the feet, their position is given by the bones. making arms, legs shorter isnt posible to, same reason.

hmm... how about if the feet weren't weighted to the feet (ie weighted to the bottom of the legs)? would that be a possibility?

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Originally posted by t3rr0r

hmm... how about if the feet weren't weighted to the feet (ie weighted to the bottom of the legs)? would that be a possibility?

 

Thats a good idea, i will make a try. will see if the animation is still usable and if the movment for the feet is that importent for avoiding clipping faults.

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Originally posted by me

 

Thats a good idea, i will make a try. will see if the animation is still usable and if the movment for the feet is that importent for avoiding clipping faults.

 

I tried it to weight the feet to the legs, but it doesnt look good. it loses a lot of it organic movement and in some situations there are cliping faults.

 

And it specialy gets problems when he is crouching or making a role.

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