Psynex Posted April 2, 2003 Author Share Posted April 2, 2003 ninja: Mumra would be cool I agree, but all those mummy wrappings would look stupid because they can't be weighted properly. Kengo: thanks. Progress report: I'm currently in the process of re-weighting the arms and torso because I had to make some hefty mesh changes. I'll get to that tonight and if I can work it out, all that will be left is to map and skin him. If you all really like what I'm doing don't be affraid to drop me a couple of credits so I can get a cool name like "The Yellow Dart"...LOL. Link to comment Share on other sites More sharing options...
ninja Posted April 4, 2003 Share Posted April 4, 2003 well what i honestly meant was mumrah in his transformed state lol. what did you think i meant lol. mumrah's steroid version is way cooler than his mummy state lol. Link to comment Share on other sites More sharing options...
Psynex Posted April 4, 2003 Author Share Posted April 4, 2003 Of course, but even in his transformed state he still has mummy wraps that hang off his head and his arms. They're aren't that many of those wraps though....maybe it wouldn't look TOooo bad. Eh. But I'm not getting into Mumra right away. In fact, you might not see him until JK3 if I decide to go through on him. Link to comment Share on other sites More sharing options...
ninja Posted April 8, 2003 Share Posted April 8, 2003 hey thats cool. well i'm not really too ancy about it. maybe you can do more with jk3. but thats cool you have a liking to my suggestion. Link to comment Share on other sites More sharing options...
SkiTzoGuy Posted April 8, 2003 Share Posted April 8, 2003 Originally posted by ninja hey thats cool. well i'm not really too ancy about it. maybe you can do more with jk3. but thats cool you have a liking to my suggestion. Yea i tend to agree with you on that one. getting jk3 can be both good and bad.. Well im not goin to go through all the details. heh:p Link to comment Share on other sites More sharing options...
ninja Posted April 8, 2003 Share Posted April 8, 2003 hey cebernet how do i get the flashy name color? Link to comment Share on other sites More sharing options...
Psynex Posted April 8, 2003 Author Share Posted April 8, 2003 Ninja: You have to buy it in the forum store. There's a number of credits under your avitar; those are your monies to buy stuffs. Progress Report: I sent a copy of my model to Psych0Sith for problem investigation. He said I'm doomed. I've exhausted all my resources trying to find an easy way to fix my problem, but there isn't one. SOOOOoooo, I'm going to have to re-weight the entire model all over again! YAY! Seriously, it's not that bad. I can do it in about an hour and a half. I've stepped away from that part for now though, because what good is a model that isn't complete? Whether it's in a game or not shouldn't excuse the fact that he has no skivies! So I began mapping and skinning the entire mesh. Expect updates of my Skin in Progress (S.I.P.) very soon. Link to comment Share on other sites More sharing options...
Psyk0Sith Posted April 8, 2003 Share Posted April 8, 2003 EDIT: Please disregard this post, it has nothing to do with this model! My apologies to you Psynex! , man i must have been drunk! Link to comment Share on other sites More sharing options...
Psynex Posted April 8, 2003 Author Share Posted April 8, 2003 no the max file is 4.2; and I didn't reuse any mesh at all...that's all original baby! Unless you were speaking of the tags in which case yes, and I'll check out that extra stupidtriangle, but I don't think that's the problem. I've never actually imported a custom XSI in max before, do the bones always vanish? Because I noticed on that file too that there are no bones (visibly) after the export. Link to comment Share on other sites More sharing options...
Psyk0Sith Posted April 8, 2003 Share Posted April 8, 2003 Yeah hmm please dont mind that last post...sorry for the confusion! "This post doesnt exist...you wont remember a thing, you are getting sleepy"... /me runs away Link to comment Share on other sites More sharing options...
ninja Posted April 8, 2003 Share Posted April 8, 2003 thanks psynex i already found out how to go about doing it. Link to comment Share on other sites More sharing options...
Hindy Posted April 8, 2003 Share Posted April 8, 2003 Man I cant wait for this model looks cool. Apart from Tigra Lion-O was the man. Best of luck Link to comment Share on other sites More sharing options...
Psynex Posted April 9, 2003 Author Share Posted April 9, 2003 Here's that update I was speaking of: Link to comment Share on other sites More sharing options...
ninja Posted April 11, 2003 Share Posted April 11, 2003 hey that looks very promising. good work. Link to comment Share on other sites More sharing options...
Hindy Posted April 12, 2003 Share Posted April 12, 2003 Looks great, keep it up!!!!!! One question though, will the hands/claw be ok when placed onto the Jk2 skeleton? Cos it looks overawing when you see all the bones etc (for a newbie anyways), I swapped my hands around! Reason I asked this is because the claw looks exactly how I remember it and it would be a shame to deform it! You inspired me to download the first 5 cartoons... Ah the memories.... Link to comment Share on other sites More sharing options...
Psynex Posted April 14, 2003 Author Share Posted April 14, 2003 I'm not 100% sure what you're asking or what you meant about switching the hands thing. The fingers shouldn't deform at all, but I'm going to have to play around with the weighting at the elbow where the flange is. I may weight it to cut through his arm anyway simply so it won't make it look like crap. We'll see, but everything should be fine. Link to comment Share on other sites More sharing options...
Hindy Posted April 14, 2003 Share Posted April 14, 2003 Yeah sorry I tend to babble on at that time of night... I simply meant I swapped the hands I had created for my model for the hands Raven used... I dont really understand all the deforming part yet and just wanted to know whether your hands would be ok around the skeleton. Is that any clearer? Link to comment Share on other sites More sharing options...
Psynex Posted April 14, 2003 Author Share Posted April 14, 2003 Hands aren't my strong point, but I've already tested all of the deforms. The worste damage was at the shoulders so I had to go back and fix it....thus screwing everything else in the process and having me basically have to re-rig everything from scratch. It slowed me down a bit, but didn't destroy the project entirely. I wish there was a smoother workflow for these things. Link to comment Share on other sites More sharing options...
Psyk0Sith Posted April 14, 2003 Share Posted April 14, 2003 Hang in there Psynex, the first one is always the hardest. Once you've done the full rigging, it'll become way easier. I wouldnt worry much about the fingers, there's not too many finger movements to make such a big difference (ok maybe griping objects wont be as "accurate" but it works fine anyway). Link to comment Share on other sites More sharing options...
Psynex Posted April 14, 2003 Author Share Posted April 14, 2003 I was thinking of only weighting the left hand since you see finger movement in the taunt animation and force powers as well and then just posing the right hand and weighting it to the one hand bone. Just a little trick to speed up the process. BUT, the headline needs to be addressed now... ...here it is as I said many many posts back; I modelled the low-poly version of the sword Friday and finished optimizing it today. It is PERFECT, weighing it at only 518 polys (Kyles is 534 if I remembered the number correctly). Take a look: Link to comment Share on other sites More sharing options...
Hindy Posted April 14, 2003 Share Posted April 14, 2003 oooh baby!!!!! It just gets better... Link to comment Share on other sites More sharing options...
Hindy Posted April 20, 2003 Share Posted April 20, 2003 Psynex you still there?????????????? Or ya just hanging in General Editing helping me out? I suppose some people do have to work! Link to comment Share on other sites More sharing options...
Jedith Posted April 20, 2003 Share Posted April 20, 2003 Originally posted by Psynex I was thinking of only weighting the left hand since you see finger movement in the taunt animation and force powers as well and then just posing the right hand and weighting it to the one hand bone. Just a little trick to speed up the process. BUT, the headline needs to be addressed now... ...here it is as I said many many posts back; I modelled the low-poly version of the sword Friday and finished optimizing it today. It is PERFECT, weighing it at only 518 polys (Kyles is 534 if I remembered the number correctly). Take a look: Nice work. Heh, it looked like a penis before I scrolled down. Link to comment Share on other sites More sharing options...
SkiTzoGuy Posted April 20, 2003 Share Posted April 20, 2003 This is my first time viewing this model and i look at the screenshots nad it is pretty good. So keep up the good work and i hopethis model will come out soon. Link to comment Share on other sites More sharing options...
Psynex Posted May 9, 2003 Author Share Posted May 9, 2003 Wow...slow threads in this room; where is everyone? Playing Star Wars Galaxies betas? I know I am! Well, tried to last night....servers kept bombing out. Anywho, watch this spot...this thread I mean. I took a small sidestep to write a tutorial that ended up being a bigger project then I had expected. It came out to 60 or 61 pages! With that done, and my last class for the semester ending last night, I'M FREEEEEEE!!! I do have some new stuff to show off, but want to tidey it up a bit more. I figured since I'd just finished mapping the entire sword of omens for the tutorial I'd go ahead and skin it....it's almost read for display. The next 2 weeks will be mostly about finishing up this thread once and for all. Link to comment Share on other sites More sharing options...
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