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Old 13-01-2012, 04:45 PM   #31 (permalink)
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Hi Kanga, just a quick question. With the animated scaling, does that carry over into a game engine well, or would this technique only be able to be used for a pre-rendered cinematic type thing?
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Old 13-01-2012, 07:44 PM   #32 (permalink)
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Hey Kanga, looks awesome! I got a better insight in the second design and I must say, it cool. I like all the detail (3 small feathers-alik objects jumping out after the small part opens). Really nice going!
I def want to see the animation when he is in midair . I trust it will/would be great because you have an good eye for detail. Keep it up!
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Old 16-01-2012, 11:05 AM   #33 (permalink)
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Moshie, thankyou!

Istanbul thanks. Well there is no rigging for it but if you could not export the animation (and I think for udk you can export as fbx but not sure) then you could use the scale animation to develop your model by adding all the bits and making edits as much as you want and then export morphs. Udk supports morphs, probably all other engines do too.

The fun thing is I used really basic basic shapes because only the forms were important. Once you are happy with them you can detail the crap out of your pieces, as long as the model bit stays that object.

TheGoozah thankyou for the real nice comments

Fixed a lot of stuff per kind suggestions!


Shrunk the size of the feet.
Lengthened the calves and changed the profile shape.
Hair
Worked the arms.
Detailed the flack jacket and lots of other stuff
Get the bird detailed and up and running tonight. Thanks again for the support and especialy the ideas, it has been top.

Cheerio.
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Old 16-01-2012, 11:38 AM   #34 (permalink)
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Great stuff, the progression all the way looks awsome.

A few thing that may help the face a bit:
The top lip looks a bit tall, I would short the height a bit.
And the nose connecting to the eye brows, looks to have a bit too much of a depression from the front veiw.

btw the hair is really nicely done, it flows really well and has a nice weight to it, however the symetry is kinda obvious (espcially at the back)
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Old 16-01-2012, 12:03 PM   #35 (permalink)
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Thanks for the pointers Pete!

Cheers

edit
Dont know about you, but I reckon the changes make a big difference. Thanks man.

Last edited by kanga; 16-01-2012 at 12:19 PM.
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Old 23-01-2012, 04:48 AM   #36 (permalink)
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A flyaround of the pose.

Cheerio!
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Old 26-02-2012, 07:39 PM   #37 (permalink)
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Woooooo Hooooooo
We doze got thumbs!!!

Great.
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Old 27-02-2012, 11:53 AM   #38 (permalink)
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Whoo Nice one

Some excellent updates by-the-way, I've not seen this for a while.

Personally I'd maybe flesh out those glutes a little to help define where his leg ends and his butt starts. Men's bottoms can be surprisingly muscley
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Old 02-03-2012, 10:00 PM   #39 (permalink)
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Figgin Awesome. Great concept..Love it. Man you got the anatomy and the hard surface skills goin on...I gotta work harder
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Old 05-03-2012, 10:45 PM   #40 (permalink)
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Thanks Wolfsage, they er, do look a little clenched don't they. Poor chap will have to fix!

poopsterspappy thank you man. Yeah, I have to work harder too. The reason for not replying is I am ashamed I haven't finished the textures.

Thanks again for the comments.
Cheers
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