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#31 (permalink) |
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Senior Artist
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Ok, I happy with the weighting now, he could probly do with a few more tweaks here and there but I wont know untill I have churned out some more animations.
YouTube - Little Dude - A Little Walk Cycle done with the rig Anyhow, let me know how you get on. |
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| The Following User Says Thank You to Stormy For This Useful Post: |
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#32 (permalink) |
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Senior Artist
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the walk cycle turned out pretty good. two points i noticed though. his right knee/foot seemed to kind of snap down to the ground a little harder than it should have. also the right shoulder/armpit area the pulling on his chest seemed a little much and there was some awkward pulling on his upper under arm where it connects to the armpit. it looked to pull a weird triangle down, almost like a vert might have been missed when you were weighting it, or it just didn't have enough weight applied to it.
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#33 (permalink) |
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Senior Artist
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I'll have a look into it. I'm at the stage where I am doing little animations just to work out the weighting proply so Ill look into the shoulder area to try and sort out the problems
![]() Edit: A Few posed shots ![]() ![]() ![]() ![]() Last edited by Stormy; 09-23-2007 at 09:56 AM. |
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| The Following User Says Thank You to Stormy For This Useful Post: |
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#34 (permalink) |
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Senior Artist
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Just started work on an art test for what seems to be a pretty decent studio down in Brighton. The test is for an Junior env position which is something I havnt done to much in the past. So using the reference and specs they have given me (1000 tris, 1024 maps) I have made a start.
Its a really nice little test. I need to create an old delaportated barn. The modeling is near enough done, going to go round and so some optimization but other then that the unwrapping is about to go underway. ![]() ![]() |
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#35 (permalink) |
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Senior Artist
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Little update,
I worked on the scale a touch as that was off, the doors where to big giving a feel of a small building where in fact it was 20 meters long. Secondly I have started work on the texture, I know there is an issue with seams at the corners which will be sorted soon but I thought I would post a picture in hope of some feed back! ![]() |
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#36 (permalink) |
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Game-Artist.net Staff
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I think the flyposters and grafitti look totally out of place on this model. It looks like a cheap and quick way of detailing the model but it confuses the style.
If you're going to keep them I would at least integrate them into the planks texture a bit more. Just now the posters are totally flat, but they appear to be glued onto slatted planks which means they would have to follow the surface of the planks the three planks that are nailed accross the front of the building are absolutely massive compared to everything else Also you have a lot of dirt coming down from the roof staining the walls but the bottom of the walls are almost totally clean. I know the barn is on blocks but there would still be a lot of dirt picked up from the ground good luck with the rest of the art test
__________________
www.benjaminclark.net |
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| The Following User Says Thank You to benclark For This Useful Post: |
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#37 (permalink) |
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Senior Artist
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Cheers Dude,
Well spotted, I thought I had sorted all the scaling because G was shouting abuse at me to fix it all but I missed one spot. I just made them a tad smaller though and also added some depth on the posters. There will be a normal map and spec on this guy so that should help to make the posters flow better with slats along the walls. |
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#38 (permalink) |
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Senior Artist
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Two env textures. I'm trying to come up with something a little more interesting to do but wile I'm doing that its probably best to keep busy. I have gone a little over the top on the spec/normal maps and this is something I like to do in my work and is often taken down a notch after I have seen it in game. I find it is eaiser to take things down then to take um up.
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#39 (permalink) |
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Senior Artist
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Looking good Stormy. I really like the tiles. No obvious repeating patterns and a nice uniform texture.
The other texture however, is a bit more repeating. I would suggest getting rid of (cloning out, using a more uniform part of the texture as a source), or toning down the brightness and/or adjusting the hue and saturation of the sections marked off in the image below. ![]() Other than that, it looks great. ![]() |
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#40 (permalink) |
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Senior Artist
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Long time no post, but been doing a cople of bits at home to try and keep my self busy and also been spying on peoples threads once and a wile
I'm thinking of putting together some kind of small game spec scene, maybe some kind of subway station or alike (this was only decided last night apon finishing Mr. Stump). As it stands he is 318 tris and has a 1024x512 diff, norm, spec, alpha. I have been playing quite a bit of stalker lately and really like the harsh gritty normal maps which really help build up the harsh representation of the environment which I have tryed to recreate in what I have been doing. ![]() ![]() |
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