Skeletal unit resource pool (GPL)
Moderators: MR.D, Moderators


Better? Shortened the lower legs by 1 WU and rescaled the head to 110%. Arms seem a bit long but that's okay IMO. The original got monkey arms too.

Dunno if it was such a good idea to split the torso UV up and break the smooth groups to get more detail... I'll see that soon enough.
Obj/wings (yet again)
I think the pelvis/chest needs to be a wider yet some more about 1.5x again ought to do it, the arms need to be moved in slightly on the pauldrons so that they start closer to the chest by a wee bit, and the pauldrons themselves need to be slighly shorter, in addition those shoulderpanels that the pauldrons interface with need to be less tall, they should be level with the top of the head, and the pauldrons should stick up a slight bit beyond that, other than that I think its spot on, I hope my critism is not annoying, I like the model overall, just trying to help you get the dimensions just right....
I actually downloaded it and did some fiddling I can send you the file if youd like, here is a picture illustrating some of the changes I suggested..

I actually downloaded it and did some fiddling I can send you the file if youd like, here is a picture illustrating some of the changes I suggested..

No, no criticism is fine.

Hm okay. Haven't resized the chest, was looking silly but done everything else and the the head. Yeah, begins to look like the FM1 one. I didn't want to carbon copy it but to remodel it using something of both, hence the legs.
PS: The shoulders are going to get rotated in upspring around the pauldrons so they match 100% with them. Seems to be neccessary so the shoulders don't clip in when spinning around the X axis.

Hm okay. Haven't resized the chest, was looking silly but done everything else and the the head. Yeah, begins to look like the FM1 one. I didn't want to carbon copy it but to remodel it using something of both, hence the legs.
PS: The shoulders are going to get rotated in upspring around the pauldrons so they match 100% with them. Seems to be neccessary so the shoulders don't clip in when spinning around the X axis.
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25

I show not one humanoid model, but 33 different humanoid models!
Btw love the mech. That makes me feel tingly in my pants.
(PS I know there are not 33 of them in that image, and I laugh at anyone who would count! SOme of them ran off screen.)
(PPS I know the image is called "32.jpg" because I miscounted)
(PPPS I know I miscounted because I know that there are infact 33 completed infantry, not 32)
I present you the ultimate weapon of death and destruction. Pictures will be posted later.
.OBJ format:
http://dl023.filefactory.com/dl/f/7a541 ... eee35caa2/
.OBJ format:
http://dl023.filefactory.com/dl/f/7a541 ... eee35caa2/
Rattle: I actually own the figure of the Zenith, and I have to say your model quite a bit different from the figure on my desk. firstly, the shoulder sections are too wide and a bit too tall. and the legs seem off, especially the kneecap section. mind if I take a crack at tinkering with it?
and as I stated in the other thread, I would enter my MRCU, but it's double the contest limit. a shame too, as it's fully UVmapped and everything (though I wonder if Spring can handle multiple textures to a model? I had to do that with it to fit everything and have decent texture size.)
and as I stated in the other thread, I would enter my MRCU, but it's double the contest limit. a shame too, as it's fully UVmapped and everything (though I wonder if Spring can handle multiple textures to a model? I had to do that with it to fit everything and have decent texture size.)
Code: Select all
http://i23.photobucket.com/albums/b384/grenaderifle/MRCU-rend.png
Go ahead.
I used two images from two different games to get any proportions from... there are barely any renders available at all nor some good shots from the toy zenith. So in the end I just call it my Zenith or I'll be tweaking it forever... I'm a modeling noob y'know and I like it the way it currently is, even though the original might be different.
I changed this from a competition to a resource pool and upped the polycount
Read the first post (again).
I used two images from two different games to get any proportions from... there are barely any renders available at all nor some good shots from the toy zenith. So in the end I just call it my Zenith or I'll be tweaking it forever... I'm a modeling noob y'know and I like it the way it currently is, even though the original might be different.

I changed this from a competition to a resource pool and upped the polycount
Read the first post (again).
Man I've almost overseen this... maek scrin shots!!1Keithus wrote:I present you the ultimate weapon of death and destruction. Pictures will be posted later.
.OBJ format:
http://dl023.filefactory.com/dl/f/7a541 ... eee35caa2/

Works nice for a subdivision cage (shift+tab in wings).

It's to proportion now atleast. the lower legs quite literally need remade becausa the shape is so drastically different. (but to be perfectly honest, it doesn't hinder the design at all.) there's a similiar issue with the feet, but again, neglectable because you won't really look at the feet that much.
To be honest, it doesn't need much work at all. I only had to mess around with the vertices and add a few extra polys here and there.
Your thoughts?
EDIT: while I'm thinking about it, I'll go ahead and post the MRCU. it's pretty much as finished as I can get it on my own, since I have zero texturing skill. It's at 2700 tris.

http://www.sendspace.com/file/wnezth
Making screenshots would ruin it for those that bother to download it... Thus no screen shots allowed.rattle wrote:Man I've almost overseen this... maek scrin shots!!1Keithus wrote:I present you the ultimate weapon of death and destruction. Pictures will be posted later.
.OBJ format:
http://dl023.filefactory.com/dl/f/7a541 ... eee35caa2/
Works nice for a subdivision cage (shift+tab in wings).
Lovin that four legged/wheeled mecha design Geona, very cool.