Random WIP 2006-2011 - Page 273

Random WIP 2006-2011

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Re: Random WIP

Post by Masse »

SpikedHelmet wrote:He clearly says "Up in the assho' of Timmo"
Actually he stutters and says (up in the ass of of Timo)
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: Random WIP

Post by Jazcash »

Whatever it was I feel sorry for Timo.
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SanadaUjiosan
Conflict Terra Developer
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Joined: 21 Jan 2010, 06:21

Re: Random WIP

Post by SanadaUjiosan »

Warlord Zsinj wrote:<_< >_>

we really need someone to animate our chicken walkers at IW
Man, I looked at some clips of those animations from the movies for reference for some of my own units. A lot is going on for those kooky things to walk. Best of luck, although from your links I think you'll be fine.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Random WIP

Post by SpikedHelmet »

I don't know why everyone else in the world seems to not be able to hear properly, but he absolutely clearly says "asshole". He doesn't pronounce the L because of his silly foreign accent so it comes out "assho". The "ass" and "ho" are too close together for the "ho" sound to be him stuttering the word "of" (which comes next).
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Random WIP

Post by FLOZi »

I agree with masse and surely he should know. :P
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Random WIP

Post by SpikedHelmet »

Trots don't get opinions.
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Hobo Joe
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Joined: 02 Jan 2008, 21:55

Re: Random WIP

Post by Hobo Joe »

Warlord Zsinj wrote:<_< >_>

we really need someone to animate our chicken walkers at IW
If you give the me the file I can take a shot.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: Random WIP

Post by Warlord Zsinj »

Just to be clear... we need functioning piece-based animations that'll work in Spring; but if you're capable of doing that we really need our chicken walkers to be animated beautifully, because some of the texture work on them is really nice.
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Masse
Damned Developer
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Joined: 15 Sep 2004, 18:56

Re: Random WIP

Post by Masse »

SpikedHelmet wrote:I don't know why everyone else in the world seems to not be able to hear properly, but he absolutely clearly says "asshole". He doesn't pronounce the L because of his silly foreign accent so it comes out "assho". The "ass" and "ho" are too close together for the "ho" sound to be him stuttering the word "of" (which comes next).
Ask anyone who's from Finland and they say it's "up in the ass of Timo" - the stutter. Oh and while your at it, get your ears checked.

I should probably say something Spring related so we wouldn't derail the topic so heavily, but I can't be bothered. Could you say something spring related next time you comment on this so we won't get punished for littering?
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Re: Random WIP

Post by Das Bruce »

No.

What actually went up Timo's ass? I'm not sure what they're describing.
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Hobo Joe
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Joined: 02 Jan 2008, 21:55

Re: Random WIP

Post by Hobo Joe »

Warlord Zsinj wrote:Just to be clear... we need functioning piece-based animations that'll work in Spring; but if you're capable of doing that we really need our chicken walkers to be animated beautifully, because some of the texture work on them is really nice.

Well I can animate, but I know diddly squat about getting those animations into Spring. How about if I make the animation, you get it into Spring? :p
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Random WIP

Post by SpikedHelmet »

All we need is someone to create a proper bvh>cob/lua exporter. The animation exporter built into Spring actually isn't a lot different from the one in 3ds max, both just have you key in piece positions along a timeline. Except the one in 3ds max is far superior in functionality, namely the ability to move back and forth along the timeline, edit and remove keyframes, and use ik solving to automate much of the process.

But yeah, a proper keyframe animation exporter for 3dsmax would be awesome.
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Hobo Joe
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Re: Random WIP

Post by Hobo Joe »

I've heard there's an animation exporter(for Spring) of some kind for Blender but I've never used it and have no idea how it works.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: Random WIP

Post by FLOZi »

Its BVH, there are also plugins for max. Upspring can import BVH and then export to BOS, but the BOS exporter doesn't spit out something you can just plug in, there's a lot of manual editing involved to make it workable.

(Converting the BOS export to lua export would be trivial btw, but the problem remains)
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Re: Random WIP

Post by Guessmyname »

Image

I'd be a little more proud if this wasn't the third time I've tried to texture this git.
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Re: Random WIP

Post by bobthedinosaur »

Looks promising
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Re: Random WIP

Post by Guessmyname »

Image
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Random WIP

Post by MR.D »

yeah, thats alot of surface area to cover, mirrored or not.

Looks good as a start, after some preshading and edge highlighs should be sweet, can't wait to see the finished product.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Random WIP

Post by Pxtl »

Honestly, when building hypercomplex things like that, I often wonder if it isn't better to shift up the order of operations - build the parts, then skinmap, and then clone the parts as needed lego-style. The smaller pieces could be cloned and no audience would mind, and it would be much less skinmapping to do.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Random WIP

Post by AF »

That's what your supposed to do. You only model the parts you need at minimum, e.g. one leg, one arm, one barrel. Then when its all UV mapped, you mirror them, and you've halved your workload already. Did you never wonder why all of smoths work in progress shots of gundams and zakus only have one arm and one leg?
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