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« Reply #19560 on: January 13, 2016, 10:38:01 AM » |
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I know, Jiro. XD I was being a little poetic. XD
Modeling the hands right now, and will post a new WIP pic after I've done that and his shoes.
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« Reply #19561 on: January 13, 2016, 12:34:28 PM » |
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closer to finish look on it
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« Reply #19562 on: January 13, 2016, 05:09:11 PM » |
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update on Cell rigging: I ended up redoing him completely, and now i'd say he's looking rather good. The poly count is really high again, though i did optimize it. Problem is, I'm not sure if moving the optimization back to the top will keep the rig intact. The tricky part here was getting the knee to look the way I wanted it to, seeing as Cell's body isn't stretchy like human skin. The green/dark navy armor should be hard and rigid. There'll be some clipping in-game due to this, but i still think it'll be accurate to what Cell would actually be like.
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« Reply #19563 on: January 13, 2016, 05:28:49 PM » |
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It's actually Facepoint count that matters, not the Poly count. Though unfortunately, you can only check the Facepoint count after importing into BrawlBox.
The absolute maximum Facepoint count is about 17k Facepoints, and even then, there's a chance there may be slight lag.
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« Reply #19564 on: January 13, 2016, 05:36:19 PM » |
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Update time. Did the gloves (including spiked knuckles) and the shoes. All I gotta do now is model the head and the skulls at the tip of his shoes, and then I can start to UV. When the time comes, I'll UV a single hand then once applied, I copy and flip the hand.
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« Reply #19565 on: January 13, 2016, 05:47:47 PM » |
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It's actually Facepoint count that matters, not the Poly count. Though unfortunately, you can only check the Facepoint count after importing into BrawlBox.
The absolute maximum Facepoint count is about 17k Facepoints, and even then, there's a chance there may be slight lag.
hmm....Okay, I shall see what I can do. Thanks KJP Also, did an arm:
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« Reply #19566 on: January 13, 2016, 06:09:37 PM » |
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Update time. Did the gloves (including spiked knuckles) and the shoes. All I gotta do now is model the head and the skulls at the tip of his shoes, and then I can start to UV. When the time comes, I'll UV a single hand then once applied, I copy and flip the hand. over DK, Bowser or Ganon?
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Switch FC: SW-4190-2933-4524
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« Reply #19567 on: January 13, 2016, 06:35:02 PM » |
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http://imgur.com/a/yj2rXInb4 perfect emo sonic. Just gotta remove some little vertices that stick out and i'll be done~
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Formerly known as Nick.
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« Reply #19568 on: January 13, 2016, 06:38:02 PM » |
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the first shadow of the year
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« Reply #19569 on: January 13, 2016, 06:47:55 PM » |
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over DK, Bowser or Ganon?
Well, I'm not sure yet. Depends what kind of poly count and file size I end up with.
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« Reply #19570 on: January 13, 2016, 06:53:40 PM » |
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the first shadow of the year
ayy lmao thx brotha And tabuu, maybe it should be over DK. I mean, looks like he doesn't breathe out fire...right? And if it was over ganon.. It would look weird as hell imo.
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Formerly known as Nick.
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« Reply #19571 on: January 13, 2016, 06:59:15 PM » |
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I was thinking Wario himself, depending on how he ends up. But then there's his mouth.
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« Reply #19572 on: January 13, 2016, 07:21:32 PM » |
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update on Cell rigging: I ended up redoing him completely, and now i'd say he's looking rather good. The poly count is really high again, though i did optimize it. Problem is, I'm not sure if moving the optimization back to the top will keep the rig intact. The tricky part here was getting the knee to look the way I wanted it to, seeing as Cell's body isn't stretchy like human skin. The green/dark navy armor should be hard and rigid. There'll be some clipping in-game due to this, but i still think it'll be accurate to what Cell would actually be like. It's actually Facepoint count that matters, not the Poly count. Though unfortunately, you can only check the Facepoint count after importing into BrawlBox.
The absolute maximum Facepoint count is about 17k Facepoints, and even then, there's a chance there may be slight lag.
While facepoint count is indeed important, remember that node count is also important. Node count isn't usually an issue unless you use skinwrap, so you don't really need to worry about it. Do keep in mind that you should keep your model as optimized as necessary (low poly enough so that facepoints aren't an issue, but high poly enough that you can rig the model properly). file size.
I should make a thread about this.
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In other words, LURK MORE. In other news, birds fly, sun shines, fishes swim, and the sky is [censored]ing BLUE. 3. ... You seriously don't know who Clinton is? If only hacking Brawl paid bills. O snap But you are in a Smash Bros. thread. You can't have an opinion here.
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« Reply #19573 on: January 13, 2016, 07:36:40 PM » |
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While facepoint count is indeed important, remember that node count is also important. Node count isn't usually an issue unless you use skinwrap, so you don't really need to worry about it.
Do keep in mind that you should keep your model as optimized as necessary (low poly enough so that facepoints aren't an issue, but high poly enough that you can rig the model properly).
I should make a thread about this.
You should make a thread on file size. Would highly recommend it.
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Formerly known as Nick.
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« Reply #19574 on: January 13, 2016, 08:54:33 PM » |
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That definitely would come in handy. EDIT: Actually, I forgot to do the mouth and teeth. Any tips/things to consider while doing so? So here's the final rig:
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« Last Edit: January 13, 2016, 09:02:27 PM by Mareeo 64 »
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