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« Reply #12270 on: December 13, 2013, 12:37:18 PM » |
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more timey wimey stuff:  will make a version with: always having a fez on and Fez on Smashball
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I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
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« Reply #12271 on: December 13, 2013, 01:16:51 PM » |
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Dr. Who and Attack on Titan on the same page...
I know... Interesting idea though. From the previews it seems like it works nicely.
it does as the bone editing lets it work I mean, the shoulders are obviously affected by the extreme rodation in some animations and the down B rather looks like hes hitting his own knees (doesnt look so bad though and rather makes sense); and the jaw can open properly, I even rigged the jaw Inb4nudehackismade.
Fixed.
what do you mean?
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« Reply #12273 on: December 15, 2013, 09:26:39 PM » |
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Well, figured I could show this off since it's so far into the first leg of the modeling process.  Unsmoothed.  Smooth preview.
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« Reply #12274 on: December 15, 2013, 09:27:36 PM » |
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Well, figured I could show this off since it's so far into the first leg of the modeling process.  Unsmoothed.  Smooth preview. Biospark?
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« Reply #12275 on: December 15, 2013, 09:29:32 PM » |
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Biospark?
Yessir. It is indeed Biospark the Ninja of Kirby Superstar / Squeak Squad fame.
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« Reply #12276 on: December 15, 2013, 09:36:40 PM » |
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progress on the first humanoid over DK most likely has bone edits i bet :p
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« Reply #12277 on: December 15, 2013, 09:51:46 PM » |
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most likely has bone edits i bet :p
theres no other way
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« Reply #12278 on: December 16, 2013, 09:08:17 AM » |
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Well, figured I could show this off since it's so far into the first leg of the modeling process.  Unsmoothed.  Smooth preview. Ah Biospark, One of my favorite Kirby enemies and technically the first model I ever made.
Is he going over metaknight? If he is, I'd highly recomend using MKs gloves with maybe a few vertex tweaks if you feel it's too similar. It'll really help out with the rig quality.
Good start on the model, there isn't much too him though. Most of the work is gonna be in the texture.
Not much I can critique about it in it's current state. Except for the tri-count, make sure you delete the backfacing parts on the mask and the front facing parts of the face underneath. The scarf part could stand to lose some rows of vertices where it bunches up. maybe have ~3 rows instead of the ~9 it has now and then have it branch out into more rows where the folds are.
Other than that keep up the good work.
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« Reply #12279 on: December 16, 2013, 09:40:35 AM » |
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Just to give a quick clarification: the scarf both front and back were made with planes of 10 by 10 divisions, that's the main reason it has so many rows. I probably should've provided shots of his back. I'll keep what you said for the scarf in mind though. I'll probably remake the scarf entirely in that case from front to back, maybe having that many folds was a bit too ambitious.
As for the backfaces of the Scarf and the black area his eyes will go over. I delete the backfaces for the scarf already immediately after extrusion, and the polygon where the black area is going to be was cut from the Cube-originated sphere that makes up his head.
As for who it's going over. Meta Knight is the most likely candidate, and I wanted to to try making MK-like hands from scratch for the sake of practice.
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« Reply #12280 on: December 16, 2013, 10:38:18 AM » |
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It looks awesome Velen.
However, for Brawl, you gotta remember poly-count.
Try your best to keep it <6500 faces if you can.
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« Last Edit: December 16, 2013, 01:18:43 PM by Nanobuds »
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« Reply #12281 on: December 16, 2013, 12:51:36 PM » |
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you mean <6500, right?
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« Reply #12282 on: December 16, 2013, 01:20:25 PM » |
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Whoops. Yeah, that's what I meant
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« Reply #12283 on: December 16, 2013, 02:04:50 PM » |
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we'd be laggin if he took the first advice
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 Switch FC: SW-4190-2933-4524
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« Reply #12284 on: December 16, 2013, 03:17:34 PM » |
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No probs. Finally poly count is not too far above 5000.
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