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« Reply #75 on: December 26, 2012, 03:04:15 PM » |
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Haha, hopefully he'll look better once he's textured... Anyways, Flygon did offer first, so we'll see how things go. I might try doing the UV mapping myself, cuz I might have sorta gotten it to work a little on my stage maybe? If it turns out to be a disaster, I'll take you up on your offer though Are bone edits typically done once rigging is complete?
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« Reply #76 on: December 26, 2012, 03:22:13 PM » |
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with bone edits, you need to do them before you start rigging, otherwise it'll mess up the rig. so it takes a little planning before hand, but can really help with certain models.
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« Reply #77 on: December 26, 2012, 05:06:43 PM » |
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Let snoopy do it if you want. I bet he will do a better work than me with bone edits and stuff. After all, what matters is how it will look at the end.
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« Reply #78 on: December 26, 2012, 05:47:07 PM » |
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I'm not even positive if he'll need any. His legs are definitely a little too long, but the way DK stands might solve that anyways.
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« Reply #79 on: December 26, 2012, 05:54:00 PM » |
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u should model some of ur OCs
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« Reply #80 on: December 26, 2012, 06:00:21 PM » |
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That is something I really want to do, but my current methods involve stealing model and texture parts from other sources. I don't really know how to make my own complex shapes in 3ds max, and if I made my own characters, I'd want to be able to use them for other things too, and in that case, I'd really want to have made them all from scratch. Someday though, maybe
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« Reply #81 on: December 26, 2012, 06:13:01 PM » |
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I'll make a specular map for Poliwrath. If you want. Could try to make some amphibian skin and really make him pop out.
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3DS Friend Code: 2895-6640-9302
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« Reply #82 on: December 26, 2012, 06:44:32 PM » |
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Oh wow, everyone wants a piece of the Poliwrath pie I'll have to organize something. In what order should I do things? I could attempt making a UV map tomorrow maybe, then perhaps Snoopy can edit his bones. Then whoever can start rigging. While all this is going on, I could make the actual texture. And I assume that the spec map is something that would be done in the final stages. (though I was wrong about the bone editing)
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« Reply #83 on: December 28, 2012, 03:35:04 PM » |
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everyone loves their pokemons any chance of you doing genesect? with the movie coming out and stuff just putting another pokemon idea out here
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« Reply #84 on: December 28, 2012, 03:47:48 PM » |
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It's possible I suppose. He's someone I always wanted to vertex on Samus back in the day. Right now I'm doing Lickitung though
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« Reply #85 on: December 28, 2012, 04:20:46 PM » |
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It's possible I suppose. He's someone I always wanted to vertex on Samus back in the day. Right now I'm doing Lickitung though needs to be over yoshi
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« Reply #86 on: December 28, 2012, 04:49:46 PM » |
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Naturally. I'm also thinking I could do a Politoed over Yoshi Also, I need some opinions on this idea. For Lickitung, I can maybe replace Yoshi's rolling egg with a model of Lickitung who's all curled up, but his tongue is wrapped around himself like a tire. Would that be too many polys? And it would be pretty tough to vertex him to be in that position. Would it work to do that once he's rigged, then position him like that, then somehow save that model as a default pose for the egg?
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« Reply #87 on: December 28, 2012, 05:44:16 PM » |
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Naturally. I'm also thinking I could do a Politoed over Yoshi Also, I need some opinions on this idea. For Lickitung, I can maybe replace Yoshi's rolling egg with a model of Lickitung who's all curled up, but his tongue is wrapped around himself like a tire. Would that be too many polys? And it would be pretty tough to vertex him to be in that position. Would it work to do that once he's rigged, then position him like that, then somehow save that model as a default pose for the egg? the vertices depend on the models tough nothing like trying and politoed would also fit yoshi preety well
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« Reply #88 on: December 28, 2012, 09:12:17 PM » |
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Would that be too many polys? And it would be pretty tough to vertex him to be in that position. Would it work to do that once he's rigged, then position him like that, then somehow save that model as a default pose for the egg?
shouldn't be too many, especially depending on the model you're using. what you could do for the ball position is after he's rigged, export him to BrawlBox, position him there, re-export him to Max, then delete the extra bones and single bind it to the proper bone.
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« Reply #89 on: December 28, 2012, 09:26:27 PM » |
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I believe that sounds like the best course of action
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