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#1 |
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Worker Ant
Project Member: PoC
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Ive decided to share the max files I got, maybe could be useful...if you have max that is
Anyway Ill share just the models Ive released, I cant share models I made for projects..even if Im not part of them anymore or if they r dead Oh, I wont release my naga models since Ill something with them in the near future(maybe) Ill include all textures(if I can find them, maybe some ingame texture could be missing) in tga format. Ill begin releasing the models made using IK :D Ill let the FK ones for the end. Oh maybe youll need to fix the paths for the textures, no, most likelly youll need to fix the paths Ill begin with the Myrmidon: Biped animations included after and before baking+portrait too, notice that I baked bad the IK animations, so the after animations doesnt look as good as the before(MyrmidonBIPED) animations, later I was too lazy to bake them again ![]() Last edited by jigrael : 12-29-2006 at 12:48 PM. |
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#2 |
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Worker Ant
Project Member: PoC
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lol seems I thought I had more Ik models to share, all the other IK belong to projects so I cant share them :(
So Ill share the Demon Knight, this one was very nice to work with, although I didnt like the first vertion of the model(search at wc3search if you dare) but Moyack made me want to make a better model so I remodeled it, in this one I had a lot more experience with Ik tools than with the Myrmidon so it was rather easy to bake and to make the final anims look cool, expect the walk animation, I didnt liked the biped anim I did so I retouched it using FK and the result was worse :( but at that time I thought it was better :/ Anyway in this one I mixed maxbones with biped, by doing this I allmost forgot completelly about the legs, so this is something I do allways now for the legs. Also after making this model I learned that its better to work linking the mesh to the bones instead of working with only bones as I used to do :S so dont do it lol anyway...heres it(ignore the fact the max file is called DeathKnight.max ) |
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#3 |
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Worker Ant
Project Member: PoC
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Now Ill release the FK models.
Heres the Retributer, this is the last model I did using FK, I could have done it better had I knew that I could use maxbones, those make animating much much easier even without IK. The anim I liked most here is death anims, I think it looks very cool the moment before he falls completelly to the ground. |
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#4 |
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Worker Ant
Project Member: PoC
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I think this is the last model thats worth releasing, its the undead warlock(wich if I remember correctly Olof told me doesnt look undead enough
) anyway, I liked her animations very much and it turned to be a very light mdx :DTheres a bug in this model, at least in my computer, it allways turnd direct3d rendering for arttools viewer, Im telling this because it may cause trouble(my 3dsmax doesnt work with direct3d in my pc) like disabling 3dsmax views(can be fixedbe restarting max). So dont forget to turn openGl rendering on before previewing EDit: I could release my other models if someone wants those models, but I got the feeling noone will lol Last edited by jigrael : 12-29-2006 at 01:15 PM. |
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#5 |
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*****istrator
Art Director
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I'm going to move this to modelling/animation and stick it there. Above anything else, i think this is really good reference material for beginning modellers.
__________________I'm also sticking this. Last edited by erwtenpeller : 12-29-2006 at 02:07 PM. |
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#6 |
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User
Join Date: Dec 2005
Posts: 2,163
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I have a grim feeling that something is going to happen with Jigrael! Oh, noes! Not retirement!
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#8 | |||
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Worker Ant
Project Member: PoC
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Quote:
Quote:
No Im not retiring...yet Quote:
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#9 |
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User
Join Date: Dec 2005
Posts: 2,163
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But plz post it as MDX too
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#10 |
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We're Hunting Humans!
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Jigrael when are you going to make a model with me ;(
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#11 |
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Worker Ant
Project Member: PoC
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Im very bussy with finishing some models, but what motivates me to model is a good concept specially if its a female concept *hint* lol but I dont like to model humans(male), I preffer beast, or lliving armors, things like that
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#12 |
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User
Join Date: Dec 2005
Posts: 2,163
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Want any concepts? :)
__________________*Just joking :P* |
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#13 |
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User
Respected User
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A suggestion for your models. NEVER BUT NEVER use 2-Sided, it doubles polygons at rendering.
__________________instead copy the mesh that you want to have 2 Sided faces. erase every face that you don't want to be 2 Sided, in the copy ofcourse, and then take the ones that you want to be 2 sided and flip them with the flip tool. After all that merge the copy mesh with the original mesh. Now you will have a mesh with triangles from both sides, in the areas that you want. Note: Don't weld the flipped faces with the original faces, or you may end by messing up the normals in those faces. In that manner you are saving polies. Last edited by BlinkBoy : 01-10-2007 at 04:59 PM. |
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#14 | |
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♪♫
Modeling & Gallery Moderator
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Quote:
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#15 |
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Worker Ant
Project Member: PoC
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NOTE: You have been redirected in order for our attachments to be made available to you. This will only last two minutes; these measures where taken to avoid hotlinking and bandwidth theft. To avoid these restrictions Log in or Register BlinkBoy: I tested what you said, and I got no extra poligons by using 2 sided, at least from arttools viewer. Here, two pics of one plane(with just one face),one is without 2 sided(a.jpg) the other is with it(b.jpg)
The only downside of two sided I knew about is that you get bad ilumination on the "inexistent side", so if the real side is infront of the lightsource, the back side(wich is the inexistent) will get iluminated too when it should be darkened. Ill post the Nerubian Slayer, I PMed Plastic Angel and he didnt answer me, he aparently doesnt care, I think I will post the mdx model if he really doesnt answer in some days, he knows I PMd since a mail is sent to the mailbox for each pm right? |
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