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Old 09-06-2009, 01:08 PM   #16
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Because you're tricked, it is not triangulated.
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Old 09-06-2009, 03:24 PM   #17
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Damn you, 3dsmax.
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Old 09-15-2009, 02:59 PM   #18
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- UV Map done.
- Texture done (it's also in 128x128).
- Mesh attached to a wc3 model rig done. In this case, it's the Mammoth rig, which surprisingly works with some tweaks (but you'll have to change unit size when you use the model ingame, or else you'll have a giant baby).
- It's still 128 tris.
- Baby suit, the colored pacifier and the iris is teamcolored.
- The ears and the pacifier's ring are just textured to keep the 128 limit in the modeling mini-contest. But I'll probably model the ears and the ring and add a decay gutz for a resource version later on.
- Still need to tweak the attachment points.

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Old 09-15-2009, 07:50 PM   #19
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The baby needs shoulders, in my opinion.

And the female wasp thing has kind of weird looking breasts (which apparently insects have now). They kind of "hang" up instead of down. Takes "push up bra" to a whole new level.
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Old 10-28-2009, 01:57 AM   #20
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Practicing with scratch animations on a placeholder model I've made for a non-wc3 related project.

Please bear with the horrible GIF compression and the odd perspective angles on most images.
The model is actually laying down on the grid, because the game engine (Unity) we're using tends to rotate exported models (Autodesk .FBX) to 270 degree.

Click here to view the animations, because thumbnails end up shitty on gif animations

"While strolling through the park one day...
In the merry merry month of May..."
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"I've fallen... and I can't get up!" Hehe, no. It's an attempt to make a running animation. Don't mind the skinning glitch on the feet.
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Four different attack animations in one GIF image.
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Something like Stand Defend perhaps?
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File Type: gif WabbitWalk.gif (100.1 KB, 168 views)
File Type: gif WabbitRun.gif (77.7 KB, 164 views)
File Type: gif WabbitAttack.gif (329.9 KB, 163 views)
File Type: gif WabbitDefend.gif (54.5 KB, 160 views)
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Old 10-28-2009, 05:59 AM   #21
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The walk anim looks like how one of those toy soldiers would walk. Dunno if you were going for that, but it looks funky.
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Old 10-29-2009, 11:17 PM   #22
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Yeah, he definitely needs more lateral and elbow motion in the walk animations. The attack animations could use more footwork and all animations could really use the ears bobbing and moving around for added awesome.
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Old 03-19-2010, 02:07 PM   #23
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Continued working on Dr. Ivo Robotnik model.

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Head is a major edit of the knight portrait (I'm not very good at making heads from scratch ftm), but the body and the moustache is from scratch.
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Old 04-04-2010, 02:16 PM   #24
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I know I'm kinda late with that, but is that Dr. Eggman\Robotnik a WC3 model? Either way, looks great.
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Old 04-06-2010, 10:38 AM   #25
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Yes, he will be made for Warcraft III.
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Old 05-28-2010, 03:16 PM   #26
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So DvO, may I ask, any progress? Is there any new model you're working on? I'm really eager to see any progress with your models. You're a very good modeler and I really like your work.
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Old 05-31-2010, 11:20 AM   #27
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Well, the most recent work I've done is giving robotnik basic colours. I've been quite busy with making models and textures for a stand-alone project I'm participating in.

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Last edited by Dan van Ohllus : 06-02-2010 at 09:35 PM. Reason: The custom Pit Lord model was an model edit, so it didn't belong in this forum section.
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