Windy's Little Vector Forge...again |
Windy
Guardian
Registration Date: 02.11.2006
Posts: 59
Location: Never-Never Land
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02.11.2006 01:20 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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OK, formal Valenwood welcomes.
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02.11.2006 01:24 |
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walrus
First Knight
Registration Date: 06.03.2006
Posts: 191
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02.11.2006 01:45 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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Hehe, little hard to say anything untill FLESH makes his appearance.
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02.11.2006 01:50 |
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Windy
Guardian
Registration Date: 02.11.2006
Posts: 59
Location: Never-Never Land
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New Render posted. Camoran Sword almost done, just needs UV Mapping and then setting up with a *.nif
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02.11.2006 04:40 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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Welcome to Valenwood Windy
I love your work. I hear you have been having troubles with rigging,
I'm sure if you PM Heywood he would be happy to help you , or check out
Heywood's Rigging Tutorial
. I recieved a PM from arbiter stating that you can model weapons, and
interiors. Now I'm confused at that last part, can you model interiors?
Or mod interiors? We have both up for grabs
Good work on the Camoran Sword
And again, Welcome to the team
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02.11.2006 09:01 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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Looking good so far. Now we only gotta wait for Mormacil to comment.
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02.11.2006 09:53 |
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Windy
Guardian
Registration Date: 02.11.2006
Posts: 59
Location: Never-Never Land
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I can make
interiors, i.e. in the CS, which is currently what I'm doing for the
other mod project I'm working for, Windfall. As for modelling, I've
never tried, but in a pinch I'd happily have a go.
As for Heywood's tutorial, thanks for the link but it's Maya. I can
more or less figure out how to rig the model to the skeleton, it's
things like, which bit to rig where, how much weight should I paint to
each bone (e.g. there's like 3 pelvis bones, which one does what?) and
stuff like that. Then
it's how on earth I export all of that correctly to NifSkope because so
far NifSkope has utterly refused to co-operate. Still, thanks for the
help.
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This post has been edited 1 time(s), it was last edited by Windy: 02.11.2006 10:00.
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02.11.2006 09:58 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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Have you tried looking up CuteUnit?
If you can make interiors (CS) head over to the claims section, you might find something you like
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02.11.2006 10:09 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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I can do that well. Have you tried saving as a Nif and opening itin
Nifskope instead of importing the .obj file? Or is that what you have
been doing?
Well figured something out
that armour is too good to waste.
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02.11.2006 10:26 |
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Windy
Guardian
Registration Date: 02.11.2006
Posts: 59
Location: Never-Never Land
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I've tried segmenting it as several OBJ's, I've tried single OBJ, I've
tried direct *.nif with two different plugins, you name it.
It's this mesh:
http://img142.imageshack.us/img142/58/farenderfrontspgn6.jpg
I've been throwing it around the ES forums for a while hoping someone
would take up rigging it. I've more or less given up on getting it to
work properly. If any of the Valenwood team wants to work on it, I'd be
more than happy to share the 3DS scene or export it as an *.obj, *.3ds
or just about any other file format 3DS Max can export. I just need to
make one minor modification so that it's not dependent on Eshme's V2
Body.
Oh, and for the Camoran Sword mesh, if I can get a go-ahead from
Mormacil I can have it UV mapped and in NifSkope in about 20mins.
Also, can someone send me a link for a *.nif with a sword that is
single edged (i.e. the cutting surface faces one way, e.g. a sabre).
Just I need one of those so I know which way to line it up.
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This post has been edited 1 time(s), it was last edited by Windy: 02.11.2006 10:33.
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02.11.2006 10:29 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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I'll take a look at it, see what I can do.
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02.11.2006 10:34 |
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Windy
Guardian
Registration Date: 02.11.2006
Posts: 59
Location: Never-Never Land
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Sure thing. What format do you want it in?
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02.11.2006 10:40 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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Sorry for taking so long to reply, I'll take it in any format that Max supports.
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02.11.2006 11:11 |
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Windy
Guardian
Registration Date: 02.11.2006
Posts: 59
Location: Never-Never Land
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Sorry for it taking so long, I had to clean up and make a last minute
alteration to the mesh. The model here isn't rigged, I've removed my
rigging work on it since I had a feeling it was probably defective. In
any case I had to clean up the mesh a bit, and there's probably some
more cleaning up to do (the lower chest piece was originally meant to
be unclothed, but since I can't really factor in different body meshes,
I decided to make it clothed at the last minute, I ended up having to
turn the body mesh I was using as a base into part of an item of
cllothing so it's quite hastily done
In any case the UV Mapping is all there (don't talk to me about
quality) and apart from minor distortion here and there, it should be
ready to rig/nif. I hope you can make something of it, I bloody well
can't.
Oh and if you get it anywhere, it's yours to use, have, keep, claim
rights to, urinate upon for sake of territorial dspute, etc. I'll
happily relinquish any rights to it since to me it's a bit of a lost
cause.
Enjoy:
http://users.tpg.com.au/adsll2ok/windyfassn.zip
~Windy
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02.11.2006 11:21 |
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lothar100
Seigneur
Registration Date: 10.08.2006
Posts: 274
Location: @ my computer
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quote: |
The Man
I'm a university student, I taught myself how to model and I'm an
inveterate cheapass when it comes to how I model things. I have a
tendency to be over-reliant on using extrusion modelling at the expense
of limited knowledge on other techniques. If it's a complex model I
usually prefer to splice bits of other models since I'm still no good
with complex geometry. Don't let the work fool you - I'm still newbie. |
haha! sounds like me! that complex stuff is hard, ever try making a
modle of a double helix, OMG HARD! well it definatly takes practice and
I can surly say that my modeling has gotten better as I went along.
have fun
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Fire in the hole!
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02.11.2006 11:46 |
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Windy
Guardian
Registration Date: 02.11.2006
Posts: 59
Location: Never-Never Land
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I've gotten better, although I think the more correct term is 'more cheapass'
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02.11.2006 12:00 |
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Azkur_pt
First Knight
Registration Date: 27.10.2006
Posts: 175
Location: Portugal
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hi welcome to the team I hope you enjoy it and I hope you enjoy the
team also I would like to know if you did all the female body or if you
just did the armor beacause human body shapes take a lot of pratice to
make well.....
__________________ I am a proud portuguese
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02.11.2006 19:02 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Hmm, I'm sorry I can't really give you a go atm
I got a serious migraine attackcan't really think and see clear. I
think I should be alright tomorrowmorning, that's in 12 hours or so.
Mormacil
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02.11.2006 20:28 |
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Windy
Guardian
Registration Date: 02.11.2006
Posts: 59
Location: Never-Never Land
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quote: |
Originally posted by Azkur_pt
hi welcome to the team I hope you enjoy it and I hope you enjoy the
team also I would like to know if you did all the female body or if you
just did the armor beacause human body shapes take a lot of pratice to
make well..... |
lol, no I'm nowhere near good enough to do bodies and stuff...yet.
I basically used Eshme's V2 body as a base and then extruded parts of
it. From there I edited the vertices so that they fit into place and
then selectively extruded more pieces. Some of the simpler details were
done with bending a solid shape around. Mainly the chest and thigh
areas are more or less just Eshme's V2 body mesh with some cutting down
and vertex editing to get rid of unneeded details (e.g. bellybutton,
gentalia, etc. The chestplate was made by extruding the same mesh and
editing vertexes to clean it up. The rest was done with extrusions
mainly and was not based off Eshme's mesh. I'm especially proud of the
waist/codpiece.
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02.11.2006 23:27 |
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Azkur_pt
First Knight
Registration Date: 27.10.2006
Posts: 175
Location: Portugal
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hey thx for clearing that matter up... I would advice you to instead of
extruding direct?y of the body mesh, just copy the part you wanna
extrude copy to another mesh resize it to 101% so the armor will be 1
mm of the body and then extrude the new mesh .... that is what I do
with modo I dont know if it works with your program also you could make
costumized armors soing extrude with a boc and trying shapes os they
match with a human chest
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03.11.2006 00:01 |
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Windy
Guardian
Registration Date: 02.11.2006
Posts: 59
Location: Never-Never Land
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That's basically what I did, but I went with extrusion over scaling
because it works better. If you scale it in 3DS Max, some parts don't
scale properly, but if you extrude off local normals, then it basically
does what you said: makes each face sit a little bit off the original
face.
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03.11.2006 00:07 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Ok migraine is gone, time for some clear thinking and constructive
comment. First of all I think your handle is a bit to thin, just na
little bit, second the design resembles a tree. On the bottom of the
hilt you got the roots, above, where the blades is attached, you got
the leaves, not just spikes, but leaves, it's going to be more detailed
when textured. Atm yours look to much to spikes to me. I'm back in the run
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03.11.2006 12:55 |
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Windy
Guardian
Registration Date: 02.11.2006
Posts: 59
Location: Never-Never Land
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I see. The thickening handles thing I can do pretty quickly, as far as
the leaves bit goes, I'll have a see what I can do. I've got one or two
ideas in that direction.
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04.11.2006 00:31 |
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Windy
Guardian
Registration Date: 02.11.2006
Posts: 59
Location: Never-Never Land
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14.11.2006 02:01 |
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WhiteWizard
Count
Registration Date: 15.10.2006
Posts: 639
Location: A place
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It's really nice. I like that wreath thing on the handle, it makes it seem more... elegant.
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14.11.2006 02:58 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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14.11.2006 08:11 |
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walrus
First Knight
Registration Date: 06.03.2006
Posts: 191
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Looks good to me.
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14.11.2006 08:13 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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Nice
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14.11.2006 10:13 |
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lothar100
Seigneur
Registration Date: 10.08.2006
Posts: 274
Location: @ my computer
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its... ...
good!
__________________ when you go to court you're trusting your fate to twelve people who aren't smart enough to get out of jury duty.
Fire in the hole!
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14.11.2006 12:20 |
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Windy
Guardian
Registration Date: 02.11.2006
Posts: 59
Location: Never-Never Land
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Right, if we approve, I'll have it UV Mapped and sent in.
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15.11.2006 03:29 |
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raggidman
Prince
Registration Date: 06.01.2006
Posts: 3,317
Location: where my heart is
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big gren welcome Windy
Your original rimmen concept in your first post with the offset 'flame'
was 1,000% superior windy. A truly sophisticated achevement, with a
deadly feel.
The current 'wreath' has a comparatively derivative feel, and as a
piece of design is both clumsy and superfluous. As is the blade. Send
it back to LOTR you have better to offer.
A terrible thing to say, but you can and have done better.
I can understand that modelling is different to drawing, but if you can
use the lessons you have learned from the work you have done to realise
your initial inspired work in full and without alteration then you will
have something to be proud of.
Now you can all beat me up.
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15.11.2006 12:28 |
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Windy
Guardian
Registration Date: 02.11.2006
Posts: 59
Location: Never-Never Land
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lol.
@raggidman
It's fine by me if you think that and to tell the truth, I'm quite
attached to the original look. However, the design of the sword is
based on Mormacil's work and as such I'm obliged to go with his
stylistic considerations. The hilt of the sword was intended to have a
leaves/wreath motif and as such I've changed it to suit that.
@Lady N
The hilt's been a constant pester, I've tried, oh how I've tried, but I
can never seem to proportion it right. To me, it always seems to look
fine, alas. Guess I just don't have the eyes to see it properly, to me
the handles always just been a case of 'can the hand grab it? yes?
done.'
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16.11.2006 23:26 |
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raggidman
Prince
Registration Date: 06.01.2006
Posts: 3,317
Location: where my heart is
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Mormacil has fine ideas.
and I have to say this, but like me he needs to take a lot of time to
make his artwork really work. You have to recognise that we all have
our limitations. And in point of practice concept art is rarely
intended as a precise instruction - usually it is intended as an
inspiration.
Your concept blade works better for you than trying to precisely follow
Mormy's jotted sketch - so purlease use your work. If you can make a
model as good as your carefully worked concept then Mormy will be
delighted and he will have the satisfaction of knowing that he made a
strong contribution to a great piece of work. If you continue with the
blade as it is ... he just won't get the same bang out of it - and
neither will anyone else.
If I believed that sayng this would hurt either of you I would pm you
both ... to me this is just normal working practice. If Mormy feels
aggrieved (I do not believe he will [except maybe that I just called
him mormy
] ) then he will correct me here, or pm me - either way follow your muse and
to the rest.
There will be situations where we all have very precise requirements -
then we will say. Trust me, that this is not the case here.
Mormy does have other Concept stuff that is worked for specific reasons
- and they are clearly connected to other stuff - that's different.
Anyhows, whatever you decide, you are the artist and modeller. But be
warned that I may just try and persuade someone else to make a model of
your original (post #1) design if you do not.
ps. maybe there will be a use for the current design somewhere, so please do not junk it ...
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17.11.2006 12:47 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Although it's always nice to see your concept put into practise,
sometimes you run into problems you overlooked earlier, sometimes it
just don't work out. I have to agree with Raggidman (no that isn't that
easy
) But he's right, maybe you should use that sketch more as inspiration,
not as a rulebook. Maybe something great comes out that I love more
then my sketch
I'm not perfect, 3D always looks other then 2D although I try to let it look good in both views. So go hurt something
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17.11.2006 13:30 |
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raggidman
Prince
Registration Date: 06.01.2006
Posts: 3,317
Location: where my heart is
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yeah, wot he said - but don't go hurt me - I can't help bein' 'orrible
- hmmm actuaallyy, you dont know what I look like, so I am safe
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17.11.2006 19:21 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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I don't need to, a name and adres is enough... ah well if you pay them well it is.
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17.11.2006 19:28 |
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