I keep learning modelling. Now I can create the whole anthropomorphic creature with all the bones and animate it realisticly. Also, I can apply textures. There is a result of my attemps in modelling:
I do it because I need tons of unique models for my next mod.
I'd like to recieve some feedback from everyone, especially from experienced modellers. What could be improved?
Nice work, now you need to work on making the people more anatomically correct. Give them calves on their legs, ankles, ankle bones, boots or feet, make the texture more realistic, make the torso taper a bit, and basically change those tubes into limbs.
For the animation, it's a little fast for the walk animation, and made them seem like robots rather than people.
But overall, good job on your second model, you're getting a good solid basic level of modeling and animation down.
It's not ready yet, I want to improve texture, add attachment points and death animation, and do something with stand animations: the "hands up" one repeats too frequently.
Also, the models looks good. As for the stand animation - make him act like he's checking his firearm(the glowing one), make him clean himself, and just targetting(like a marauder in sc2 campaign).
Yeah, could look cool, maybe I'll add some dance and cheer stuff. Later. Just feel kinda lazy to do something more with this model right now. Cause I need to create about 50 models for my new mod, and some of them are more complicated than this one. Also, I need to save space. 20 mb is nothing.
Also, the models looks good. As for the stand animation - make him act like he's checking his firearm(the glowing one), make him clean himself, and just targetting(like a marauder in sc2 campaign).
Yeah, it's great, can wait to see it's ready.
And I've added checkin' his firearm stand animation yet and reduced its frequntness. So now it works good. I'd add more, but I'm afraid I may suffer lack of space, so I'm trying to make everything laconically. Maybe I'll add more later, after I finish all the models.
What would you suggest to improve? I'm afraid, it's the best I can do with my actual skills. But tell me, what isn't good enougth. Maybe I'll get back to this model after I create some more models and gain more experience.
Still needs work before it is of equal quality to the one you are basing it off.
That has to be the most useless comment you could possibly have made. It is hardly surprising that someone's third model is not of equivalent quality as the work of several professional experienced modelers, texturers, and animators working full time on their character.
Oh, it's ok. We just had a conversation about this model in other thread, and his opinion helped to improve model's walking. He's just one of the few who know and probably like RoL, this model from. And it's cool to have someone to discuss the process of remaking RoL with.
Well for a start it currently only has a box on its back while the original had a turning gear. Also the arms and legs still look rather flat sided, does it use a normal texture yet? The left eye of the original stuck out a little on a tapered cylinder. Finally the weapon could do with some lighting effects (electricity) on attack and the left hand used to be held flat just over the top of the weapon when pointing it at stuff (in your current model it seems to stab it into the side of the weapon).
Well for a start it currently only has a box on its back while the original had a turning gear. Also the arms and legs still look rather flat sided, does it use a normal texture yet? The left eye of the original stuck out a little on a tapered cylinder. Finally the weapon could do with some lighting effects (electricity) on attack and the left hand used to be held flat just over the top of the weapon when pointing it at stuff (in your current model it seems to stab it into the side of the weapon).
Gear is present on his back, maybe it's not seen well on the video (it's better seen on the picture attached). And it's turning, such a details are important for me. Normal texturing is the next thing I'm gonna learn, so i'll add this layer later. Weapons weren't implemented properly in that video, but now they work like they supposed to, one is electical with right hand and another one is a punching hand. And the different between touching his weapon from the top and from the side can't be recognized by a player, I think. I actually checked this thing before making, and find out, he's touching the weapon. I'd actually make it right, but I don't have a bone to rotate the arm, so it may be ok to touch it from the side. About the eye... dunno, his face seems ok for me.
Ok, there is a next model, the clockwork spider. Just testing how animations works. Feedback is appreciated as usual.
I keep learning modelling. Now I can create the whole anthropomorphic creature with all the bones and animate it realisticly. Also, I can apply textures. There is a result of my attemps in modelling:
I do it because I need tons of unique models for my next mod.
I'd like to recieve some feedback from everyone, especially from experienced modellers. What could be improved?
Nice work, now you need to work on making the people more anatomically correct. Give them calves on their legs, ankles, ankle bones, boots or feet, make the texture more realistic, make the torso taper a bit, and basically change those tubes into limbs.
For the animation, it's a little fast for the walk animation, and made them seem like robots rather than people.
But overall, good job on your second model, you're getting a good solid basic level of modeling and animation down.
They have a certain legolike feel to them. Only criticism is the lack of a stand animation.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Ok, my 3rd model, the clockworkman from RoL.
It's textured, has some animations. How is it?
Thats awesome! download link? for 3rd?
It's not ready yet, I want to improve texture, add attachment points and death animation, and do something with stand animations: the "hands up" one repeats too frequently.
@Zolden: Go
Make it dance when standing still ;)
Thats a great idea, just add a dance animation, maybe a cheer one too! so ppl can go /dance or /cheer
You're remaking Rise of Legends? Great! :D
Also, the models looks good. As for the stand animation - make him act like he's checking his firearm(the glowing one), make him clean himself, and just targetting(like a marauder in sc2 campaign).
Yeah, could look cool, maybe I'll add some dance and cheer stuff. Later. Just feel kinda lazy to do something more with this model right now. Cause I need to create about 50 models for my new mod, and some of them are more complicated than this one. Also, I need to save space. 20 mb is nothing.
Yeah, it's great, can wait to see it's ready.
And I've added checkin' his firearm stand animation yet and reduced its frequntness. So now it works good. I'd add more, but I'm afraid I may suffer lack of space, so I'm trying to make everything laconically. Maybe I'll add more later, after I finish all the models.
Still needs work before it is of equal quality to the one you are basing it off.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
What would you suggest to improve? I'm afraid, it's the best I can do with my actual skills. But tell me, what isn't good enougth. Maybe I'll get back to this model after I create some more models and gain more experience.
That has to be the most useless comment you could possibly have made. It is hardly surprising that someone's third model is not of equivalent quality as the work of several professional experienced modelers, texturers, and animators working full time on their character.
@JackRCDF: Go
Oh, it's ok. We just had a conversation about this model in other thread, and his opinion helped to improve model's walking. He's just one of the few who know and probably like RoL, this model from. And it's cool to have someone to discuss the process of remaking RoL with.
Well for a start it currently only has a box on its back while the original had a turning gear. Also the arms and legs still look rather flat sided, does it use a normal texture yet? The left eye of the original stuck out a little on a tapered cylinder. Finally the weapon could do with some lighting effects (electricity) on attack and the left hand used to be held flat just over the top of the weapon when pointing it at stuff (in your current model it seems to stab it into the side of the weapon).
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Gear is present on his back, maybe it's not seen well on the video (it's better seen on the picture attached). And it's turning, such a details are important for me. Normal texturing is the next thing I'm gonna learn, so i'll add this layer later. Weapons weren't implemented properly in that video, but now they work like they supposed to, one is electical with right hand and another one is a punching hand. And the different between touching his weapon from the top and from the side can't be recognized by a player, I think. I actually checked this thing before making, and find out, he's touching the weapon. I'd actually make it right, but I don't have a bone to rotate the arm, so it may be ok to touch it from the side. About the eye... dunno, his face seems ok for me.
Ok, there is a next model, the clockwork spider. Just testing how animations works. Feedback is appreciated as usual.
Pirata:
Thought the clockworkspiders had a different front. Good work on the fliers, is that a turret?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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Spiders has no special front, they are just steam boilers on a platform. There were a couple of little gears, but I ignored them.
Yeah, it's a turret like it was in RoL. Only one axis of rotation instead of two, but who cares.
Thought they had a driver in front, or was that a different game with a giant robotic spider like thing?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
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