You need to Zero Out the Translation and Rotation of the Animation Controls before you apply the knees and elbows.
Also, for the three fingers, use a Dummy and position constrain the HI Solver to these dummies, this should make the moving of the fingers a lot easier
Hello again ! I have some problems for the hands/elbows. Contrary to TaylorMouse's guy, the golem have 3 fingers that will be animated (well, I hope...). And trying to set the elbow helper breaks the whole arm somehow.
Here's some screenshots.
Without elbow helper :
With elbow helper :
Quite horrible.
I attached the 3DSMax scene, so you can mess with it if you need to. Sorry, objects names are (mostly) in french and I'm too lazy to change them ._.
On a side note :
Polygon count : 1425, down from 2787
Vertex count : 1340, down from 2626
To make nice textures, you can use nDo and dDo plugins for photoshop. The first one will help with normal map, and the second one - with diffuse map. Also, this guy looks more like a low poly model (except the spiral pushes on arms and cracks on the mouth). So, probably you could make a texture this way: get a rocky image, apply it to the model (guess, you know how to uv-map). Then add some details to it with dDo, create a normal map with nDo, and it will look not so bad. Some additional details can be added by brightening the edges. It can be done for example this way: generate cavity map from normal map (in ndo). Use "find edges" ps filter. Invert. Add in a screen mode to the diffuse.
As I am an almost complete noob in modeling, I come here to search some help and finish something.
First, some WIP screenshots :
Front :
Right hand :
Back :
Polycount :
And now, the to-do list.
1) Break the symmetry by adding some details (see the head or the hands for example)
2) Reduce polycount
3) Make some nice textures
4) Animate
5) Fix it for Starcraft
6) Death model !
7) Additionnal spell effects
And this is where I need help : points 1, 2, 3, 4, 6, 7.
For points 1, 4, 7, any ideas you have would be a nice help.
For points 2 and 6, it's a bit tricky as I don't know the polycount range for a standard Starcraft model. This golem will probably be some kind of hero, so I guess it's okay to have more polys than a zergling. How many polys does a zergling have ?...
Oh, and physics death would be nice. No idea how to do it, though.
For point 3, I'm just plain noob at this. Any help on how to achieve a rocky texture (or someone good enough to do it) would be nice.
Well, at least, the point 5 is *quite* fine thanks to TaylorMouse.
0
Did anyone tried the Transfer behavior effect with attributes ?
I'm trying to make a beast chomp ennemies and gain some of their attributes.
0
Wildstar swords are the exact definition of "bulky". So, I find this one pretty accurate.
0
Looks like ribbons to me.
0
I'll check that.
Not the tail, the pelvis :D I followed what TaylorMouse said in his tutorials
And I don't think his jaw will move anyway.
0
Oh, that's nice. The editor is really poorly translated... in french, they though "flight" is for "flee"...
0
Hello again ! I have some problems for the hands/elbows. Contrary to TaylorMouse's guy, the golem have 3 fingers that will be animated (well, I hope...). And trying to set the elbow helper breaks the whole arm somehow.
Here's some screenshots.
Without elbow helper :
With elbow helper :
Quite horrible.
I attached the 3DSMax scene, so you can mess with it if you need to. Sorry, objects names are (mostly) in french and I'm too lazy to change them ._.
On a side note :
Polygon count : 1425, down from 2787
Vertex count : 1340, down from 2626
Woohoo !
0
Is there a way for a missile to fly a certain fixed time ? Like a missile that always fly 1 sec even is the target is at point blank.
0
Looks like the 2nd rigging part is broken. Daaaaaaaaaaaaaamn.
[Edit] Uh, wait, nevermind. Youtube's fault.
0
This IS badass. How dare you :<
Oh, okay. I guess i'm fine after all...
I'll have a look.
Clearly not intended. My inspiration came from this.
0
Hello there !
As I am an almost complete noob in modeling, I come here to search some help and finish something.
First, some WIP screenshots :
Front :
Right hand :
Back :
Polycount :
And now, the to-do list.
1) Break the symmetry by adding some details (see the head or the hands for example)
2) Reduce polycount
3) Make some nice textures
4) Animate
5) Fix it for Starcraft
6) Death model !
7) Additionnal spell effects
And this is where I need help : points 1, 2, 3, 4, 6, 7.
For points 1, 4, 7, any ideas you have would be a nice help.
For points 2 and 6, it's a bit tricky as I don't know the polycount range for a standard Starcraft model. This golem will probably be some kind of hero, so I guess it's okay to have more polys than a zergling. How many polys does a zergling have ?...
Oh, and physics death would be nice. No idea how to do it, though.
For point 3, I'm just plain noob at this. Any help on how to achieve a rocky texture (or someone good enough to do it) would be nice.
Well, at least, the point 5 is *quite* fine thanks to TaylorMouse.
So, any ideas ?
0
Okay, that sould be easy enough.
Any reference I could use ? If it's for a unit, which model you uses ; if you want it as a hero icon, etc...
0
Here you go. All textures have to be placed in Assets/Textures.
0
Any special animations needed or the basics (Attack, Stand, Death) will be fine?
0
Any preference for the model ? Here's a gallery.
0
Isn't Zeratul's mask a ribbon ?