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Deep Eyes


tyokio

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I was actually having great difficulty getting the shoulders to work, I knew I was never going to get it to not clip though the armor. It actually looked alot worse initially, I'll see if I cant get those shoulders working better today... I actually feel like some 3d rigging today.

Actually I'm fine with a little armor clipping it's the massive spike deformity (more easily seen in the second pic) that is the issue (or are we talking about the same thing?)...

 

Those screen shots showed that I got alot of details wrong here and there, but once the model is rigged/ uv mapped and close to actually working in game its quite difficult to just go back and do a complete re work. It would require un rigging the model, attaching the new parts, re arranging the uv map, re posisitioning or even repainting the texture and normal maps and finding out which parts of the normals will flip when epxporting to NIF and cutting out the faces to patch them up. I could re work this over and over, but I would feel like I was tied to one mod when I should actually be thinking about future pieces.

I can understand that. Modeling especially for a tempermental system like Fallout 3 / Nifskope must be a real pain in the arse with all the crap you have to mess with over and over. :confused:

 

I wouldn't be so critical if I didn't like your work as much as I do. :unsure:

 

Yeah I'm talking about the deforming part of the arm, working on it now just proved again how difficult it really is to get it to work. I think I'll have to look at how bethesda did it and see if I can replicate that because I have some verts rigged to the shoulder and some rigged to the arm but if I add influence to either of those bones it still looks messed up... its sounding like its gonna be quite a battle : D

 

I dont mind critisism, no one can improve their work with out it and I certainly need it in the 3d modeling/rigging zone. If I remember correctly oblivion was much harder to rig armor for.. that was probably because I was using NIF Gmax at the time though and that was a really awful program to use. Until they sort out the stabability issues I wouldnt reccomend any one to use that. Yet for modeling and rigging it was a lot more convenient because you could seperate the model into lots of different parts. for fallout, combining meshes into 4 seperate peices (body, arms, pipon, pip off) makes it hard to work out which part you want to be rigging if you have a model with multiple meshes.

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I also notice the shoulder deformation, might want to look into that. Other then that it's just peachy, except I think the back looks... well, unfinished I guess. It's not that it's different from the armor in the movie, per say, it just looks like there's something missing.

 

The helmet is more or less perfect if you ask me. It's just the right size - finally a cool helmet I can wear with regular armor and not look totally silly. That was a problem I had with all the power helmets in the game. It can look a bit odd from a frontal view but I think it's mostly to do with the design of the mask.

 

Over-all, I'd say this is an awesome armor mod that really just needs some minor tweaking. Either way, you've done a great job with it.

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