Edmond Dantes Posted December 20, 2011 Share Posted December 20, 2011 Impressive :thumbsup: Is it using the werewolf skeleton? It seems to be using a similar stance / posture. Would love to see one of those in-game. Link to comment Share on other sites More sharing options...
Ghogiel Posted December 20, 2011 Author Share Posted December 20, 2011 (edited) I just made a sculpable mesh and projected it around the werewolf, then went from there. The hunched and long limbs of it were pretty much right in line with my concepts and the jaws are pretty much in the right place, so it worked out pretty good all in all. Just rig it and it's playable. Edited December 20, 2011 by Ghogiel Link to comment Share on other sites More sharing options...
snackynak Posted December 20, 2011 Share Posted December 20, 2011 If there's one thing scarier than a werewolf... it's a wereshark. Link to comment Share on other sites More sharing options...
jimhsu Posted December 21, 2011 Share Posted December 21, 2011 Would definitely be in line for a wereshark mod. Fits lore too (though details are kinda sketchy on that point). Link to comment Share on other sites More sharing options...
PrometheusTS Posted December 21, 2011 Share Posted December 21, 2011 Very nice but I am really wondering how many polygons are those models? They seem pretty heavy especially the lacings... for the torc I woudl sugest to balance more the texture diemnsion of the tip and the body it as seem one is higher res than the other ... the Superheavy armor looks good but I bet must be a nightmere to skin or uvmap? I dunno why but the bones imported by the plugin to me when I go to edit envelopes are all shifted on a side and brings to a bad skinning .... anyway keep up the good work :) oh btw how did you do to put those ingame without replacing other objects? Link to comment Share on other sites More sharing options...
Ghogiel Posted December 21, 2011 Author Share Posted December 21, 2011 (edited) Very nice but I am really wondering how many polygons are those models? They seem pretty heavy especially the lacings... I have no idea about how many poly that one samurai thing is. It's pretty high, something like 6k tris I would imagine. I wanted this one to have a s*** load of poly on it. I have my moods with this sort of thig for the torc I woudl sugest to balance more the texture diemnsion of the tip and the body it as seem one is higher res than the other ...it is a bit yeah. I couldn't bring myself to waste all that UV space. :biggrin: the Superheavy armor looks good but I bet must be a nightmere to skin or uvmap? I dunno why but the bones imported by the plugin to me when I go to edit envelopes are all shifted on a side and brings to a bad skinning ....certainly wouldn't say it was a nightmare, esecially the UV, I had rigged it for oblivion, So I basically renamed the bones and then moved it to fit the skyrim rig, so all the rigging was more or less intact. I don't rig all that often with envelopes tbh, I almost always use the weight tool for some reason. Edited December 21, 2011 by Ghogiel Link to comment Share on other sites More sharing options...
PrometheusTS Posted December 21, 2011 Share Posted December 21, 2011 you paint weights ? use autoriggers? Cat rigger or Envelopes? I use all types exception made for the autoriggers that I do not trust , but its not that easy , also I cuse cat when I have my own skeleton structure but with premade ones I dunno yet how to import it , that leaves the option for envelopes and paint tool , sometimes I even manually change vertices but that's on low poly stuff that doesn't get into a nightmere of numbers ... you know other easier ways? Link to comment Share on other sites More sharing options...
Ghogiel Posted December 21, 2011 Author Share Posted December 21, 2011 I just use the weight tool a lot. I have used skin wrap to transfer weights between similar meshes, then go back in and tweak with the weight tool. Link to comment Share on other sites More sharing options...
PrometheusTS Posted December 21, 2011 Share Posted December 21, 2011 (edited) Copying skins and conforming meshes is something I yet have to try in 3d ... it's always good to learn new techniques ... btw what you mean by weight tool? I can't find any tool named like that in the modifier list... or you mean the weight subwindw in the skin modifier? Edited December 21, 2011 by PROMETHEUS_ts Link to comment Share on other sites More sharing options...
Ghogiel Posted December 21, 2011 Author Share Posted December 21, 2011 there is a little wrench icon in the skin modifier. it brings up a floating toolbar which looks like this:http://img28.imageshack.us/img28/4264/weightblend00.png that is the weight tool. Link to comment Share on other sites More sharing options...
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