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Re: Fun post-season animation
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The body portion isn't bad by any means, but it doesn't fit with the strictly mechanical theme you started with the legs. Cut the sphere up a little and show some "guts" - you can see in my bot I've got panels that cover up most of the insides, but still show some of the gritty mechanical stuff. I would also replace the little arms with something that looks more like the legs of your bot. Another thing that really helps make my quad look convincing is the rust/paint chipping. If it truly is a "death bot" (if that's what we're going to call them), it's most likely been through a lot. Some bullet holes and burn marks on mine would have made it better, in my opinion. As a side note, I printed out & assembled a test model for the cockpit of my Serenity model: ![]() Hopefully it will look 5x better with the textures on it. :o |
Re: Fun post-season animation
Well I mean this will definitely be a story to tell. Think of when it is finished. People will see this giant paper machine and go dang you built that. You can turn to them and go yes, I designed it as well. Then go on to explain to them that you modeled it bit by bit and printed it out and put it together. As their mouth begins to gape.
Oh and thank you for your crits. I will try and test them out and post tonight if not tommorow. |
Re: Fun post-season animation
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I made a robot thing that looks very similar to yours. I do have a video animated but I have to wait till I can get to a friends house who has high speed internet. |
Re: Fun post-season animation
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Re: Fun post-season animation
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Re: Fun post-season animation
By that do you mean UVW mapping? or something else? Beyond whats under the materials window and UVW mapping I havent truely explored mapping.
Not reluctant to learn, yet there is no one able to teach me atm. Might try and figure it out using the User Reference, that is pretty much how I learned everything else. Then again that’s not true, while most of it came from experimentation using the User Resources some of it came from our teams lessons using the 3dsm bible. |
Re: Fun post-season animation
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Why not try emailing Ted for some help? That what I did when I tried to get the rainbow of colors to shine through a CD when you stick it in the light. Just tell him who you are and you met in nationals. Then send him the file asking if there is any tips he can give you. |
Re: Fun post-season animation
i guess i don't get what you mean by high res maps on a low res object.
if you mean the pattern is too big for the model and you want it to appear smaller, then what you have is a tiling issue. open up the material editor and click on the diffuse map button. near the top of the rollout it'll have a few options like Offset, tiling, mirror, blahblah. make the tiling value higher. this will increase the number of times the texture will repeat itself over a surface, making the texture appear smaller in comparison to the model. if that aint it, can you elaborate on the issue? I like the new arms, they match the legs better. I kinda think the eyes and body are a little too round or curvy compared to the legs and arms. like it's a cute kinda robot with claws that look like it's about to kill you. doesn't really match. the modelling is very clean though, it's nice. |
Re: Fun post-season animation
I have an animation of two robots. Eventually they are going to duke it out against each other and destroy one another. I made this in school when I was really bored one day.
Those are camera lenses poking out of the robots if anybody asks. Rollbots |
Re: Fun post-season animation
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One The legs of the first robot go through the chassis of the robot a few times Two Over use of the premade chrome texture, I know its easy and it looks decent, yet its the outstanding animations that people talk about over biscuits. (Like team 75's animation they made last year, came up several times) Three When the second robot hits the other robot with its "camera lens" it flies back unrealistically, it would maybe slide back, OO YEAH, make it slide back and have sparks. I have a great template for sparks if you want. I see the resemblance of my bot to yours, and I challenge your robots sir to a duel! *Puts white glove in the claws of my bot.* |
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Re: Fun post-season animation
I have a character with flat eyeballs and I'm trying to get the eyes to look at something. A simple look at constraint and a point wont do because the eyeballs are shaped like discs and will pop out of the head if they turn. Does anyone know how to make the pupils slide along the surface of the eye but still align itself with the "focus point"?
If I make the pupils move then my character will look like he is looking at something. |
Re: Fun post-season animation
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Of course, this would be a oblong eyeball, not a flat one. |
Re: Fun post-season animation
What I have been working on/updating.
http://img527.imageshack.us/img527/5339/face4cw.jpg http://img527.imageshack.us/img527/6365/drops3tl.jpg http://img527.imageshack.us/img527/7...dfloors1de.jpg http://img513.imageshack.us/img513/8...floors26ty.jpg http://img527.imageshack.us/img527/7606/turtle8zg.jpg http://img513.imageshack.us/img513/9...ighting0tf.jpg |
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