Author Topic: The new and improved 3D model topic!  (Read 4665810 times)

*grunt
ammo?
ammo.


i feel like it would fit the theme of ATAC to just have big floating bullets spinning to represent each ammo type
(please note that these aren't to any sort of scale and i really am not currently capable of the minimal amount of thought necessary to figure out what those wacky numbers actually mean in relation to one another)

i suck at rendering

18 mins


16mins


28mins


blurred parts are my school name

Isn't the typical method to make the body the clothes instead of putting clothes on the body?
Yeah in most games, but its for my game and you should be able to take off your shirt or something and I don't know how well it would work to only have the torso shown if you weren't wearing a shirt. Does Skyrim have the player model underneath the clothes?

Yeah in most games, but its for my game and you should be able to take off your shirt or something and I don't know how well it would work to only have the torso shown if you weren't wearing a shirt. Does Skyrim have the player model underneath the clothes?

i would pay 10 dollars for someone to make someone forget a girl with big tits.

Yeah in most games, but its for my game and you should be able to take off your shirt or something and I don't know how well it would work to only have the torso shown if you weren't wearing a shirt. Does Skyrim have the player model underneath the clothes?

Fairly certain most games swap out the models on the fly when you remove clothing

the clothes become the player model.
i know.
otherwise you could updress dead women.

How the hell do you rig clothes on a character without the clothing being 40 feet from the actual model? I get so much clipping.
When it comes to weapons, I've made each one of them have the same bones in the same position. After that, I can take the default bones for all the weapons, animate it along side the player's swing animation, then export the weapon's animation to call upon when the player swings. Everything lines up and looks good, so that may be a possibility for what you need to do. Just make a universal set of bones for all your clothing and animate the movement of the clothing with the character bones. You can just mount the clothing onto the character and line up the origin or roots, so everything lines up properly. When it comes to playing the animations at the same time, you'll have to refer to code.
Just an idea, though. I don't really have any other thoughts on that.

First model ever.

Renderred with marmoset toolbag.
Haha what. Why would you use Marmoset? For a first model. I am so confused, what did you model this with? How would you even know about Marmoset Toolbag?

Haha what. Why would you use Marmoset? For a first model. I am so confused, what did you model this with? How would you even know about Marmoset Toolbag?

Preety much I'm taught by a friend, and he told me to use marmoset toolbag. And I used blender. Wireframe effect is all marmoset anyway.

« Last Edit: November 04, 2012, 11:59:44 AM by Conservative »


[im g]http://dl.dropbox.com/u/22217440/Blowtorch.png[/img]

[im g]http://dl.dropbox.com/u/22217440/Blowtorch2.png[/img]

Which one?
First one, hands down. I unintentionally made a pun :P



7 votes for the top one

2 votes for the bottom one

Quote
12:38 PM - StoreClerk: id say first
12:39 PM - StoreClerk: 2nd looks too much like a nail gun

12:37 PM - Mateedge: second
12:37 PM - Mateedge: whoops i meant first

12:38 PM - Ipquarx: no opinion really

12:37 PM - Brian Smith, Lemon Stealin Whore: 1st

12:29 PM - iFuzz: first 1

The firsts have it.
« Last Edit: November 04, 2012, 12:31:30 PM by Conservative »