Kinematicactor?
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Kinematicactor?
That's pretty cool! I dunno, the textures seem to need lil more work, but its still cool.
Im not too sure i like the proportions for this neck section im guessing its due to having no slats on the shoulders.
http://img194.imageshack.us/img194/1...1jun071644.jpg
SMG Animations for both versions of the ODST SMG I have(Disaster's SMG and Advancebo's SMG).
Disaster's ODST SMG:
http://www.youtube.com/watch?v=CVKnURA26N8
Advancebo's ODST SMG:
http://www.youtube.com/watch?v=4VJupfCfZDs
Please make sure you read the descriptions, they explain quite a lot.
I was lookin at some other reference of the koopa and realized his shape wasn't quite right.
Haven't fixed his textures yet, but I have an idea on how to get the holes where his arms/legs go better.
The first time I UVd that shell I just unfolded it and got it to not stretch... the 2nd time I planar mapped it from the front of the shell to get the lines to be straight... (then unfolded a little bit around the sides to make it not stretch so much) but if I planar map it from the side I should be able to still get the straight lines across the front, but the sides of the shell (where I need to paint the holes) won't be stretching so I'll be able to paint them in. the lines will be stretching but it won't matter because... they're just straight lines.
you know you dont have to make the thing on continuous piece of UV material right.
you can just map ti how you want so you dont distort your stuff, or even place ou8t some geometry over it, and render to texture, so you can use that a s a guide of where you would put your lines and/or holes.
It's a rounded surface, there's not much leeway for getting it to unfold without stretching. I want that bottom part of the shell to be one "shell" in the UV editor so I don't have to deal with painting seams. I know I sounded kinda noobish saying that I'll just deal with the planar maps and such, rather than fixing them... but I know how to UV and that just seems like the best route to get a layout that will allow me to make my circles in the side and still keep my lines straight.
I tried using the arms and legs to create the black holes on the sides of the shell using an AO map (just scaled up the arms and legs a little bit so that the holes would be slightly larger than they usually would be so that you could actually see them) but since it was on it's side it was stretching weird and it wouldn't work right. If I tried unfolding it then I'd have weird stretching across the front and the lines there wouldn't work out right for me.
I didn't think of using geometry to make the lines before though, that could be interesting.
you can really just bend a cylinder over your lowpoly mesh, and render to texture, and use that as a template. because it's a backwards process, the line will get bent around your uv-template, and not the otherway around, so you'll have a guaranteed properly curved line, across an uneven surface, and even across UV seams.
Uhh I have no idea what you're talking about haha. Render to texture? Could you point me to a tutorial or explain what you mean? The only type of render to anything I've done (aside from normal renders) is like an AO map and stuff like that. I guess I could do it that way, but it sounds like you're saying something else.
EDIT: I use Maya btw.... if you know how to do it in Maya that'd be amazing.
He's talking about normal mapping.