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Author Topic: WIP modelling  (Read 1981 times)

Offline ORI

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Re: WIP modelling
« Reply #15 on: 2007-08-07, 15:48:56 »
I modelled it using front and side image of a Wolf skull as reference (Canis Lupus) and I also looked at some photos of Grey wolves to see how it should all sit, I thought of trying to import it to SL to sell as Avatar head but it seems very hard to accomplish, I can always use it for redemption alternative werewolf model since I built it using a low res cage. its still abit incomplete as the filename suggests.

Either way it is good modelling and sketching practice for now

 if anyone think s/he could use it let me know , I wouldnt mind giving it to someone elses use (as long as proper credit giving is maintained)

Offline ORI

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Re: WIP modelling
« Reply #16 on: 2007-09-23, 16:15:26 »
The Obteneberation model, Im still removing all the unnecceary detail from it to save on polycount and add more features .
« Last Edit: 2007-09-23, 16:18:16 by ORI »

Offline ORI

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Re: WIP modelling
« Reply #17 on: 2007-09-24, 08:24:38 »
Hmm turns out Polycount stands on around 1500 which is much less than the recommended so I wont hasitate to punch in some extra detail

Offline Bloodywolf

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Re: WIP modelling
« Reply #18 on: 2007-09-25, 02:56:52 »
ORI: WTF? I thought I pressed the reply button, and since when do I have premission to modifiy other people's posts?

Anyway since the original is lost Bloodywolf asked how I am going Animate it

[edit by wolf]

Blah blah, looks nice, blah blah. Are you gonne use already existing animations, make your own, and that cas is that really possible or are you gonne let it be static.

Blah blah
signed William and Bloodywolf. :o

Ps: Thou shalt not edit my co-personality's posts or thou shalt be impaled, drained, sliced and left out for the moning sun untill thy god forgives you. :-p
« Last Edit: 2007-09-25, 16:01:25 by Bloodywolf »
William - Bloodywolf - Me
Sloth, Greed, Gluttony, Wrath, Envy, Pride and Lust.
Which one shalt thou pick today?

Offline ORI

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Re: WIP modelling
« Reply #19 on: 2007-09-25, 05:50:34 »
Going to Animate it by binding the Tentecals Verts to the arms skeleton, that way they should animate togther.

Offline Azraelthe7th

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Re: WIP modelling
« Reply #20 on: 2007-09-25, 15:36:32 »
Question: do you have access to the VtM skeletons? 

If you do: how can I have one?
Come see the World of Darkness unfold.
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Offline Javokis

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Re: WIP modelling
« Reply #21 on: 2007-09-25, 17:43:34 »
You don't need to download the skeletons. Instead, grab christof.nod from Resource.nob. You'll have to make a copy of him in the 3d/models folder with the name you desire (be sure to removed read-only) for your model then use Milkshape to import the copied and renamed christof. Delete the model's meshes, but keep the bones then import your model and do the rigging then material assignments and fixes. Once finished, you'll have to export OVER an existing .nod file so just export over the renamed copy of christof.nod. Make sure you material .tga files are placed within 3d/Materials of VTMR directory. You're model should be ready for NOT Editor.
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