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SVN Bardock

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AnTycrisT RocksTar View user's profile Send private message

Reply with quote Monday, May 27, 2013

this will be the new Bardock for the SVN:




he still needs a good head, but anyway the armour/body are already finish, all I need to do now is rigg him and animate him... hope you liked it...

NELLO!! Mitico View user's profile Send private message

Reply with quote Monday, May 27, 2013

the proportions Anty.. fix the proportions and the back of the armor ,must be is different.. is still Vegeta for the proportions.. TRL will say the same I think..
GO for it!

AnTycrisT RocksTar View user's profile Send private message

Reply with quote Monday, May 27, 2013

no Nello he have other proportions...

anyway I put him ingame to see some thing on the character and he looks like this:



I know the red bands of the arms and the neck are kind of big but I will fix that later...

{}BardockZ View user's profile Send private message

Reply with quote Monday, May 27, 2013

AnTy wrote : no Nello he have other proportions...

anyway I put him ingame to see some thing on the character and he looks like this:



I know the red bands of the arms and the neck are kind of big but I will fix that later...



Nello's looks like movie 1 Bardock yours looks like Bardock episode...good work.

AnTycrisT RocksTar View user's profile Send private message

Reply with quote Monday, May 27, 2013

Jammin' Jelly Jacob, yes, he looks much better in that one...

anyway almost done (yes, everything is change it in the .max file)

SparkingVegito View user's profile Send private message

Reply with quote Monday, May 27, 2013

anty please make a video tutorial on rigging player if you used skin modifier. and bone placement too putting bone in fingers is too hard.

ivanhoeGT View user's profile Send private message

Reply with quote Monday, May 27, 2013

show his back

Kakarot2550 View user's profile Send private message

Reply with quote Tuesday, May 28, 2013

AnTy wrote : Jammin' Jelly Jacob, yes, he looks much better in that one...

anyway almost done (yes, everything is change it in the .max file)


whoa awesome! Wink

Zay View user's profile Send private message

Reply with quote Tuesday, May 28, 2013

Is this for ZEQ2 Unity?

Maszek View user's profile Send private message

Reply with quote Wednesday, May 29, 2013

Zay wrote : Is this for ZEQ2 Unity?


Nope, ZEQ2 Lite. No-one said it can't be ported to the Unity version, though.

Buksna Blaizing View user's profile Send private message

Reply with quote Wednesday, May 29, 2013

It can yes, but it won't unfortunately. ZEQ2 will use different approach for characters

Maszek View user's profile Send private message

Reply with quote Wednesday, May 29, 2013

Buksna wrote : It can yes, but it won't unfortunately. ZEQ2 will use different approach for characters



Someone DID edit and re-rig Goku, though, no?

NELLO!! Mitico View user's profile Send private message

Reply with quote Wednesday, May 29, 2013

look if we want we can talk about this in another topic.. but Buksna have rigged a Goku 2 months ago if I'm right..
but sure could be used the new generation model,high poly model..I can still remember some pictures ,also the Vegeta of your avatar is the high poly model Buksna.. but also with the maps we should use a different approach.. better rocks for desert, I can remember too one picture shown by Zeth of an high poly desert cliff model ..
thought also about landing map,with real Snow mountains modelled ,for a better skybox.. the ideas are many by the way..

Zeth The Admin View user's profile Send private message

Reply with quote Wednesday, May 29, 2013

It can yes, but it won't unfortunately. ZEQ2 will use different approach for characters


That may be, but there's nothing stopping Anty, Nello, or anyone else from porting their character work on ZEQ2-lite over when the time comes.

but sure could be used the new generation model,high poly model..I can still remember some pictures ,also the Vegeta of your avatar is the high poly model Buksna.. but also with the maps we should use a different approach.. better rocks for desert, I can remember too one picture shown by Zeth of an high poly desert cliff model ..


The high-poly version doesn't necessarily need to be used just because it exists. There are still tests being done to determine viability. Besides that, I think much of the work that the addon developers (such as yourself) have done on ZEQ2-lite will largely be reusable -- and reusable in a MUCH easier way. That is to say going as far as allowing editors to choose exactly which animations and mesh parts you want on your model [armor, cape, halo, etc.] in the configs.

The point is that we'll have unlimited control on getting people like you EXACTLY the features you want EXACTLY when you request them (or within a day or two or doing so) rather than trying to do it over the course of several months/years in ZEQ2-lite.

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