Author |
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AnTycrisT
RocksTar
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Thursday, September 15, 2011
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Zielan
KoRnified
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Thursday, September 15, 2011
Great that you finally tried it
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Linkxp500
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Thursday, September 15, 2011
Do you think SVN will eventually use damaged models as well? Then it'll all come together, in my honest opinion.
(Note I am not asking SVN to use damaged models; simply asking anyone's opinion of whether the SVN will include it in the distant--or not so distant--future.)
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SAMCROSS
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Thursday, September 15, 2011
Looks epic
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AnTycrisT
RocksTar
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Thursday, September 15, 2011
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Zielan
KoRnified
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Thursday, September 15, 2011
My Shirtless Goku has that too
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Buksna
Blaizing
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Thursday, September 15, 2011
Nice work there Anty
To tell you the truth that is actually the plan
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Domo-Kun
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Thursday, September 15, 2011
Buksna wrote :
To tell you the truth that is actually the plan 
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JayREEZY
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Thursday, September 15, 2011
Yeah, I noticed that in Goku's new animations. Instead of complete texture changes though, what about alpha maps with damages on them
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Djosama
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Thursday, September 15, 2011
Mainly I like it because you busted his shoulder spike and removed his scouter. Though in my opinion damage states don't look as good when big spots of blood. I mean have you ever seen an episode with blood like that.
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Mjuksel
Your Past
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Friday, September 16, 2011
very nice example of what can be done here !!
I like it very much Anty !
I've got to learn modeling/rigging/animating man :/
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medoxas
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Friday, September 16, 2011
Can you make damage on clothes non symmetrical, because it looks a bit strange
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Hogeta
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Friday, September 16, 2011
I had a go or two, but inhaled!
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Konan
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Friday, September 16, 2011
Hogeta wrote : I had a go or two, but inhaled!
to much blood..
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Shenku
RiO Incarnate
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Friday, September 16, 2011
Buksna wrote : Nice work there Anty
To tell you the truth that is actually the plan 
Yes, I'm planning on making up some damaged models for Goku first, and then seeing how it works out before moving to phase 2. If nothing goes wrong, I'll start making some damaged models for other characters as well. Note that this may take a while to do, since some parts for Goku(as well as other characters later) either need to be remodeled, or re-UV mapped to some extent to account for the inclusion of asymmetrical damage/textures.
Side note, can a mod(or Konan) please delete Konan's picture, it's highly inappropriate and has no place on these forums for any reason... Ever...
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Zielan
KoRnified
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Friday, September 16, 2011
Hogeta wrote : I had a go or two, but inhaled! The pose needs some improvements.
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Mjuksel
Your Past
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Friday, September 16, 2011
Shenku wrote : Note that this may take a while to do, since some parts for Goku(as well as other characters later) either need to be remodeled, or re-UV mapped to some extent to account for the inclusion of asymmetrical damage/textures.
Don't know if it's possible, but wouldn't the easiest way be to split the model in 2 parts in 3DS max.
After that apply a 2nd skin on one half, and then put it back together
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Shenku
RiO Incarnate
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Friday, September 16, 2011
Mjuksel wrote : Shenku wrote : Note that this may take a while to do, since some parts for Goku(as well as other characters later) either need to be remodeled, or re-UV mapped to some extent to account for the inclusion of asymmetrical damage/textures.
Don't know if it's possible, but wouldn't the easiest way be to split the model in 2 parts in 3DS max.
After that apply a 2nd skin on one half, and then put it back together 
The problem is things like ripping open a shirt or pants. There's no model of anything underneath the clothing so one has to be made. Currently, I'm starting setup using the Vintage Shirtless Goku models for the under areas, but the plan is to make new models and textures of those parts that match the style/quality of the current Goku before adding it officially.
As far as the textures, the UV maps would still need to be rearranged/scaled to include the new model components while maintaining the "one model, one texture" approach. Using the Vintage models requires two textures for the upper, and two for the lower, which vacuums up more resources than is necessary.
Adding tears in the clothing is the easy part, since all I have to do is toss an editpoly modifier on the top of the stack and cut parts of the clothing away. It retains all the rigging data(So no, a second skin modifier isn't needed there), and still follows the animations. The only real issue there is that things like the blue weighted clothes under Goku's shirt are not modeled underneath either, so again it would need to be modeled out and added to the UV map/texture.
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vegeta103
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Tuesday, September 27, 2011
can someone tell me how to create a damage state
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Djosama
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Tuesday, September 27, 2011
Hey Anty, I just have to say great work on everything.
Sorry for making requests and all, but do you think you can release a Vegeta addon with the blink function,the damage states and the idle animation that you made? I love your addons and would love this.
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Domo-Kun
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Tuesday, September 27, 2011
Djosama wrote : Hey Anty, I just have to say great work on everything.
Sorry for making requests and all, but do you think you can release a Vegeta addon with the blink function,the damage states and the idle animation that you made? I love your addons and would love this.
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AnTycrisT
RocksTar
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Tuesday, September 27, 2011
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Mjuksel
Your Past
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Wednesday, September 28, 2011
Shenku wrote : Big story.
Sorry dude, I totally read past the asymetrical stuff.
So basically all the models need remodeling/skinning
I thought we were discussing multiple shading on 1 model (giving the arms/face/feet different glow as the clothes/boots/hair)
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vegeta103
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Monday, October 10, 2011
Djosama wrote : Mainly I like it because you busted his shoulder spike and removed his scouter. Though in my opinion damage states don't look as good when big spots of blood. I mean have you ever seen an episode with blood like that. yeah I want to know how to do that[/quote]
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AnTycrisT
RocksTar
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Monday, October 10, 2011
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