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[Vintage ZEQ2] Vegeta - Blue Jumpsuit

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Zeth The Admin View user's profile Send private message

Reply with quote Saturday, September 25, 2010

This thread is part of a series of threads that will focus on giving very old (2003-2004) vintage ZEQ2 content to the public for editing, enhancement, animating, exporting to ZEQ2-lite, and any degree of use inbetween in their own creations (provided derivative works are accredited).

The character models provided will very likely not be rigged (some not textured) or animated so they are far from snappable into ZEQ2-lite but with some elbow grease can easily make a debut.

Best of luck and happy modding!

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Date      : October 21, 2004
Style     : 3rd generation
Triangles : 2052
Author[s] : Model   - Majin Dave (MDave)
            Texture - Majin Dave (MDave).
Details   : Includes normal, Super Saiyan, and Majin versions.


Acaryus Cutting-Edge View user's profile Send private message

Reply with quote Wednesday, September 29, 2010





emi_a_96 View user's profile Send private message

Reply with quote Wednesday, September 29, 2010

waw ! Shocked Shocked Acaryus good work! is so!!! Very Happy

Acaryus Cutting-Edge View user's profile Send private message

Reply with quote Wednesday, September 29, 2010



emi_a_96 View user's profile Send private message

Reply with quote Wednesday, September 29, 2010

waw!! Very Happy Very Happy

Hogeta View user's profile Send private message

Reply with quote Wednesday, September 29, 2010

Nice job, really good, just one thing, I don't know if you can, but open his moouth while charging his power.
[img]http://t2.gstatic.com/images?q=tbn:eHX6OGaNCFDtkM:http://www.etdieucrealea.com/IMG/jpg/Vegeta.jpg&t=1[/img]

RoganX Classy View user's profile Send private message

Reply with quote Wednesday, September 29, 2010

Are you just making posses? Or are these actually animations? Very Happy

TRL View user's profile Send private message

Reply with quote Wednesday, September 29, 2010

Looking good aquarius. Smile

Acaryus Cutting-Edge View user's profile Send private message

Reply with quote Wednesday, September 29, 2010

RoganX wrote : Are you just making posses? Or are these actually animations? Very Happy

Posses.I just want to inspire others to do more as well.

najeeb My Sir View user's profile Send private message

Reply with quote Saturday, October 02, 2010

my try , did on the day when it was released , tyred to copy the signature look Earth Special Forces did for Vegeta in Earth Special Forces final

Laguna|DaGGeR View user's profile Send private message

Reply with quote Saturday, October 02, 2010

najeeb wrote : my try , did on the day when it was released , tyred to copy the signature look Earth Special Forces did for Vegeta in Earth Special Forces final

this here is much better on optik: )

it reminds me on Earth Special Forces the new Vegeta

najeeb My Sir View user's profile Send private message

Reply with quote Saturday, October 02, 2010

thanks dagger Smile

Zeth The Admin View user's profile Send private message

Reply with quote Saturday, October 02, 2010

You still need proper 3-point lighting (red or blue key lights with white fills) if you want to replicate their render style. I'd also recommend ditching the stepped-shading and using 50% self-illumination and going with lower opacity outlines for blending purposes.

najeeb My Sir View user's profile Send private message

Reply with quote Saturday, October 02, 2010

*laughing out loud* I was not copying their rendering , but wanted a anime feel , but thanks fo rte tip *intense laughter* now I will surely try this out *intense laughter*

Malek View user's profile Send private message

Reply with quote Saturday, October 02, 2010

What about making his mouth open ONLY at some frames ? how to do that ?? Surprised

Zeth The Admin View user's profile Send private message

Reply with quote Saturday, October 02, 2010

What about making his mouth open ONLY at some frames ? how to do that ??


You can do this by using vertex animations either via manual adjustment on keyframes or morph targets.

Malek View user's profile Send private message

Reply with quote Saturday, October 02, 2010

For example, if I have autokey toggled, and I open a character mouth at a frame, he keeps opening his mouth at all frames...you may now how to fix it ?

Zeth The Admin View user's profile Send private message

Reply with quote Saturday, October 02, 2010

Just make sure the frame before and the frame afterwards have a key also with the mouth closed.

najeeb My Sir View user's profile Send private message

Reply with quote Saturday, October 02, 2010

*intense laughter* Zeth you're a genius , you can map , animate and code *intense laughter*

Malek View user's profile Send private message

Reply with quote Saturday, October 02, 2010

Zeth wrote : Just make sure the frame before and the frame afterwards have a key also with the mouth closed.


I have to make keys manually then ?

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Saturday, October 02, 2010

Malek wrote :

Zeth wrote : Just make sure the frame before and the frame afterwards have a key also with the mouth closed.


I have to make keys manually then ?



Yeah, pretty much.

Zeth The Admin View user's profile Send private message

Reply with quote Saturday, October 02, 2010

I have to make keys manually then ?


Only on keyframes. What's happening here is that when you first move the mouth, it's creating your FIRST keyframe. Since this is the only keyframe that exists, it'll be used for all frames. Basically, a keyframe's animation data will be used until a new keyframe comes along. This is why you need a keyframe before and after -- so that there's a difference/change in pose states to switch between.

Typical animation behavior is to interpolate (or blend) between keyframes automatically so remember to take that into account as well.

Malek View user's profile Send private message

Reply with quote Saturday, October 02, 2010

Zeth wrote :

I have to make keys manually then ?


Only on keyframes. What's happening here is that when you first move the mouth, it's creating your FIRST keyframe. Since this is the only keyframe that exists, it'll be used for all frames. Basically, a keyframe's animation data will be used until a new keyframe comes along. This is why you need a keyframe before and after -- so that there's a difference/change in pose states to switch between.

Typical animation behavior is to interpolate (or blend) between keyframes automatically so remember to take that into account as well.


Understood, I'll try that thank you for being patient and helping me man Smile

Raging-Blast View user's profile Send private message

Reply with quote Saturday, October 09, 2010

Idle animation Very Happy

Zielan KoRnified View user's profile Send private message

Reply with quote Saturday, October 09, 2010

New lock on animation *laughing out loud*

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