SnakeMan Coming Alive!

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SnakeMan Coming Alive! // Work in Progress

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Post by RichLevy // Aug 3, 2008, 12:05pm

RichLevy
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A big thank you to Caligari for really putting the time and development into TS7.6, you really can see it in the finished product. :) The few things I have found are only small niggling things that require mostly me thinking about things differently than I did before.


I introduce you to snakeman. He still needs work on his weights but I am all giddy and happy to get him this far I wanted to show him off :D


I am going to be playing around with him over the next few weeks as I am trying to find my way around this program. He is going to be my experimental guinne pig (soft bodies, IK Physics, BVH motions and hopefully combinations of all of the above :) )


Thanks for looking.


Rich

Post by RAYMAN // Aug 3, 2008, 12:16pm

RAYMAN
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Beatifull Rich !

Like the soft lines of it !

Looking foreward to the movements...:)

Peter

Post by RichLevy // Aug 3, 2008, 12:49pm

RichLevy
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Thanks Rayman.


This is a full body pose. Much posing, testing and weights to do in the head area, chest and such. I had a full set of clothing previously, chain mall vest, cuffs with chains that went to his neck, supported by a big ring collar. I'll be adding t6hose and similiar as I get the chance... all in the future :)


Rich

Post by Heidi // Aug 3, 2008, 2:28pm

Heidi
Total Posts: 335
Ewww... he's really creepy! Super job on him though. :D


You really did an awesome job modeling his hands. I'm anxious to see him posed or animated. :)

Post by W!ZARD // Aug 3, 2008, 3:19pm

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Uber cool! Nice to see a really original looking monster! He's goon make an excellent test subject for tS's great new animation abilities.

Post by RichLevy // Aug 3, 2008, 3:49pm

RichLevy
Total Posts: 1140
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Thanks Heidi and Wizard... don't tell anyone, to me it really does not look like a snake :), that was what I was aiming for but I think the head is way off... but... errrr... that was what I was trying to get anyway :D.
The weight painting is turning into a bit of a challenge though... not sure what I need to do other than what I have been doing. Med to high poly mesh's could be a problem if they are not modeled carefully with weighting in mind...
I am going to have to check out some more videos and read a bit I guess.

Thanks for stopping by :)

[edit] hands were lifted from another model I did a couple of years back (this guy is about 1 1/2 years old himself :) )

Rich

Post by Heidi // Aug 3, 2008, 4:16pm

Heidi
Total Posts: 335
Well, you could call him 'Reptile Man'. :)


Do you have him UV mapped? I normally map before I subdivide. That way I can grab the vertices I want in the UVE. Also mapping is so much easier with fewer vertices. :)

Post by RichLevy // Aug 5, 2008, 9:32am

RichLevy
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@Heidi

No UVMap yet, I am still playing and making mistakes, undoing and playing some more. I would normally model 100%, uvmap, paint than rig... than have some fun animating... but I could not wait :D. The SDS can be added or subtracted from the mesh, I have not deleted the history yet. It's great that TS is so flexible on this, I love having the ability to skip a step than get back to it at another time. I'm not too sure how the uvmapping will handle a rig being in the mesh, but I'll be learning what happens soon enough :D Hopefully the weight painting likes this also... still slowly working my way thru the process.


Thanks for visiting.


Rich

Post by Heidi // Aug 5, 2008, 9:21pm

Heidi
Total Posts: 335
The UVmapping is flexible too... just be sure you're mapping the mesh and not the 'actor'. :)

Post by JimB // Aug 12, 2008, 8:42am

JimB
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Nicely modeled Rich its going to look great textured :)


Jim

Post by RichLevy // Aug 12, 2008, 9:31am

RichLevy
Total Posts: 1140
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Thanks Jim


I was hoping to get some more time to play with him, today was a bit crazy though, hopefully I find some time to push forward.


Thanks for stopping by.


Rich
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