Mutalisk Update
Delarosa
Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
<div class="IPBDescription">- a problem</div> ok, so far, i've got the whole back meshed...
the dilema is about the little bumps... do you guys want to leave the mesh like it is, with less details on the sides, or do you want me to re-do it?
here's an image of what the mesh is at the moment...
the dilema is about the little bumps... do you guys want to leave the mesh like it is, with less details on the sides, or do you want me to re-do it?
here's an image of what the mesh is at the moment...
Comments
but i was thinking instead of doing a mutalisk why not do a scrouge instead ? i mean i thought mtualisk were bigger den a lerk oh wellz maybe it sjust me but keep the mutlisk coming ^^
...
Well, I'll say that Delarosa should decide, since he is the one with the model and skinmesh on it to look at. Delerosa, if you think that the sides will not be seen that much, then make the detail suffer somewhat, no so much that we see a huge smudge of a solid color there. OK, i'm done ranting. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
And Del, I still think that the best way to mesh the body would be to straighten it out, mesh it cylindrically, then bend it back to fit the skeleton. That will take care of this issue right away.
Skin meshing isn't about exclusively using the unwrapping tools to make your life easy. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Just give them a little bit of room on your skinmesh so they don't look completely stretched out.
Edit:
Actually, let me take back what I said. Can you give me a good shot of the bumps so I can compare how it looks with your skinmesh? I'm only seeing 2 dimensions of it right now.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Jeah the first reply is just plain stupid.
Ok basically this is the best (and most complicated) way to skinmesh this because it has the fewest borders and only stretches the model a bit.
make sure a triangle never gets strechted to a line like in the upper left and right side (purple). Then your texture gets stretched to infinite lines along one asxis.
At first move the vertexes like the red arrows. make the central circle much smaller (less than half radius than the outer circle, just a little more than 1/4).
Then Make the lines from the borders to the center (green) as straight as possible.
Imagine The green lines are edges of triangles - Its volumes and angles should be the same as in the model and everything is fine.
If possible Make the borders of the inner and outer circle (bluie lines) parallel to each other (when they are parrallel in the model) and make the parallel-distances of all 5 inner and outer lines the same (if they are the same in the 3d model), too.
The white shows the possible best solution but this would require to chance the models shape by rotating the inner-circle/top-of-the-nipple by 1/10 and flipping some edges wich is a pain in milkshape.
It basically looks like a star.
It looks the best because 2 sides of all triangles always have the same length / "in an equal-leg way" (stupid translator) and all triangle-angles are almost equal. Smooth-shading loves that.
ohh well, i' think i'm just going ton continue like this, and if ollj wants to re-mesh it... fine with me.
just want to get this project done... i'm getting sick of it.
unless you want to take the model yourself and mesh out the bumps for me... i prolly will still thinki this way.
learning the program should be my first... not skinning the muta... but no, you get an interesting peice of mesh when you don't really know what your doing...
is der an update on mutalisk skiin os is it dead ? the last time i heard was that i was getting animated ?
I wannt him !
Is it still in the animating phase or is it canceled?
...
Metroid, your sig is bigger than the allocated 400x75 pixels. I suggest you change it before an evil mod *cough* Gestapo *cough* come down and smite you.
if anyone wants, i'll post the wings...
on the marine, we will have a new GL animation... and a few other things i'de be killed for saying, but yeah, nothing much will change, mostly just the gameplay.
update... i've straightened him out so i can do a cylender unwrap, but haven't done so yet.
not working on the GW models i was making any more... they **** me off...
so i'm not making models, a section on my site, or the rest of my maps...
next time your on IRC give them a swift kick up the... well, you know for me.
they not only called ME a hacker, but Neotech, T2K's parent company a hacker festation.... attacking me is fine, but atacking my company gets under my skin. and not only that, but i get chewed out by an op for "recruiting" people for my team... how lame is that. he was there the whole time, but didn't pay enough attention to chew me out for the right reason.
anyway, that experiance swaded me from that community of people... unlike NS where people don't really care but give you a "ohh, nice man... hope that goes good for you".