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Old 11-04-2006, 08:43 PM   #61
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cheers guys, everyone who mentioned about the leg pose was right

I'm not too up on the rendering yet THX1138 but when the modelling is done I'll have a try at a clay render with mental ray for you
Dont know why its a fairly quiet competition, I'm finding the hard edge modelling difficult which might put some people off. Saying that I've been playing eve-online a fair bit and when you dont have much time to do both gaming and modelling then it cuts into a bit too much

Yep 'heavy weight' is looking a bit sturdier now 13th though the arms need some work

Here's the face with a basic sculpt. Dont think I'm going to do much detail around this area.

http://www.flash-fx.net/3D/images/tr...rs/model7b.jpg
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Old 11-04-2006, 10:40 PM   #62
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I understand that this competition doesn't revolve around "rendering skills"; I still think you should be practing it none-the-less. Even at your current stage of modeling.
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Old 13-04-2006, 10:15 AM   #63
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valid point THX1138, I should really. When I get a spare day or evening to have a crack I'll see what I can do.

Here's the underlying structure of the arms/legs in place. Not finalised yet but probably what I'm going to use.

http://www.flash-fx.net/3D/images/tr...rs/model8a.jpg
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Old 13-04-2006, 02:07 PM   #64
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It looks to be coming together nicely. Keep up the great work.

I know I don't have the great rendering skills these other people have, but I do know that it does help the final image/animation a lot more than some people would think. On the other hand, the rendering may not be that important if the animation is really good.
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Old 19-04-2006, 08:22 AM   #65
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Just a quick question to anyone who reads this (hopefully).

How is everyone going about creating/rigging the final transformer?
I've got the model with loads of parts to it (grouped into major body parts) but am not sure how easy it is to rig it as I've only ever rigged a solid object. Do you need to create a skeleton and bind it to the grouped transformer or do you have to combine all the polygons first so it works as a single object?

Any help/ideas/methods would be cool to hear about as I'm a bit worried about jumping in and wasting loads of time to find that it doesnt work.
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Old 19-04-2006, 09:52 PM   #66
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All you have to do is group all your geometry to your skeleton. Once it is grouped you can pose your model and keyframe it.

Be shure you lable your skeleton aswell as your geometry ( abdomen, waist, chest, neck, ect.. )
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Old 20-04-2006, 08:22 AM   #67
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thanks for the information THX1138 some things in maya are still beyond my comprehension

better crack on and get this baby fully UV'ed and rigged!
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Old 20-04-2006, 11:42 PM   #68
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looking good :attn:
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Old 23-04-2006, 06:08 PM   #69
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Just to let you know that I'm still in this comp, the heavy weight bit is all uv'ed and rigged except for the hands.
Here's a quick pose as I go back to the boat and finish the bits off.

thanks gamestarf

http://www.flash-fx.net/3D/images/tr...rs/model9a.jpg
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Old 23-04-2006, 06:29 PM   #70
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Glad to see that you are still in the competition T1ck. Your robot is looking very cool.
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Old 23-04-2006, 08:29 PM   #71
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The whole piece has some good character.

Good luck in the home stretch, Si

Dave
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Old 25-04-2006, 08:44 PM   #72
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Cheers guys - not had much time recently hence the lack of posts.

Here's the boat stage with its rear mounted engine.

I'm working on a quick animation so you can see where all the bits are used and am hoping to get a quick playblast done in the next day or two.

No time for texturing so I'll probably add some more detail to the boat and bot stages but thats gonna be all

http://www.flash-fx.net/3D/images/tr...s/model10a.jpg
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Old 25-04-2006, 10:03 PM   #73
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Good work T1ck You have put a lot of effort into this latest challenge. Maybe you could add a couple of port holes and an anchor (possible weapon?) just to give the boat a bit of detail. Just an idea...

Looking forward to seeing your playblast. It's a shame that they didn't give everyone just a little bit longer as there have been a lot of promising ideas in this challenge.

Hope you manage to get everything finished in time!
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Old 26-04-2006, 12:20 AM   #74
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times ticking by, fast.
i looking too seeing heavy's animation.
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Old 26-04-2006, 08:22 AM   #75
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good ideas with the portholes and anchor arran, it does look rather bland at the minute
I guess with two models on the go at once you can forget to keep looking at the reference pics.
hmmm, a weapon....I've got a load of deck space to create something with so maybe that'll be where it sits - better crack on!

definately 13th_resident I'd better get heavyweight to a half decent stage!
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