Integrating 3D models with photography
Interested in integrating your 3D work with the real world? This might help
# 46 13-12-2005 , 01:15 AM
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no real change to the model, as I've been doing the writing part of the book thing, but I did this quick and dirty rig and pose to show the publisher for cover comp purposes as a possible pose. Probably won't be the final pose, it's just something they can use to put something together.

user added image

# 47 13-12-2005 , 01:26 AM
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Mike,

I have to say I love the Quick and Dirty Rig . . hope I can do one as quick and dirty as that in the near future user added image

She looks good and has attitude too!

Cheers
Paul

# 48 13-12-2005 , 07:59 AM
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no real change to the model, as I've been doing the writing part of the book thing, but I did this quick and dirty rig and pose to show the publisher for cover comp purposes as a possible pose. Probably won't be the final pose, it's just something they can use to put something together.

Hey Mike its a cool pose so far. I know its rough but some thoughts for the final. Maybe spread the fingers and place the hand a little higher on the hip but keep the bend in the wrist as its a more natural look, also centre the hips more it will give her a better look and be more balanced and also the leg at the front I would perhaps straighten more, if not then Id bend the foot more on the toe so the heel is up.


Just some thoughts anyway

Model looks excellent even at this stage,

Cheers
Jay

# 49 14-12-2005 , 01:56 AM
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She definately has attitude!

Like she would blow you a kiss and then shoot your eyes out!

Really coming along well, Mike.

Dave

# 50 18-12-2005 , 06:40 PM
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Almost done with the first chapter... then it's back to Calamity Jane. user added image

# 51 18-12-2005 , 09:07 PM
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cool looking jane so far user added image

looking foward to seeing more progress on her user added image


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# 52 20-12-2005 , 04:11 AM
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Alrighty, first chapter is done and submitted. Back to Jane! user added image

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Got the little doodads on her. Just need to do the gun now and get her all painted up like a whore... er... I mean... user added image

7464 tris

# 53 20-12-2005 , 11:36 AM
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Very nice user added image

Her knees look a little narrow to me, although that does match the concept art...

Can't wait to see her textured!

# 54 20-12-2005 , 11:48 AM
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Looks awsome mate.

Cant wait!


Imagination is more important than knowledge.
# 55 20-12-2005 , 04:34 PM
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Originally posted by mtmckinley

The Game Animator's Guide to Maya

Chapter 1 - like in book 1, an introduction to the game industry itself, reel advice, development pipeline, etc.

Chapter 2 - Basic rigging and animation tools, commands, and techniques.

Chapter 3 - Calamity Jane, next-gen main character --- rigging, binding, and 2 or 3 basic animation sequences for a biped, humanoid character

Chapter 4 - Dire Wolf, current-gen basic enemy --- for a four-legged creature

Chapter 5 - Giant Kraken, current-gen boss monster --- for a multi-tentacled creature

Chapter 6 - Storm Tank 6000, low poly handheld or RTS unit (ala Warcraft 3 or C&C: Generals) --- for a mechanical fantasy vehicle

Chapter 7 - Misc. Animation ---- Wings (flapping, folding), Blobby slime movement, 4-wheel undercarriage suspension, etc.

Freaken Awesome..cant wait..:bow:

# 56 21-12-2005 , 02:08 AM
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thanks guys user added image

Modeling is 99% done. I modeled a new hand while at the office earlier today but forgot to bring it home to replace these with. I might also make her a big knife or machete or something and put some shells on her belt. user added image

Here's a 360:
https://www.mtmckinley.net/book2/jane360.avi

Knees are a bit thin, but like you say, it matches the concept. If they look funky when I animate, I might thicken them up some.

With two pistols, comes to around 9000 tris.

# 57 21-12-2005 , 09:47 AM
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I'm looking forward to seeing that cute sneer as in the concept art user added image

It'll be good to see how you handle all the tassle bits when animating.


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 58 21-12-2005 , 04:06 PM
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Are you going to try and detail it somemore and bring it up to the 15,000 you mentioned earlier? Cause if so, you have a lot more room for detail. It'd be interesting to see what else you could do with her.

# 59 21-12-2005 , 05:27 PM
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What would be the Max poly count for a game model? user added image I was told 3500 for a multiplayer and 6500 max for a single player.user added image

# 60 21-12-2005 , 05:57 PM
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depends on the type of game and the tech involved. this one is being made with next-gen stuff in mind, so a bit higher.

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