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Published: 2011-01-24 02:13:25 +0000 UTC; Views: 461; Favourites: 7; Downloads: 4
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Description
Almost finished.. just need to add some final details then rig it!Modeled in Maya
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Comments: 18
Poopgoblyn [2011-01-28 03:23:10 +0000 UTC]
Looks fantastic what's the poly count on this beast?
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CatchAWaveGraphix In reply to Poopgoblyn [2011-01-28 13:35:04 +0000 UTC]
Thank you!! It's just a little over 29,000 polys. I wasn't too worried about the count since it's not intended for a game
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Poopgoblyn In reply to CatchAWaveGraphix [2011-01-28 18:23:22 +0000 UTC]
Yeah I figured that after I submitted that question, but wow good job anyway man
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Affet-kak [2011-01-24 11:38:55 +0000 UTC]
nice!
im working on an AT-ST!
out of interest, do you know how to rig it properly?
ive been trying but the design is so unrealistic IK simulations give unexpected results
help would be awsome
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CatchAWaveGraphix In reply to Affet-kak [2011-01-24 13:22:20 +0000 UTC]
Thank you! Are you working on a more realistic one i take it? Rock on!! As for rigging.. I haven't dove into it yet, but my plan is to do a really simple rig since AT-ST's movements are limited. Simple joint setup to turn the head and only like 3 or 4 joints for the legs, since it won't be like animating a person.. does any of that make sense? What are you going to have yours do? And what program are you using?
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Affet-kak In reply to CatchAWaveGraphix [2011-01-24 22:21:32 +0000 UTC]
im using 3ds max, but my rigging knowledge is a bit basic, i was going to use IK chains where some of the joints are restricted, but i cant get it to work
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CatchAWaveGraphix In reply to Affet-kak [2011-01-25 00:19:53 +0000 UTC]
Have you just tried using simple joints instead of IK chains? You might wanna check the normals too
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Affet-kak In reply to CatchAWaveGraphix [2011-01-25 10:28:01 +0000 UTC]
how do you set that up?
not sure what you mean with normals for rigging
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CatchAWaveGraphix In reply to Affet-kak [2011-01-25 13:18:43 +0000 UTC]
Not so sure in Max, I'd have to play with it a bit. I usually use Maya and there's a create joint tool that you can use to just make joints as opposed to Inverse Kinematics... There should be a choice in the Display options where you can show Normals (of the joints). Sometimes if they're not all facing the same way, it can affect the way the joints move...
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Affet-kak In reply to CatchAWaveGraphix [2011-01-26 02:24:50 +0000 UTC]
yeah thats a good point, i might have a look at that
im sure theres something like that in max
thanks
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CatchAWaveGraphix In reply to Affet-kak [2011-01-26 13:18:08 +0000 UTC]
I hope I was of some help Good luck!!
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CatchAWaveGraphix In reply to TymenMuller [2011-01-24 13:18:53 +0000 UTC]
Thank you very much!
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CatchAWaveGraphix In reply to FMHQBattousai [2011-01-24 13:18:41 +0000 UTC]
Hehe.. I'm glad someone else got as excited as me!
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