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Re: OM Model

Posted: Wed Jul 18, 2012 4:38 pm UTC
by Osiris

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Re: OM Model

Posted: Wed Jul 18, 2012 5:26 pm UTC
by Gireen

simply wonderful :D


Re: OM Model

Posted: Wed Jul 18, 2012 5:43 pm UTC
by Osiris

thanks :)

new render with WHITE lighting for Mr. Kharnov :P
Image


Re: OM Model

Posted: Wed Jul 18, 2012 7:01 pm UTC
by gavlig

awesome! I wish i had more free time to animate all models including this one. I must be a lot of fun to move that body :)


Re: OM Model

Posted: Wed Jul 18, 2012 9:57 pm UTC
by velociostrich
Dandoombuggy wrote:

The entire top half of its head could be created as a separate object so you don't have to worry about where the edges meet up with the lower half. I think that could work well for unwrapping too.

There was some discussion of perhaps in the future showing the brain part blow up when the OM is killed; I think having the head geometry separate for that reason would certainly make that easier to start on, however we implement it.


Re: OM Model

Posted: Wed Jul 18, 2012 11:12 pm UTC
by Osiris

yeah I was going to make the head separate.

I need to know what animations we are deciding on besides just the normal attacks with the tentacles so I can retop it right. So far We need.....

-The brain to be separate. There was some talk of having the green blobs pulse also, so I dunno if we want to have those separate or just have loops around those.

-The eyes blinking

....anything else?


Re: OM Model

Posted: Wed Jul 25, 2012 1:32 am UTC
by jm82792

Did you retope it?
Perhapas meshlab's tools could help you retope it?
The Quadratic Edge Collapse Decimation filter works rather well,
there are many others that work, however, I've never retoped anything that I've needed to keep clean with UV maps.


Re: OM Model

Posted: Sun Jul 29, 2012 7:31 pm UTC
by Osiris

Image
Image


Re: OM Model

Posted: Mon Jul 30, 2012 8:09 pm UTC
by jm82792

Nice and clean.


Re: OM Model

Posted: Sat Aug 04, 2012 2:15 am UTC
by velociostrich
jm82792 wrote:

Nice and clean.

I think I'd have to agree with Dandoombuggy on this one; you really ought to have edge loops radiating out at those globby bits, if we want to animate them at all (which I think we would). The rest looks fine, though.