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Kelt'ar
01-13-2010, 07:31 PM
This is a skeletal mesh I created in maya...It might still need some work...

http://img198.imageshack.us/img198/5521/ss1bu.jpg (http://img198.imageshack.us/i/ss1bu.jpg/)


See vids here:

http://www.youtube.com/watch?v=aN7kQuiPSU0&NR=1

http://www.youtube.com/watch?v=QMjoLDzTuUw

I'm working on another right now...

Enjoy

alvarofer0020
01-13-2010, 08:20 PM
HOLY GOD THATS AMAZING but how the god you add the custom player model and the creature with animations?

Kelt'ar
01-13-2010, 10:51 PM
Thx...I used this script: http://forums.epicgames.com/showthread.php?t=708182 for the custom player...
for animations, check out this tut: http://www.vimeo.com/411379

Jade-Phoenix
01-14-2010, 12:49 AM
Dude, I knew you could do it man. I had faith in you.

Kelt'ar
01-14-2010, 12:52 AM
THank you, man!!! Still got a long way to go, though!

Kelt'ar
01-15-2010, 07:54 PM
Btw, here is another on I'm working on:
http://img193.imageshack.us/img193/2876/sleeterperspective.jpg (http://img193.imageshack.us/i/sleeterperspective.jpg/)

http://img188.imageshack.us/img188/3950/sleeterbust.jpg (http://img188.imageshack.us/i/sleeterbust.jpg/)

Nikola
01-15-2010, 08:39 PM
If u show me wire of the model I could give u some tips

Sir. Polaris
01-20-2010, 10:09 AM
Man I love the ground creature :D

Kelt'ar
01-20-2010, 10:10 PM
Thx, man..

Kelt'ar
01-25-2010, 07:55 PM
Here is a short animation I did with them:

http://www.youtube.com/watch?v=eZObHt7qgT8

Jade-Phoenix
01-25-2010, 08:22 PM
lets see on the quadro might need a little more or a crouch when leaping to charge. The Winged one's tail should waggle more in flight and when standing still. Just some things I had observed but the stuff is going along quite well.

Kelt'ar
01-25-2010, 09:52 PM
Thx for the critique...as for the winged one...I'd have to re-rigit to get that til moving like it should.

DELTATHUND3R
01-25-2010, 11:47 PM
your off to a great start,keep it up :).

sueds
01-26-2010, 02:29 AM
ok I don't mean to be disrespectful but you really should improve your modeling skills. I mean I don't understand how your sort of tapir-ogre-bat could be a real model thoughfully planned.

It's cool you manage to get your creature into the game but there is a lot of tutorial out there just take the time do few and lean a bit of modeling beauce even if you know how thing work this is not worthy as a game model.

You'll say it's sill work in progress I understand but I can already tell in the early stage that too many thing are worng in your model.

It's look like a testn, so I guess it wont be for the final game so just google up few tutorial and then post your progress

LennardF1989
01-26-2010, 03:00 AM
It is true it's not the best of the best, but it's still better than I could ever do. But hey, I'm the tech guy :P

You should post some wireframes of the creatures so people can give you tips on how to improve the overal quality.

The first model needs a better material, other than that it looks very good for an ingame model and it shouldn't need any additional geometry work.

The second creature you posted needs more work on the geometry, but on the contrary, the material looks very good (especially the detail of the skin), which is one of the things you miss in your first model.

Keep posting. :)

@sueds: There is something called constructive feedback ;)

Kelt'ar
01-26-2010, 07:39 PM
@ Sueds...Oh I'm so not a pro...still an armteur modeller

sueds
01-26-2010, 09:43 PM
@sueds: There is something called constructive feedback ;)

not sure you and I share the same aspect of constructive feedback.

Anyway keltar what tool are you using ? May point out few good tutorial depending on the tool you are using.

Try to get some references while you modeling. I don't know how you process to model so I Can really give you any good advice. But I4m suppose you started with an idea and follow you imagination.

I can be a good solution if you are working in zbrush and you are skillful enough to transform inspiration into a valuable content. But while you starting better google up few pictures to get some references. For example how does people represents a werewolf. Then some picture of an ogre or few mosnters you think of related to your creature.

It can sound bothersome to always google up but even experienced modeler work better with few pictures. Few guidelines are always better to create believeable creatures.

Alwo tutorial are good to pick fews technique and a good workflow.

But don't jump too fast on creating model if you skills don't allow you do so.

Any programer would say the same in their field.

Dont be reluctent to learn more. I think you just need a better technique to apprehend your modeling and it's not that hard to learn.

Jade-Phoenix
01-27-2010, 12:22 AM
Thx for the critique...as for the winged one...I'd have to re-rigit to get that til moving like it should.

I know bro, you are definitely improving. I can see it with your recent work. Scripting from what I can remember of it can be a real pain at times even for the highly skilled programmer/coder. So the swish swish part is going to be a trial and error on that to get the "just" right tail movement. With the model itself, if there is going to be a 2nd incarnation of him/her might be good to work with a scales material and a featherpage Material (If I am saying that right?) gives the model a more rounded out feel for a fantasy creature. But yes, your skills are steadly on the rise.
:cool:

LennardF1989
01-27-2010, 06:02 AM
General rules of feedback:
1. (Fact) What do you see?
2. (Opinion) How does it make you feel?
3. (What's Wrong/Good) Why do you feel like that?
4. (Optional: Suggestion) How to make it even better?

so:
1. You made some creature-models,
2. but it seems they are a bit unfinished at points.
3. The first model needs a better material, while the second needs more work on the geometry.
4. Post some wireframes and apply the material technique of the second character onto the first one.

Tada, constructive feedback. If done right, the person recieving it now knows exactly what's wrong, why and how to make it better.

Splat
01-27-2010, 09:32 AM
Dude,I think you are definitely going in the right direction and off to a damn good start keep it up and keep getting better

Kelt'ar
01-27-2010, 07:30 PM
Thx, dudes!!!

Sir. Polaris
01-27-2010, 08:02 PM
If I was to add my 2c, if you want this to look pro I would add more detail and "life form" into the model. I would increase the little details in the material to make it seem non uniform and thus organic. Adding to that, exaggerate the muscle structure and use lightly baked shadows to give shape and form even in bright light. Also lower or tweek though animations so the idle pose is not a uniform stance on the left and right of the model.

http://www.exchange3d.com/cubecart/images/uploads/aff70/dog_6.jpg

Uploading some side and wireframe would allow us to gawk more :D

All in all it's nice, just needs a sexyer texture - but hey it's a WIP :D

Kelt'ar
06-24-2010, 02:11 PM
Ok, I'm redoing the winged one again...The edgeflow did suck...This is the new concept:
http://img94.imageshack.us/img94/6107/sleeterconcept.jpg (http://img94.imageshack.us/i/sleeterconcept.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

Kelt'ar
06-27-2010, 11:54 AM
btw, thx...great advice, Polaris...Here's an update.
http://img684.imageshack.us/img684/7331/wip9.jpg (http://img684.imageshack.us/i/wip9.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

Kelt'ar
06-28-2010, 09:20 PM
Another Update
http://img818.imageshack.us/img818/7730/wip12.jpg (http://img818.imageshack.us/i/wip12.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

Winwarproductions
06-28-2010, 11:32 PM
A lot of people do something like your doing with the shoulders, where they seem extended too far. I do the same thing. What helps to fix it is your initial pose of your character. If the arms are up, then there would be more of a bump and height to the shoulder's,and it will also lead to an upward hill to the side of the neck. Yours isn't doing that, it's like flat. Maybe bend the arms down a bit, pull the arms in more towards the top rib area, angle the neck to his shoulder sort of slanted a bit, and bulge the shoulder more and it will fit the concept more. Your creature is unique though and would be cool to see in gameplay. Can't wait to see more.

Kelt'ar
06-29-2010, 11:45 PM
http://img27.imageshack.us/img27/8330/persk.jpg (http://img27.imageshack.us/i/persk.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

Cool, Huh? I'll work on it some more as soon as I get my main comp up and running again and install UDK.

Kelt'ar
06-30-2010, 11:33 PM
Pose: http://img155.imageshack.us/img155/7527/posead.jpg (http://img155.imageshack.us/i/posead.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

Need to work on the skin weights.

Jade-Phoenix
07-01-2010, 01:26 AM
Ok got the trunk action going on bro! nice, I'm liking the new stylized ver.

Kelt'ar
08-06-2010, 08:30 PM
Here's a screen shot in the editor:
http://img517.imageshack.us/img517/2108/screenshot1wt.jpg (http://img517.imageshack.us/i/screenshot1wt.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

Kelt'ar
02-04-2011, 01:59 PM
This Dude is Next:
http://img691.imageshack.us/img691/8513/greagon.jpg (http://img691.imageshack.us/i/greagon.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

Kelt'ar
02-04-2011, 08:30 PM
Here is a wip: http://img715.imageshack.us/img715/2741/showcase01.jpg (http://img715.imageshack.us/i/showcase01.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

Kelt'ar
02-11-2011, 12:16 AM
Here he is completed :D:
http://img143.imageshack.us/img143/7720/sam01y.jpg (http://img143.imageshack.us/i/sam01y.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

I retextured the first guy!!
http://img59.imageshack.us/img59/2572/rhaal.jpg (http://img59.imageshack.us/i/rhaal.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)


Vid: http://www.youtube.com/watch?v=K0-gILC4jpE