| 03-03-2004, 01:01 AM | #91 | |
Quote:
You got lucky I havent even started, I usually start when people start asking me for progress then i rush to get it done. :8 |
| 03-03-2004, 01:08 AM | #92 |
Ooohhh!!! Thank God!!! |
| 03-03-2004, 12:18 PM | #93 |
do u need any sprites to help animate? |
| 03-03-2004, 08:29 PM | #94 |
whenever u decide on starting, i just wanna no that the only way i can give u points is when they put the point system bak up |
| 03-03-2004, 11:05 PM | #95 |
one more problem... if anyone out there knows how to use wings3d's uv mapping, plz help u see...i finished the uv mapping part but then how do i import the files into wings3d? or do u even have to do that? can u just export the skin files and modify it, finish up the model, import the model/skin into WE? |
| 03-04-2004, 07:20 PM | #96 |
well? have u started yet? |
| 07-27-2004, 02:16 AM | #97 |
lol u guys are raising questions out of questions..so confusing.. i think i probably know why half of the model is turned..try parenting them (link in 3ds max), or try attaching them to one another..that way they will be 1 model instead of parts..so when they tilt..they tilt together |
| 07-27-2004, 02:54 AM | #98 |
I'm no model maker, but I think I may have figured out why the model looks too tall/skinny. I read somewhere in a book on how to draw magnas that a human model or drawing should be about six head lengths long and the legs should account for 3 to 3.5 head lengths long. From the picture of the model in the attachments, I've calculated that the leg length is somewhere between 5-5.5 head lengths long. Good luck, can't wait for the model (and the map) to be finished. :D |
