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Spore Walker

01-22-2007, 03:40 AM#1
Argo
A Spore Walker from World of Warcraft The Burning Crusade.

Polygons: 506
Time: about 2H 30M

Concept

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Low Poly

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High Poly

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Attached Images
File type: jpgWIP01.jpg (30.6 KB)
File type: jpgWIP01HP.jpg (25.8 KB)
File type: jpgWIP02.jpg (28.1 KB)
File type: jpgWIP02HP.jpg (23.5 KB)
File type: jpgWIP03.jpg (27.9 KB)
File type: jpgWIP03HP.jpg (24.6 KB)
File type: jpgsporewalker.jpg (145.5 KB)
01-22-2007, 04:14 AM#2
Pheonix-IV
It's incorrectly proportioned, the manipulators (hands, whatever) looks wierd and wrong, the things on the back again look strange, there's no 'head' and the legs are too thin.

Basically, it's approximately the right shape and general size, but the details are nonexistant.
01-22-2007, 04:27 AM#3
Argo
Some wire frame shots.
Attached Images
File type: jpgWF01.jpg (28.6 KB)
File type: jpgWF02.jpg (27.6 KB)
File type: jpgWF03.jpg (27.2 KB)
01-22-2007, 11:58 AM#4
TDR
you have some triangles and ngons in there, you should get rid of them if you're making it high poly. Keep all polygons quads.

And I agree with Pheonix.
01-24-2007, 08:41 PM#5
Argo
I started animating the model but i ran into a problem when i went to test it. One of the tentacles bones are flicking up and another is somehow connected to 2 or 3 vertexes on the tentacle next to it. Also the bones in the body of the model are not animating. Anyone know what is wrong?

I used DeX Version: 0.186m to get the .mdl then used wc3 file converter to convert to .mdx.

Pic
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Attached Images
File type: jpgss0000.JPG (25.6 KB)
01-24-2007, 10:20 PM#6
erwtenpeller
'bout time someone modelled these cool motherfuckers though...

...oh wait, blizzard did it too didnt i? my bad.

Proceed. I like these spore thingies a lot. If i ever make more skins, it'll damn well be a TBC creep pack, becouse they are awesome. (spore giant on mountain giant, spore walker on hydralisk, etherial on demonhunter... so much awesome.)
01-25-2007, 01:42 AM#7
BlinkBoy
when aplying skinning, use the weight Table, not enevelopes, else some vertexes will link to unwanted bones. select vertexes, open the weight table and give them percentage values to link them to their bones. When you going to link 2 or more bones, give proportional values to each vertex.