View Full Version : 3d Mewtwo
Boris
November 17th, 2005, 06:31 pm
This is the first stage of what I hope will be a fully animated CG Mewtwo.
Boris's saying of the day:
You can learn a lot about someone if you only take the time to inject them with Sodium Pentathol.
www.deviantart.com/view/25354100/
Zephyr Analea
November 17th, 2005, 06:46 pm
That is really neat....keep up the good work ^_^
Oh ya, forgot one thing....Welcome to the Temple, New Fish!
mewrei
November 17th, 2005, 07:33 pm
Not bad. Not bad by any means. Might have to enlist you on NPC duty for my M2 HL2 mod XD
emsiecat
November 18th, 2005, 04:56 am
That's excellent better than I could ever do, one small suggestion though (if it's possible on that program) perhaps try making the legs a little bigger? and maybe give the tail a bit more 'movement'? Other than that it's perfect ^^
Boris
November 18th, 2005, 11:20 am
Thanks for the welcome Zephyr. Hail Mewtwo!
I would be happy to help with your mod Mewrei. I once made a Mewtwo Unreal Tournament 2004 mod, but I could never get it to work properly so I never uploaded it.
Don't worry Emsiecat the pose he is in now is called a skinning pose, its where all the limbs are stretched out to allow me to add the skeletal structure which will allow him to move. And thanks for the encouragement.
Boris's saying of the day:
That which doesn't kill you...will probably try again.
mewrei
November 18th, 2005, 01:19 pm
Boris, my mod is based on the Half-Life 2 engine(aka Source). Meaning graphics are going to be more than incredible. I have a professional 3d modeler(one of my dA friends) working on the models for me(he's a Godsend. I'd marry him if I was gay or a female XD)
Just sign up once I get the new site up
Boris
November 18th, 2005, 02:26 pm
Hi Mewrei, if you have a professional on your team he would probably be your best bet to do the models, as I'm only starting out creating characters, before now I have been only using these 3d packages for particle effects and simulating fragmentation patterns. Also I rig my characters using a system called ACT (Absolute Character Tool) which is not really suited for game graphics. But I will try to help.
Boris's saying of the day:
That which doesn't kill you...will probably try again.
emsiecat
November 19th, 2005, 10:04 am
Ah I see, well I'm sure it'll look fabulous when finished! ^-^
mewrei
November 20th, 2005, 11:20 am
We rig in XSI using the dog leg rig. Then I'll be texturing in Bodypaint 3d
Boris
November 20th, 2005, 07:45 pm
I have to say that I have never used XSI. I remain a slave to max, but unfortunately recently I have been forced to start using May. Which is strange that I hate Maya so much, because it was Maya that I originally trained on. Oh well, I guess its just one more of my strange personality traits that makes no sense.
Boris's saying of the day;
Time, the one thing that man is always trying to kill, but in the end kills him.
mewrei
November 20th, 2005, 08:15 pm
XSI is a wonderful tool.....but its also very complicated to learn. It took one of my friends around 20 minutes just to find the primatives.
If you've ever used a graphicing Casio and a TI-83, its like the difference between the two. The Casio is more user oriented while the TI-83 allows you to do more and has a more complicated user interface(I've used nothing but the TI-83 though, an excellent tool).
I have and use 3ds Max, which is excellent but HL2 was made with XSI so I've given that one a shot. Its rigging system is awesome and texture support is also awesome.
Boris
November 21st, 2005, 08:24 am
I do admit that Max is pretty standard on its own, but the real power comes in when you start adding plugins to Max 8. Although this has one very big draw back, the cost of each licence. But I have a way around that, because they can be classed as work expenses they are tax deductible. But I will have a look at XSI.
Boris's saying of the day:
Eagles may soar, but weasels don't get sucked into jet engines.
mewrei
November 21st, 2005, 12:56 pm
I usually end up writing my own plugins. I have one planned that will allow you to take the Mewtwo base model and modify it with slider menu's in XSI. Also need to do one for textures in Photoshop
Boris
November 21st, 2005, 05:22 pm
Interesting, do you mean something like a morph tool to change the mesh or do mean something like an adaptive object tool?
I would like to make my own plugins, but unfortunately I never find the time. Although I did create a plugin for max 6 that allowed it to interface with a doppler laser range finder and a recycled CAM milling machine, the idea was to create a cheap method of turning a real life object into a 3d model. But unfortunately the resolution was crap.
Boris's saying of the day:
Eagles may soar, but weasels don't get sucked into jet engines.
mewrei
November 22nd, 2005, 01:37 pm
It calculates parabolic transformations based on the rigging network
Boris
November 23rd, 2005, 07:01 pm
So you mean it will simulate things like muscles bulges in the skin when the character moves.
Boris's saying of the day:
In spite of the cost of living, it's still popular.
mewrei
November 23rd, 2005, 07:35 pm
The plugin for transformations will be able to recalculate and change all of the triangles in the model but constrains them to the rigging(skeleton).
Muscular simulation is incredibly easy as well
Boris
November 23rd, 2005, 08:02 pm
Sounds like the ACT system I am starting to use on Max.
Boris's saying of the day:
If everything seems to be going well, you have obviously overlooked something.
mewrei
November 23rd, 2005, 08:16 pm
XSI built this into their program. XSI is definitely an awesome tool but it requires alot of skill to use. My main man Rastill (http://rastill.deviantart.com) is the one doing all of this for me
Boris
November 25th, 2005, 09:45 pm
ACT is not a very hard tool to use, but it requires a good amount of knowledge about the anatomy of the muscular system.
But I have a question, are you creating your Mewtwo to have skin or fur, also how have you constructed the jaw structure and the teeth, because I can see prose and cons between Mewtwo having human teeth and feline teeth?
Boris's saying of the day:
I don't suffer from stress. I'm a carrier.
Boris
November 25th, 2005, 10:06 pm
Sorry Mewrei I just noticed your post in the other section, I'll probably end up using a texture map, if I can't scrounge some extra processor time on the network.
Boris's saying of the day:
I don't suffer from stress. I'm a carrier.
mewrei
November 25th, 2005, 10:16 pm
Originally posted by Boris
ACT is not a very hard tool to use, but it requires a good amount of knowledge about the anatomy of the muscular system.
But I have a question, are you creating your Mewtwo to have skin or fur, also how have you constructed the jaw structure and the teeth, because I can see prose and cons between Mewtwo having human teeth and feline teeth?
Boris's saying of the day:
I don't suffer from stress. I'm a carrier.
I'm using Mewtwo concept images to create fang like teeth in a semi-detachable jaw. His muscular system is thoroughly detailed. He has fur generated using one of XSI's built in tools plus bump mapping.
One good thing about XSI is it comes standard with rigs. Human, quadriped, and dogleg rigs are all included in XSI 5(and XSI|MOD TOOL).
I have Rastill rigging the tail so it has some...hmm what was it. I think it was around 47,000 independent movements. Maybe more. Technically a tail doesn't have bone. It has cartilidge just like your ear and nose to make it more mallable and give it a wider variety of movement. Plus it has a massive amount of muscle behind it. Enough to crack a human skull.
Our pre-rendering is done here at my house. I compile everything using my personal PC. It can handle quite a big load when it wants to.
Boris
November 28th, 2005, 08:01 pm
Our pre-rendering is done here at my house. I compile everything using my personal PC. It can handle quite a big load when it wants to.
They say that computers are just inanimate objects and they don't have personalities, well it's not true! Computers are like small children when they are in a group and not necessarily in a network if one starts acting up then they all start being disobedient. The way I solved this problem is to get an old piece of technology, in my case an old printer and put it in the middle of the floor so all the computers could see it, then I explained to them that this printer is just like them. Then I picked up a fire extinguisher and smashed the printer to bits, then I told them if they mess me round again I will do the same to them, and since then there has only been a couple of individual system crashes but never the whole group.
Boris's saying of the day:
Who is General Failure and why is he reading my hard disk?
Razorirr
November 28th, 2005, 09:38 pm
mine useed to crash all the time. then i wrote a nasty little batch file that i put on each computer where if one shuts down they will shut all of them down so they dont have anyone to talk to.
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