Star fox (krystal model) Needs skinned and rigged and compiled
604 replies, posted
i just extrude and do a lot of edge looping. when creating boob-ular surfaces, it is essential to extrude and collapse verts. all while keeping my quads.
Bump, any news yet?
yes, please, no matter how minute it may seem, tell us of news.
Vanilla took higher priority for being the test subject of fingerposing. Which means that with her done and Cheese plus a normal chao being almost ready, Krystal nude will be resumed shortly.
News: Work has Resumes on Kyrstal as the weights are being worked on.
She will have finger poseing, but if you want face poseing I suggest you get me a tutorial for XSI
Allow me to sum up for you the look appearing on the face of many people watching over this thread again;
[img]http://img16.imageshack.us/img16/7648/retards.png[/img]
Can't wait. Wish I could help with the face posing but I'm about as useless as a fermented slab of shit for that.
[QUOTE=Sobek-;14576534]Allow me to sum up for you the look appearing on the face of many people watching over this thread again;
[img]*image of eager face here*[/img]
Can't wait. Wish I could help with the face posing but I'm about as useless as a fermented slab of shit for that.[/QUOTE]
I guess this would be an interesting model if it could be ported into the source engine without downsizing too much on the polys. As for helping Glaber on the project, you don't need to know how to make flexes and export to VTA in XSI to help him, just use your fingers to google a tutorial and help out.
I wish I knew, but I'm strictly a 3ds max guy.
Same here, the only reason I'm asking about XSI is because I have 3ds max 9 and the only max vta exporter only supports up to 8 last I heard. Also the only bit of krystal that's going to suffer any is the hair.
[IMG]http://img.photobucket.com/albums/v215/Glaber/gmod/Kry.png[/IMG]
I may try to fluff out her tail.
That would help to do that, also, it does look a bit odd without the rings on her tail...
idk, this models doesn't look like krystal at all. and those ring prints look tacky as shit.
I think it's gonna look amazing once she has clothes! Just don't give her posable boobs, because when I use the Invisighost version, they look stupid if I don't, er...readjust them, and I feel like a total pervert when I do.
[QUOTE=Pathular;14635558]I think it's gonna look amazing once she has clothes! Just don't give her posable boobs, because when I use the Invisighost version, they look stupid if I don't, er...readjust them, and I feel like a total pervert when I do.[/QUOTE]
I don't know... ragdollable boobs make sense on a nude model-- nothing's holding them up from gravity. Still, uneccessary ragdoll parts create physics lag. Also, sometimes the boob bones are given too much movement room, and the mesh does some crazy flexing. I say go with whatever's more convincing.
what's more convincing is probably the crazy topology of this model, as the geometry looks as though the major extremities were box-modeled. and not to far from the box phase. well, i don't know.
i do know she looks a bit weird. i never imagined Krystal as such in my own mind, or in comparison to her original debut model. and the proportions seem to be off. maybe too short. or maybe those funky looking knee caps. but what i can say impresses me is shown effort on the intricate details on her legs, calves, arms, and torso. the details were really filled in. but on a badly shaped model. i dont mean to be rude towards anyone though. but if i had to give my opinion, its almost there but not quite.
[QUOTE=Pathular;14635558]I think it's gonna look amazing once she has clothes! Just don't give her posable boobs, because when I use the Invisighost version, they look stupid if I don't, er...readjust them, and I feel like a total pervert when I do.[/QUOTE]
Get someone else if you want her clothed. This model plus her clothes are way above what the compiler can handle.
When it comes to making ragdolls, my aim is twards ease of use and/or pose ability. This means that weight may not be accurate, but instead is workable. (I've noticed that the one Mario did seems to be top heavy) I also try to make the wrists as easy to move as possible becaus some people may try to pose the ragdoll in a way that they need their hand on their face.
My, my, my....This may be the single most high poly model ever released for Gmod. It certainly is good looking.
It's a shame the compiler can't handle Krystal + Clothes...
When will you finish her?
LDragon, if those are the finished shaders then you are genius. else it looks Photoshopped. at any rate, however that is a helluva stunning pic! hands down.
question. are you working on face poses?
This would probably be a good time to remind you all that none of [i]my[/i] work is designed for use in Gmod, though I suppose I could make this stuff sufficiently low-poly to be ported to the Source engine.
[QUOTE=Continuum;14915742]LDragon, if those are the finished shaders then you are genius. else it looks Photoshopped. at any rate, however that is a helluva stunning pic! hands down.[/quote]
Yes, that's how the halter top looks when rendered. The genius part is debatable.
I have to set up my materials to work in both Poser and DAZ|Studio, which can be a bit of a pain at times, since the bump/displacement/specular values don't really translate directly between the two.
[img]http://img58.imageshack.us/img58/199/previewkrystal88e.jpg[/img]
[img]http://img524.imageshack.us/img524/8973/previewkrystal88c.jpg[/img]
[quote]question. are you working on face poses?[/QUOTE]
If I can think of any more face morphs to add, I will, but as Daymond42 regularly demonstrates, she's already quite expressive.
[url]http://daymond42.deviantart.com/art/Krystal-Expressions-Ahoy-100949352[/url]
I'm open to suggestions.
I do declare! That bint's really doing well.
save a really really hi-res texture of that design, then optimize the shirt to low-poly. quality productions, definitely.
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