Author Topic: monster ideas sketches  (Read 3114 times)

Shadowfalcon

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« Reply #30 on: October 19, 2004, 05:51:46 am »
Sure, if my textures dont look that great (which will probably be the case), go ahead. also, ive never done any kind of real character rigging, so i would really apreciate it.  although this would make good practice, eh? but probably not I dont know how to animate for in game stuff. as for the wings, good idea. they will have to be alpha maped anyway cause of the texture i have (its a nice closeup of a real dragonfly wing.) they are attached to the body right now, but that could be fixed easily. also, do you know how to get the maping coords like in the 19th post of this thread?

http://www.planeshift3d.com/wbboard/thread.php?threadid=10563&boardid=22&styleid=3&sid=3c9d28fe4bd1f4ac56ffe92eb51373d2

this would make texturing my stuff so much easier. ive been doing it the hard way for 6 months. I have 3DS Max 5 by the way.

Shadowfalcon

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« Reply #31 on: October 19, 2004, 05:54:04 am »
oh never mind, its render to texture. i love the max help files. you can find anything there!



ok i do need help, i get an error when i try. How do you do that?
« Last Edit: October 19, 2004, 05:57:09 am by Shadowfalcon »

Zeraph

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« Reply #32 on: October 19, 2004, 06:16:22 am »
Render to Texture?
I have 3DsMax6 so Max5 render to texture may be bugged... If you fallow the tut in Max then it should work... the only error I got was \"User canceled render\" or something like that... if that happens close the Render to texture window & open it & try again...

1 more thing, the Channel 1 UV Map is the default render map, so if you map it to fill in the blanks it will, however you must first unchecked the box next to On in the Auto Unwrap @ the top of the Render to texture rollout... It\'s still good to do the UVW mapping yourself because the Auto UV Unwrap can leave much of the texture un-used...

CB Characters: Zeph Waterfox & Zeraph Waterfox MB: Zph

Shadowfalcon

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« Reply #33 on: October 19, 2004, 06:22:16 am »
the error is an unknown system exception in maxscript. it must be bugged. I can always do it the hard way i guess. im installing photoshop 7 as we speak, so i might have a texture done before the night is over

Shadowfalcon

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« Reply #34 on: October 19, 2004, 06:27:00 am »
ok, i think i might let you do the texturing if you want to. I cant make heads or tails of the edit uvw dialog. all of the polys are a jumble of overlaping lines. i cant tell whats what. feel up to it?

Zeraph

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« Reply #35 on: October 19, 2004, 06:31:53 am »
Sure, actually read the tuts in 3DsMax, search for \"UVW\" & you should get some good ones...

I\'ll take a crack @ texturing it, what colors are you looking for? can you sort of color duke\'s drawing in photoshop just for a general look for the colors you want... it doesn\'t have to look right, just have the type of colors you want were you want them...

This is going to be fun! :D

If you want you can email me the model Zeraphs  @  Gmail  .  com
« Last Edit: October 19, 2004, 06:33:42 am by Zeraph »

CB Characters: Zeph Waterfox & Zeraph Waterfox MB: Zph

Shadowfalcon

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« Reply #36 on: October 19, 2004, 06:55:44 am »
ive taken all the tuts i can with max (sadly i dont have the second tut cd where most of the cool stuff is. no matter, ive learned it all by my self.) but for what colors it should be, here is the original description of it, posted by Kuiper7986

Monster:

Name: Grangalan
Classweight: Beginning Players

Physical Traits: It\'d look like an oversized dragonfly. Except it\'ll have claws and has 3 eyes. The body would radiate a green color tone, everything else would be yellow. This monster would hover around head level the whole time.

Physical Attack: Blood Suck (It\'ll fly up to you and suck your HP), swipes (just a normal attack using its claws).

Magical Attack: None

Items Dropped (if you need an idea):
- Tria (money; common)

Life/Hit Points - Low

you can decide what colors, i dont think green or yellow would look the best. I like the irradescent blue dragonflys that live around my house. ill send you the .max and a few reference pictures i used to model it.
my email is falcon_109 @ hotmail .com
also, you can try to optimize it more if you think you can

the_duke

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« Reply #37 on: October 19, 2004, 11:31:21 am »
nice model!

just a few comments about the structure before the texturing starts (these might also help on animating the creature):

1) the eyes (as I see it) are more to the sides of the head (like a fly). the head is a bit elliptic, and the eyeballs seat on it\'s ends. the middle eye sits between them. s oI believe the eyes should be larger and moved a bit to give it the infamous \"insect face\" (eyes on top of the head makes it look less insect-ive).

2) note that the big claws are on the second pair of legs, while the first pair of legs has small claws.
The idea is that the creature attacks and kills with the big claws, while using the hooks for gentle movements, and eating (and also cleaning).
also, I think the claws should be bigger. They should look deadly, and not just unpleasant.

3) The third pair of legs is longer than the others, since they help the creature place itself upon landing.

4) the little black pipe on the bottom part of the head is needed for the sucking attack. (maybe it should be longer than I made it)

By the way, shouldn\'t this part of the discussion move to a different thread, like the \"3d grangalan\" one?

Shadowfalcon

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« Reply #38 on: October 19, 2004, 08:19:51 pm »
about the eyes, i think i could remodel them. i didnt like the way the entire head turned out, and i was thinking about redoing it anyway. The claw thing will be an easy fix, no worrys about that, and the third set of legs IS bigger than the rest, by about 20% or so. its hard to tell from the camera angle. I will also make the proboscis longer as well. ill post the new pics on the new thread later tonight.

the_duke

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« Reply #39 on: October 20, 2004, 05:26:56 pm »
and the stone imp, as I promised: