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Old 18-05-2010, 02:48 PM   #31
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This is awesome! And sexy!

I follow your work since quite a long time on these boards, it's impressive to
watch the progress you did. Awesome results, congratulations!

I wish you all the best and hope to see something new really soon
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Old 19-05-2010, 10:37 AM   #32
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artquest: Welcome to Threedy, man. Great job on the Carrier, I can't wait to blow it up.

hulahuga: I've learned a bit more about the shader since doing the Scourge, so I might need to update the Scourge's shader now. Hulahuga, you're talking about the Broodwar intro with the BCruiser, and I'd like to take into consideration your and everyone else's crits regarding the Battlecruiser: There is a large space battle planned ( that's what the Carrier is for as well ). I might update the Battlecruiser model with more details so it holds up in a close up, and integrate it into the fight.

Mr.T: Thank you very much! I think looking back at older works is the best way to notice progress, and to notice what needs more improving for the future.

Zergling rig almost done! Wasn't in the mood to wait for a high-res render, so a thumbnail will have to do. I've got an idea in mind, but does anyone have suggestions for doing some gross saliva for the Zergling?
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Old 19-05-2010, 11:36 AM   #33
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Greens and yellows! :P. Make it frigging thick and slow as well .

And yeah, that must be it . Also take the lightning into consideration.. night scenes with a lot of lights are way cool...
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Old 19-05-2010, 06:10 PM   #34
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Spitz Junior, son of the Devouring One:
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Old 19-05-2010, 06:27 PM   #35
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Holy jesus... :P
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Old 19-05-2010, 07:59 PM   #36
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Quote:
Originally Posted by Freespace-3DT View Post
I've got an idea in mind, but does anyone have suggestions for doing some gross saliva for the Zergling?
Blobmesh... or even better a plugin "Glue 3D"?

I think you could have a great result with creating little plane's (pretty low poly), and doing a cloth simulation (ofcourse with sticked 2 vertex to the teeth). then shell modifier, and turbo smooth (and even more modifiers like squash-strech).
Ofcourse, I am talking abouth max cloth(fx) modifier (not reactor).
Just make sure "use edge springs" is on, so saliva is behaving more rigid, but still, very elastic.
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Old 20-05-2010, 12:25 AM   #37
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Thanks for the tips, bobi! I've also found that Flex works great for this, too.
Here's a viewport screenshot ( whole sequence rendering now )
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Old 20-05-2010, 07:58 AM   #38
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What if you lift the middle guy's claws a bit (to fast to hold them down )


Shout the minute it is done
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Old 20-05-2010, 05:22 PM   #39
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Thanks for the tips, bobi! I've also found that Flex works great for this, too.
Yeah... I forgot Flex.
It can really make good result very fast, and it's great choice since you're in time rush.

Can't wait to see that massive zerglings attack.

By the way, do you use "point cache" modifier for the zerglings?
It would be great if you are planing some massive scenes, because you can delete your rig then.
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Old 20-05-2010, 09:14 PM   #40
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hulahuga: He's using his claws (arm claws) to stab the ground while running, as for his upper claws, they're bouncing along.

bobi: I actually use point cache for dealing with lots of mutalisks. The reason I won't use it here is because I want to give each zergling a bit of uniqueness (like slightly different claw position, head position, barking, etc.)

Currently working on the scene where the marines start mowing down the incoming threat. Will post updates very soon.
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Old 21-05-2010, 03:15 PM   #41
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Thought of the bouncy ones .


Hmm, if each should have his own personality I know Maya (don't know about max) has a good way to do this.
You can make different animations into assets that can be put as a modifier on the other rigs as well. This enables you to make a few base animations that you can put on the creatures whilst mixing and lowering opacity along the way =)
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Old 24-05-2010, 10:06 PM   #42
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nice one. good quality. realy like modeling, shading, . hope you'll manage to finish this in time.
good luck.
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Old 25-05-2010, 01:05 AM   #43
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hulahuga: I understand what you mean, but in the case of half a dozen Zerglings it would only complicate things. For huge armies I go the route of point-cache, with further characters being without Turbosmooth and displacecemnt altogether.

paulius-st: Thank you very much! I hope I'll finish it in time too, cause otherwise nobody will care since SC2 will be out.

Here's the final frame from the preview I showed two posts earlier, and a shot of a zergling getting torn apart by uranium rounds.
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Old 25-05-2010, 04:15 PM   #44
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Wow... this looks awesome... can't wait to see this in motion.
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Old 25-05-2010, 04:19 PM   #45
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cool! waiting on the whole thing
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