Monsto Brukes Posted August 20, 2012 Posted August 20, 2012 So you may have read my other thread about straps but it's unimportant really. I had intended to have several straps down one leg, and i wanted them to be tight and appear binding. It would have been a PITA but kinda cool. then it hit me, I should strap down the boobies. So after a couple of experiments and a couple days, here's 3 screens of the starter: the 'strap' across the front is 5 pieces: strap, boob, strap, boob, strap. the boob part is reshaped boob polygons. I should probably rip that part and merge it with the rest of the strap so that it's one single piece... there's seams and texture resolution differences that i probably won't be able to accomodate. across the back is a "bar" that's holding the strap. I was originally going to make this just more strap but that seemed boring. so i made a quick bar for the concept. "wtf is this shit? NOT lore friendly" right now, no... it's basically concept. the intent however was to have wisp-mother cloth strips across the front [http://static.skyrim.nexusmods.com/images/267407-1330724909.jpg] or linen wrapping (or any of the cloth-like materials from the game), and then the bar done in the style of various armors. so a dwarven style would be blocky-brass color, and daedric would be pointy black with red hilites. So, thought i'd share. Not working in game yet thanks to red triangle. . . probably because 3ds max is the most busted ridiculously unstable piece of software known to man. i'm constantly losing work as it crashes more than a stripper whose daddy didn't hug her enough.
jancicc Posted August 20, 2012 Posted August 20, 2012 Boobs looks weird, u should make them rounder around ur strap. other than that looks good
Vibe Posted August 22, 2012 Posted August 22, 2012 Looks very promising. With some refinment they could be great for sure.
Monsto Brukes Posted August 23, 2012 Author Posted August 23, 2012 thanks. i've learned a lot about all this shit. I finally got it working ingame (thanks to forumer Vioxsis) and there's a number of problems. It is off enough to look "kinda bad". weighting sends parts of it flying all over. Some front polygons are visible thru the body from behind. the juggs are all angular, meaning some of the verts/poly's aren't weighted well. the lighting on right jugg is different from the left. and on and on. i may either start again, or just move on to another project/idea.
Vibe Posted August 23, 2012 Posted August 23, 2012 I program a bit for Minecraft. I just spent 2 days making a friend a very simple compressed redstone block. I ended up with problem after problem after problem for something that should have taken me like 20 minutes to do. I did silly things like classify the item as stone which ment if you broke it with anything but a pickaxe you got nothing back. I was tempted to give it other features which I may do as well when I eventually upgrade my version of the game. I'm nutoriously bad for taking a long time to upgrade simply because I'm content with the stability and knowing all the bugs. That and updates aren't always a good thing. But long story short, don't give up. And if you ask me, what I do is take it right back to the beginning if its too broken to fix. I find it much less frustrating, or atleast educational to start again often finding what caused the chain reaction of mistakes that dug me into a deep whole of problems. Sometimes letting me go back to my original and fixing before I get to far into my second attempt. Making backups at critical steps has also paid off (when I actually remember). Then I don't always have to roll back to the beginning.
Monsto Brukes Posted August 23, 2012 Author Posted August 23, 2012 yeah i've done that once already. the things i learned on the fly from the first version made the 2nd version better and faster. where most of the time was spent on vertex manipulation the first time, the 2nd time it was spent in figuring out cutting. If i do it a 3rd time, cutting and uv will be a breeze and i'll prob spend too much time on weighting etc. so yeah it's a learning process. i may also get into blender and fucking dump fucking 3dsmax. it has to be the absolute most broke-dick piece of shit software i've ever used. i've NEVER had anything crash so much. I did some quake/doom engine level design in a past life and even with in-house apps built by one guy on an all-nighter for highly specific purposes (like particle engine manipulation for example) have i run anything that could be expected to crashed several times a day. horrible. It didn't used to be this bad . . . then again, i mostly used lightwave back then.
xaz Posted August 23, 2012 Posted August 23, 2012 I really like the idea. If it works, dunno, but the idea is awesome!
Vibe Posted August 25, 2012 Posted August 25, 2012 Too be honest with what little I used of both programs I prefered blender more. I even used blender for some fast outfit snips for Perfect World at one point. I probably could have gotten a little better at it if I had tried. But it was so worth it to have learned the bare minimum if only to get rid of a part of an outfit I loved with the exception of this stupid sweater part under the top that didn't match the rest of the outfit at all. It was akin to having an all lace outfit and then having a t-shirt stuck under the bra. And I wouldn't worry about being lore friendly. 99% of the visual mods I have aren't lore friendly and I'm fine with that. I find most games dull and repetitive so playing dressup and goofing around is my way of having fun. You could also make come in a variety of materials/styles. Milk that idea! ;D
canderes Posted August 25, 2012 Posted August 25, 2012 Look into the freeform tools under the graphite model tools ribbon. There are a few tools there that draw polygons across an existing mesh. The freeform tools are made for topology purposes, but if you watch a few tutorials on youtube it makes it really easy to make custom armor meshes because it places vertices and normals away from the mesh itself. Your model floats over the body and can be refined so you don't have holes or poly intersections. After that all you really have to do is skin wrap to the body mesh. Also look for the autoweight maxscript, it isn't perfect, but it saves a ton of time because you only need to fine tune a few verts.
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