<!--QuoteBegin--Pvt. Hudson+Apr 10 2003, 07:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pvt. Hudson @ Apr 10 2003, 07:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Paranoia-2MB+Apr 11 2003, 12:00 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Paranoia-2MB @ Apr 11 2003, 12:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not bad, but you have to really chop off a chunk of those tusk.
Take about 1/2 of it off and probablymake it closer together so you want see an Onos coming a mile away because of clipping.
Other than that. Nice job! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> hehe <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> those are not tusk, <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> they are huge kaiser blades attached to it's arms.
as for the length of those blades, i really don't want to shorten them, since that is a main characteristic of ultralisk, it has monstrous blades. if they are cut short, then it's just not like ultralisk.
for the clipping issue, i will test it in game after i finish the animation, if it is really a serious issue here, then i will do something about it. Otherwise, i don't want to shorten the blades.
thanks for the feedback though <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> The blades are A LOT smaller.
The biggest change I was going to do to the animations was move the position of the "hip" (where the upper and lower body seperate for the animation) to the joint right at where the ribcage starts. This means I can incorporate more of the body with the movement and also have the upper body actually move when it moves. Hey how do you define exactly where the hip is anyway?
<!--QuoteBegin--IskatuMesk+Apr 11 2003, 03:10 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (IskatuMesk @ Apr 11 2003, 03:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The blades are A LOT smaller. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> i dont' think so. the only thing that supports this is a concept sketch in the starcraft manual, which although i heavily based upon, is not accurate in terms of length of blades.
if u look at all the other blizzard material including in game image, u will see that the blades are long
<!--QuoteBegin--Psycho-Kinetic Hyper-Geek+Apr 11 2003, 03:10 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Psycho-Kinetic Hyper-Geek @ Apr 11 2003, 03:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The biggest change I was going to do to the animations was move the position of the "hip" (where the upper and lower body seperate for the animation) to the joint right at where the ribcage starts. This means I can incorporate more of the body with the movement and also have the upper body actually move when it moves. Hey how do you define exactly where the hip is anyway? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> u are talking about that hydra remix?
my suggestion is that deform the skeleton from a standard biped skeleton. ( for example, a default fade skeleton ) no matter how crazy or bizarre teh shape of the model is. that's what i do.
never make a skeleton from scratch, because there are so many things that can go wrong so that the skeletons won't work in game, and u won't even know what happened.
<!--QuoteBegin--SnO0Py+Apr 11 2003, 02:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SnO0Py @ Apr 11 2003, 02:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh and the pictures of the SC:Ghost Ultralisk looked just like this one, thats why I wondered. I seemed to miss you saying about it not being Ghost for some reason..... <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> i did not use starcraft ghost reference. although my final version has some similarity to the ghost's version. u can see that they have lot's of differences.
the head shape, blade shape, the lower body, teh tail, the leg morphology, all these things are totally different from ghost version.
I think the Ghost one is the best version, but if you make it like that one, It won't fit in the onos, so this is really perfect. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
i like the model i just seem to agree with the blade size.. maybe u should fatten them and give him/her/it stronger looking arms for slashing. if u really dont want to change the size could u release 2 versions since it isn't too much of a difference. one with shorter one with your size.
/e and you may want to fatten the legs where they meet the body and make that part fo the upper leg shorter (closer to the body).. its a shame you decided not to make it more like the ghost version, it would fit the onos alot better ..at least thats just my two cents. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I'm still going to have to disagree on you about the blades, because I'm holding the SC manual in my hand and the blades are about half the size you made them. One question: for the blade length did you use the rendered or the drawed picture?
Great job on the model though, can't wait to use it!
Looking at these two pictures, it's pretty clear to me that the blades are actually a bit smaller than you've made them, and more curved. I would make them similar in length to the legs, perhaps a little longer, but also notice that they describe nearly a 180-degree arc.
<!--QuoteBegin--Sylver+Apr 11 2003, 03:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sylver @ Apr 11 2003, 03:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One question: for the blade length did you use the rendered or the drawed picture?
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> rendered one
i'm still tweaking on the blade length and width and try to make it a little more curved.
<!--QuoteBegin--BadKarma+Apr 10 2003, 07:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BadKarma @ Apr 10 2003, 07:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> BADA-BING! I love it, just ivey-divey, find someone to finish that sucker. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Hey! stop bulling me. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> The kids in the school said BADA-BING to me before <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> (My last name is Bing)
i don't have my manual (dunno where it is) and my internet is slow as crap...
can you post the pic you modelled after and show me where you saw the tail? i'm just real interested in that cuz i don't know where you got that from... the model looks great, don't get me wrong. i just wanna see the pic you got the tail from. i never knew they had one... prolly the only thing that bothers me about the model.
<!--QuoteBegin--ChickenOfWar+Apr 11 2003, 09:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChickenOfWar @ Apr 11 2003, 09:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Look at it from the side and it kinda looks like a freakin Pokemon!!!(no offense) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Not really <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
<!--QuoteBegin--BlaqWolf+Apr 12 2003, 02:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlaqWolf @ Apr 12 2003, 02:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> can you post the pic you modelled after and show me where you saw the tail? i'm just real interested in that cuz i don't know where you got that from... the model looks great, don't get me wrong. i just wanna see the pic you got the tail from. i never knew they had one... prolly the only thing that bothers me about the model. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> the tail is there, trust me. i don't have a scanner, so i can't show u the concept sketch that i modeled on, but it does have a tail.
and if you look carefully in teh starcraft game, u can see the tail too, although it sort dangles downward and not very obvious.
nice work so far. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
hope the skin will also completed soon.
while I read the discussion about the blades, I wondered if someone is just working on some ultralisk v_models? think not.... or am I wrong? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
ok, i have done some tweaking to the model. i have repostioned the legs a bit, and most importantly, i have redone the blades. make them thicker and wider and more curved.
check out the first and 2nd post, i have updated the model shots there.
much better i like that shape so much more.. GJ m8 GJ. but....lol it sticks out from the body too far still i think you should make the curved part more towards where the arm starts
<!--QuoteBegin--enf0rcer+Apr 12 2003, 08:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (enf0rcer @ Apr 12 2003, 08:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> lol it sticks out from the body too far still i think you should make the curved part more towards where the arm starts <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> this is as close as i can get, please note that there is a joint above the blade.
<!--QuoteBegin--enf0rcer+Apr 12 2003, 11:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (enf0rcer @ Apr 12 2003, 11:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i had a go at a v model. for the horn thing when u attack.. it'll be a horizontal attack thingy int he pic they are in the middle of the choppy cycle. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Those look a bit more like tusks than blades, might wanna flatten em a bit.
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
Hudson, I really like the new blades, though I might suggest shortening the "arm" section above the blades. Your choice, of course, but the current design is spanktacular. (:
enforcer, take a look at Hudson's new blades; if you're going to make a viewmodel, I'd suggest modeling them after those. Although it might be easiest to cut Hudson's off the model and use those.
By the way, don't forget the new Devour ability! You'll need to make an animation for that.
Comments
Take about 1/2 of it off and probablymake it closer together so you want see an Onos coming a mile away because of clipping.
Other than that.
Nice job! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> hehe <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
those are not tusk, <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
they are huge kaiser blades attached to it's arms.
as for the length of those blades, i really don't want to shorten them, since that is a main characteristic of ultralisk, it has monstrous blades. if they are cut short, then it's just not like ultralisk.
for the clipping issue, i will test it in game after i finish the animation, if it is really a serious issue here, then i will do something about it. Otherwise, i don't want to shorten the blades.
thanks for the feedback though <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
The blades are A LOT smaller.
The blades are A LOT smaller. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
i dont' think so. the only thing that supports this is a concept sketch in the starcraft manual, which although i heavily based upon, is not accurate in terms of length of blades.
if u look at all the other blizzard material including in game image, u will see that the blades are long
u are talking about that hydra remix?
my suggestion is that deform the skeleton from a standard biped skeleton. ( for example, a default fade skeleton ) no matter how crazy or bizarre teh shape of the model is. that's what i do.
never make a skeleton from scratch, because there are so many things that can go wrong so that the skeletons won't work in game, and u won't even know what happened.
i did not use starcraft ghost reference.
although my final version has some similarity to the ghost's version. u can see that they have lot's of differences.
the head shape, blade shape, the lower body, teh tail, the leg morphology, all these things are totally different from ghost version.
-GF
/e and you may want to fatten the legs where they meet the body and make that part fo the upper leg shorter (closer to the body).. its a shame you decided not to make it more like the ghost version, it would fit the onos alot better ..at least thats just my two cents. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Great job on the model though, can't wait to use it!
Looking at these two pictures, it's pretty clear to me that the blades are actually a bit smaller than you've made them, and more curved. I would make them similar in length to the legs, perhaps a little longer, but also notice that they describe nearly a 180-degree arc.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
rendered one
i'm still tweaking on the blade length and width and try to make it a little more curved.
Hey! stop bulling me. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> The kids in the school said BADA-BING to me before <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> (My last name is Bing)
Anyway nice model man
i don't have my manual (dunno where it is) and my internet is slow as crap...
can you post the pic you modelled after and show me where you saw the tail? i'm just real interested in that cuz i don't know where you got that from... the model looks great, don't get me wrong. i just wanna see the pic you got the tail from. i never knew they had one... prolly the only thing that bothers me about the model.
Not really <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
the tail is there, trust me.
i don't have a scanner, so i can't show u the concept sketch that i modeled on, but it does have a tail.
and if you look carefully in teh starcraft game, u can see the tail too, although it sort dangles downward and not very obvious.
hope the skin will also completed soon.
while I read the discussion about the blades, I wondered if someone is just working on some ultralisk v_models? think not.... or am I wrong? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
i have repostioned the legs a bit, and most importantly, i have redone the blades. make them thicker and wider and more curved.
check out the first and 2nd post, i have updated the model shots there.
this is as close as i can get,
please note that there is a joint above the blade.
Those look a bit more like tusks than blades, might wanna flatten em a bit.
a what?? <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
enforcer, take a look at Hudson's new blades; if you're going to make a viewmodel, I'd suggest modeling them after those. Although it might be easiest to cut Hudson's off the model and use those.
By the way, don't forget the new Devour ability! You'll need to make an animation for that.