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Posted: Sun Aug 17, 2008 5:06 pm
by DEEhunter
tsgfilmwerks wrote: If you're using IKs, I think that the end of the sniper rifle is normally rested a little below the front of the right shoulder. If you could put some kind of marker (sorry about my vagueness on this subject) near this part of his shoulder, then have the rifle's end be IK'ed (or whatever the term is, sorry) to that point, it might seem more realistic.
How can there be IKs on the back of the sniper? All I need to to is have the IK node be were the handle an and front area of the gun then move the fingers around to make it look like hes holding it. The IK solvers make the rest of the arm joints look natural.

Posted: Sun Aug 17, 2008 5:56 pm
by tsgfilmwerks
You would have a completely rigid bone that would tell the IK system to include the sniper rifle's position in regards to the shoulder. Don't actually let the new bone be linked to any actual mesh, just the IK system.

Posted: Sun Aug 17, 2008 6:07 pm
by DEEhunter
The sniper doesnt have a bone. The IK is for the legs, arms, and spine.

Don't upload images to HM.

Posted: Sun Aug 17, 2008 6:40 pm
by Jordan
If he's supposed to be looking through the scope, shouldn't his head be positioned as if he was looking through the scope?

Posted: Sun Aug 17, 2008 6:56 pm
by DarkShallFall
Jordan wrote:If he's supposed to be looking through the scope, shouldn't his head be positioned as if he was looking through the scope?
The sniper has a large screen so that the user can look into the scope at a good distance.

Posted: Sun Aug 17, 2008 7:12 pm
by DEEhunter
Tried it. Mind the line. Had to stop it early to model something.

Image

Posted: Sun Aug 17, 2008 9:17 pm
by tsgfilmwerks
DEEhunter wrote:The sniper doesnt have a bone. The IK is for the legs, arms, and spine.

Don't upload images to HM.
I'm saying that you add it manually for realism. And you could add one for the rifle as a whole, so that it would be aligned to whatever target you want.

And what was with the "don't upload images to HM"?

Posted: Sun Aug 17, 2008 9:25 pm
by DEEhunter
I added the picture as an attachment.

Posted: Sun Aug 17, 2008 9:27 pm
by ScottyGEE
It speaks for itself.....

As for the pose, its getting better...But when I look at it, I just think of how the recoil of the shot will send the gun ramming into his arm :P

Posted: Sun Aug 17, 2008 10:00 pm
by Pyroman
Image

Still making progress on the visor...

Posted: Sun Aug 17, 2008 10:06 pm
by Andrew_b
Visor is too bright. There isn't much light in the scene (looking at armor), so the visor doesn't need to be as bright as it currently is.

Hope that made sense...

Posted: Sun Aug 17, 2008 10:32 pm
by DEEhunter
Dont use GI. Use photometric lights.

Posted: Tue Aug 19, 2008 1:52 pm
by tsgfilmwerks
I'm not too familiar with 3ds Max, but couldn't you apply some kind of smoothing... subdivision... thing... around the joints, so that his knees look less sharp & geometricish?
DEEhunter wrote:Tried it. Mind the line. Had to stop it early to model something.

Image

Posted: Sat Sep 20, 2008 3:30 pm
by Trulife8342
Image

Werd.

Posted: Sat Sep 20, 2008 4:00 pm
by DEEhunter
Needs epic city scape background.

Posted: Sat Sep 20, 2008 5:24 pm
by Veegie
Rubber is awfully dark.

Posted: Sat Sep 20, 2008 5:27 pm
by Trulife8342
Any suggestions how to fix that VG?

Posted: Sat Sep 20, 2008 7:17 pm
by guysullavin
ok, for the recon helmet the light in the visor has too much lack in detail, i know that since its far away your supposed to ease up on that, but its bugging me.

Posted: Sat Sep 20, 2008 10:24 pm
by DEEhunter
The placement of the normal spartan's hand needs to have more on a grip on his thigh.

Posted: Sun Sep 21, 2008 12:47 am
by Tural
guysullavin wrote:i know that since its far away your supposed to ease up on that, but its bugging me.
There would be no reason to "ease up" on detail in that situation, and one certainly isn't "supposed to" do that.