Anywho, I'll give you a brief visual history of playing with milkshape 3d and model skeletons (which is a different ballgame then the lit scenes I enjoy making in CADkey or the occasional static item/plant model).
first, outcome of me playing with the CS GIRL tutorial before I got frustrated with rigging the skeleton to my slightly different than instructed model.
For this one I started with the gsg9 skeleton from Counter Strike and did some drawing around it:

Not too shabby IMHO, although he obviously needs a little work.
And then an upclose face drawn from scratch:

Then I moved on to skinning:






Anyhow, it was right about here, when I started attaching the skeleton to the mesh that I got frustrated (back in August), and put it on hold for a while:

Then, about a 2 months ago, a friend asked me to make a model of a lego person, with separable body parts, for him to use with Panda3d, and after playing around with skinning the model it renewed my interest in some older ideas I had for projects.
Which brings us to last week. Browsed around on google images, found a diagram of a dragonfly, and after 2 or 3 hours, voila:

Fired up LithUnwrap, did each group/bodypart as a separate UV mapping, and skinned them one at a time:

Finally, I rigged the skeleton and started animating the legs. The wings weren't rotating properly, so those are on hold, but here he is:

Finally, coming to my latest project, similar to the last one, but with a shorter name, and WAYYY more complex skeleton. Also, The only good reference image I could find was from one view only so I decided to do the skeleton first to get a good sense of depth before I started the concept art + the mesh:

I'll keep you all informed as he progresses.

0 comments:
Post a Comment