
Tried a few times before to model characters, resulting in frequent file corruption, crashes, and other annoying errors.. >_<
This time though this one is going somewhat well.
Yes, I made this from scratch, actually remade this a few times, the vertices get messed up from molding it too much, so was best to keep remaking the parts until correct.
I wanted to experiment on a real Klo game model, but no rips exist, I looked a plenty. :(
He's only half complete though, body, arms, legs, pants, shoes, hat, and tail don't exist yet.
Then I'll increase the polygons to get rid of the sharp edges.
I will still need to figure out how to do the bone modeling though, to allow the characters to be posed and animated.(I tried several times before to animate that sonic heroes tails model, never worked right)
I'm not really sure how they make the eyes rotatable though.. I'll have to let that go for now. @~*;
At least my perfectionist shit-fits come in handy sometimes. XD
Oh, forgot to mention, I'm heavily referencing the klo 2 model from game pics and the Japanese design blueprints, since that's the best version in my opinion.
I might later give away a low poly version for people that might have use for it, like those custom character importing like HL2 and stuff.
(doubt anyone cares though)
But someones going to have to cough up some helpful info though x.x;
This time though this one is going somewhat well.
Yes, I made this from scratch, actually remade this a few times, the vertices get messed up from molding it too much, so was best to keep remaking the parts until correct.
I wanted to experiment on a real Klo game model, but no rips exist, I looked a plenty. :(
He's only half complete though, body, arms, legs, pants, shoes, hat, and tail don't exist yet.
Then I'll increase the polygons to get rid of the sharp edges.
I will still need to figure out how to do the bone modeling though, to allow the characters to be posed and animated.(I tried several times before to animate that sonic heroes tails model, never worked right)
I'm not really sure how they make the eyes rotatable though.. I'll have to let that go for now. @~*;
At least my perfectionist shit-fits come in handy sometimes. XD
Oh, forgot to mention, I'm heavily referencing the klo 2 model from game pics and the Japanese design blueprints, since that's the best version in my opinion.
I might later give away a low poly version for people that might have use for it, like those custom character importing like HL2 and stuff.
(doubt anyone cares though)
But someones going to have to cough up some helpful info though x.x;
Category Artwork (Digital) / General Furry Art
Species Mammal (Other)
Size 640 x 480px
File Size 59.4 kB
Thanks ^ ^
But I already tried the basics for the eyes(pupils), like I placed them away from their x & y base positioned in the head, so they'd rotate around the eye space, but they clip the edges and either go in or out of the surrounding face, resulting in them showing through or being cut.
Unfortunately looks like 3DSmax doesn't support independent frame control of textures, it would've been much easier if I could just have image versions or an offset to control.
Though I'll try to put them on large partial sections of eyeballs carefully positioned to rotate in place(small sections of large orbs so that they don't look bulged) or I'll try to put the pupils on a longer pivot so they curve less when rotated, but I'll have to alter the eye space, concave and round it in a bit more with somehow avoiding an ugly shadow ring around the eyes.
But I already tried the basics for the eyes(pupils), like I placed them away from their x & y base positioned in the head, so they'd rotate around the eye space, but they clip the edges and either go in or out of the surrounding face, resulting in them showing through or being cut.
Unfortunately looks like 3DSmax doesn't support independent frame control of textures, it would've been much easier if I could just have image versions or an offset to control.
Though I'll try to put them on large partial sections of eyeballs carefully positioned to rotate in place(small sections of large orbs so that they don't look bulged) or I'll try to put the pupils on a longer pivot so they curve less when rotated, but I'll have to alter the eye space, concave and round it in a bit more with somehow avoiding an ugly shadow ring around the eyes.
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