By Braincabinet
#63135
SPG wrote:
Braincabinet wrote:
MrMasochism wrote:the problem with the maya model is that you've just used primitives and stuck them together rather than manipulating the mesh to give a better approximation of shape



i am uncertain as to what you mean.
would you care to elaborate ?

also im sorry there has been no progress lately, I am on vacation.

he said you took basic geometry (shapes) and just put them together like taking 2 spheres and put thme right next to each other, instead, you take pieces of a sphere, cube what ever, and move it around to what you want it to look like, think of it like clay on the computer but easier to redo


i understand but i did make the basic geometries and slap them together and then i painstakingly dragged each vertex to fit. what is the problem with that?
does the entire thing have to be one entity in the program?
im not sure i see the problem with individual segments rather than one Blob with 200000 vertexes. it just seems like a very slow inefficient and painful way of doing it.

also no one has stated anything they would have improved on the back feet so i am going to assume they are OK and proceed to make the front feet.

and then in a while i might have him finished and textured

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By MrMasochism
#63456 The reason why I think it looks bad is that it doesn't look like mudkip, it rather looks like a sphere with another sphere attached with 2 rectangles sticking out of it and some weird triangular things underneath.
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By Il_Lupo
#63511 It's actually pretty easy to mold the shape into a more realistic body. Just extend from each vertice and fill in the gaps as you make them. Then you can twist and pull bits and bobs around to everyone's satisfaction.
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By Reinen
#83029 Sorry But This is a bad mudkip, if i went in pixelmon and see all these pokemon that are well made and we are in 1.6.4 beta so once it comes to the public we see all these 3 dimensional non layered of square and rectangle pokemon we see this weird deformed creature with mudkip designs sorry for the harshness...
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