Modeling Competition #3 - Citadel

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Deleted member 126647

D

Deleted member 126647

You don't understand what I'm saying.

It's just that you put the "please please please could someone do this." That kind of thing insinuates you are requesting. It would be different if you said "I think it would be cool to see one of these or these kind of buildings, I'd love that!" That's more like a suggestion.

And, saying you would use it isn't anything bad either, that insinuates that it might be useful to someone. Just from the phrasing of your post, it seemed like you needed those for your campaign, and were trying to see if you could get someone to make one of them for you. That's all.

I don't mean to discourage you from posting ideas at all, of course not. It's always appreciated.
 

Deleted member 126647

D

Deleted member 126647

Well start practicing and see what you can come up with. Anybody is welcome to join.

You don't join a contest necessarily to win, just for the fun of joining.
 
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Iv tried and tried to do it in max5.. i know how to..rig..kinda..but i can never seem to get all the..hierarchy..and..messy stuff like that..and relinking all the limbs back after separating when attaching the bones.

anyway.heres the meshes and textures done, and the foot unwrap is abit buggy but i dont think it will be to noticeable ingame(thats an if it ever does reach ingame..)

There is a fair bit of polies on these guys..each of them.. =/




 
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Is it possible the turtle could act as some kind of transport ship also? How does it work? Can it build in sea or ground or both? What about making an animation where the turtle can hide to its shell in the ground and become stationary maybe with some armor boost? And what if it also then gets the spiked shell ability thing to damage melee attackers or becomes a water turret defender? And maybe make an animation or stand work animation where the turtle blows water from those cannons in its back? And maybe make it dive in the water to hide?
 
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Level 45
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..
those arnt cannons but coral thingies.

Here is what i have in mind....mind you I may die by the time i finish them >.< .. i think i named them right....
-----------------
Birth

Stand
Stand Work
Walk
Attack
Death

Stand Swim
Stand Swim Work
Walk Swim
Attack Swim
Death Swim

Stand Alternate
Stand Alternate Work
Walk Alternate
Attack Alternate
Death Alternate
-----------------
Birth Upgrade first

Walk Upgrade first
Attack Upgrade first
Death Upgrade first

Stand Swim Upgrade first
Stand Swim Work Upgrade first
Walk Swim Upgrade first
Attack Swim Upgrade first
Death Swim Upgrade first

Stand Alternate Upgrade first
Stand Alternate Work Upgrade first
Walk Alternate Upgrade first
Attack Alternate Upgrade first
Death Alternate Upgrade first
-----------------
Birth Upgrade Second

Walk Upgrade Second
Attack Upgrade Second
Death Upgrade Second

Stand Swim Upgrade Second
Stand Swim Work Upgrade Second
Walk Swim Upgrade Second
Attack Swim Upgrade Second
Death Swim Upgrade Second

Stand Alternate Upgrade Second
Stand Alternate Work Upgrade Second
Walk Alternate Upgrade Second
Attack Alternate Upgrade Second
Death Alternate Upgrade Second
-----------------
 

Deleted member 126647

D

Deleted member 126647

That's going to be a lot of work.
 
personally all I think it needs is:

Building Form (its hidden in its shell, and it serves as a building)
Birth
Stand
Stand work
Morph (unroot, kinda)
Death (explodes or something, whatever)

Moving Form - Ground (not hidden)
Stand alternate
Walk alternate
Morph alternate (root)
Death alternate (explodes again)

Moving Form - Water
Stand Swim
Walk Swim
Death Swim (sinks)

Now x3 for each Tier... 30 anims. I don't think it needs a stand work anim when moving, since it could only be a building when "rooted". And in building form it needs no walk anim.

OR you could start out with a few very necessary anims, and then if you have the time add the not so important anims.

Good luck. This thing is going to be long but if it works it will be awesome.
 
Duble post lolololol

BTW, I have no idea what the heck this could possibly be. But it looks like a building. And thats all that matters to me.
 

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Deleted member 126647

D

Deleted member 126647

I need to know, is it possible for anims to use the same sequence but just diff name?

Yes. But you have to clone the keyframes, move them to a free area, and then name it something different.
 

Deleted member 126647

D

Deleted member 126647

I think the shell should explode, leaving the little naked turtle flopping aimlessly on the floor on his back for a few seconds before he just flops dead.
 
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I think the shell should explode, leaving the little naked turtle flopping aimlessly on the floor on his back for a few seconds before he just flops dead.

LMFAO
ROFL
I'd love to see that lol, turtle wouldn't be "little" though. And since the shell's part of the spine, the turtle would instantly die, and there'd be a lot've blood. Maybe? Lol
 
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Crap the turtle looks so good. :p

Heres another animation question: How long does the birth anim need to be made, and whats the average amount of frames to be used total in Milkshape? The last guy I animated ended up going fine in the Model Viewer but super fast in game.
 
Crap the turtle looks so good. :p

Heres another animation question: How long does the birth anim need to be made, and whats the average amount of frames to be used total in Milkshape? The last guy I animated ended up going fine in the Model Viewer but super fast in game.

The birth anim usualyl takes 60 seconds, but in the WE you can change the time it takes for a unit to be built, so it goes faster or slower.
 

Deleted member 126647

D

Deleted member 126647

It's much easier than that WILL.

It takes 60 seconds, so multiply your FPS you have set by 60, and you know the frames. You can work in whatever FPS you want to, not just 930.
 
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Hmmm. The stuff so far looks good, don't think I'll be able to get that high.

I'm still gonna try somthing anyways.

I think I'll go roman...

EDIT: A WIP. First stage, just a large tent. Will give it a wrap later.
 

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Level 6
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if anyone is being stretched for ideas heres a few:

japanese dojoish building (a little like killst4rs)
a really big blood elf building a bit like the arcane observatory
cloud castle (be inventive with the build anim)
a movable structure that looks like a infernal contraption
a massive volcano with structures coming out of it
just trying to help and give ppl a little inspiration
 
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OK, I may be rushing, but I got some done. From top to bottom is the first, second, and third stages of the buildings. It uses a thrown togerther skin with CnPed parts form other skins till I get around to making my own. I don't quite have a name for it. Its suposed to look kinda Roman-ish. The animations, particle emiters, and other stuff isn't done yet. I think they look a little plain right now.

Any suggestions?

Oh, and the third stage was inspired by Olof's roman vila model.

(THe second stage looks a little more norse that roman :s )
 

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Level 45
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K, heres what iv done so far, there are afew bugs like the mouth since the size varies abit and they use the same bones.

Stand alternate,1-60
Stand alternate Upgrade first,70-130
Stand alternate Upgrade Second,140-200

Stand Swim,210-240
Stand Swim Upgrade first,250-280
Stand Swim Upgrade Second,290-320

Stand,330-335
Stand Upgrade first,345-350
Stand Upgrade Second,360-365

Morph,380-420
Morph Upgrade first,430-470
Morph Upgrade Second,480-520

Morph alternate,530-560
Morph alternate Upgrade first,570-600
Morph alternate Upgrade Second,610-640
 

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Level 6
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kk i have some suggestions cavman but they may b a little annoying
first off i say the 1st and 2nd stages shud be stone right at the begining, if ur looking for a roman look then u prolly shud go on the internet and just look at some roman villas and stuff.
2nd it looks a lil small and bare i think it shud get defences at one of the stages and shud have more extensions.
3rd u cud have some roman helmets and spears and sheilds lying near it and stuff.
im not really trying to be mean just giving some ideas that u dont have to use if u dun want to.
 
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Around 600-800 polies per stage

Just tested to see if i didnt screw it up and it works in magos and wcviewer, some slight probs in magos i will fix later though.

Notes:
Here is a screen done in wc3viewer.
Added the wip files in zip and rar.
-Dont test ingame...its not finished
-I havnt named the bones or added anything special yet
-I havnt done the geoset anim thingy...meaning you will need to use wc3viewer to see the turtles stages alone.
-There is a blue thingy prob in magos.. ill try to fix that
-There will be team colour, but not yet.
-The anims are abit tacky, but i dont want to spend my life on such a mere model.

PS! How long would the Birth anims be?
 

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As the default building facing angle is 270 i suggest you to rotate the turtle to 225 by default.And It doesn't look like a citadel as it is now.Nothing tell me that it's a giant turtle carrying a citadel on his carapace and not a normal size turtle with chimney.
You should add something that look like a roof to confirm it is a building and not chimney to avoid any confusion.
 
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Any way to slow down animation in the mdl after exporting? Cuz I keep getting an 'error: overflow' message in Oinkerwinkle's heading generator when anything goes past like 2000 frames :/

Also, is it alright to cobble together ingame textures onto one file for the skin?
 
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