- Joined
- Feb 8, 2015
- Messages
- 701
This could be a good classic POTM, with the johnwar version as the special Tyrande model.
(10 ratings)
well, tbh tyrande is queen XDThe only downside is that her face is a bit old.Everything else is very nice. It would be even better if she had a pretty face.
i can do all of them except for the last one, i tried it with other models of mine and it failed miserably.Some issues need addressing before I can approve the models.
- Please fix the issues listed by the sanity checker.
- Please add collision to the TC version. The other version has two collision spheres with the same pivot point. Please correct the collision pivot points.
- Please fix the right arm animation jerk when transitioning from the Death to Dissipate animation.
- Please try to reduce the polygons to around 4k
3rd. Yeah, I accidentally caught that while testing the dissipate animation in the game. It is probably just the arm not being in the same position where it ends in death and begins in the dissipate. You can ignore the issue if you don´t spot it; it does not break the game.i can do all of them except for the last one, i tried it with other models of mine and it failed miserably.
Edit:
in the 3rd issue: what do you exactly mean by "jerk when transitioning..."? i checked the animation and it looks okay, i mean it's natural to find glitches during each sequence since i make them with magos model editor but i haven't heard about this kind of issue ever before.
i can do all of them except for the last one, i tried it with other models of mine and it failed miserably.
Edit:
in the 3rd issue: what do you exactly mean by "jerk when transitioning..."? i checked the animation and it looks okay, i mean it's natural to find glitches during each sequence since i make them with magos model editor but i haven't heard about this kind of issue ever before.
I see, but i got to say the polygon rule didn't apply to my "Dark Willow" model which has around 6k polygons and still it received approval from the site, that's why i'm confused - because it felt like a green light for me in order to make them as detailed as possible...3rd. Yeah, I accidentally caught that while testing the dissipate animation in the game. It is probably just the arm not being in the same position where it ends in death and begins in the dissipate. You can ignore the issue if you don´t spot it; it does not break the game.
The polygon rule does bother me. You worked hard on these models. I´ll ask some questions and get back to you on it.
I think the important thing is, do many polygon models affect the game in any way? Do they cause graphics issues or slow down the game, whatnot?I see, but i got to say the polygon rule didn't apply to my "Dark Willow" model which has around 6k polygons and still it received approval from the site, that's why i'm confused - because it felt like a green light for me in order to make them as detailed as possible...
Back in the day, before I learned how to model, I did not care about any issues with models as long as they did not break immersion. High polygons just meant more awesome. I am waiting for an answer, but I think there shouldn't be a problem. Site rules only state no unnecessary polygons. I think there are no such issues with your work.I see, but i got to say the polygon rule didn't apply to my "Dark Willow" model which has around 6k polygons and still it received approval from the site, that's why i'm confused - because it felt like a green light for me in order to make them as detailed as possible...