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Tipping the ’Scales’ [Commercial] UPDATE! 6/7/2013
Posted: 19 April 2013 09:36 PM   [ Ignore ]   [ # 31 ]
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Norse Graphics - 19 April 2013 08:30 PM

BTW, seems you’ve adopted the Genesis workflow in your own figures, unless the Wyvern IS Genesis in an unimaginable way. Will the M5 textures fit if it IS Genesis? (Just jokin’ No need to answer my silly question!)

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Posted: 20 April 2013 02:11 PM   [ Ignore ]   [ # 32 ]
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sorry but that is so disturbing…..it reminds me of The Fly, the first moive…the ending still gives me a shiver.

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Posted: 20 April 2013 04:21 PM   [ Ignore ]   [ # 33 ]
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No, it isn’t Genesis, itself… and yes, that picture IS disturbing. :p

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Posted: 20 April 2013 04:55 PM   [ Ignore ]   [ # 34 ]
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Any updates? tongue rolleye

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Posted: 21 April 2013 01:06 PM   [ Ignore ]   [ # 35 ]
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Posted: 23 April 2013 01:18 AM   [ Ignore ]   [ # 36 ]
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Sorry, no updates right now. I’m working on tweaking the weightmapping (there’s issues with the base of the neck, among other places), and making the add-on parts (horns, spikes along the back, etcetera). I should note that there is something important happening in a little while, some time after a very important US Holiday, that the Wyvern will be involved in. :D

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Posted: 30 April 2013 11:26 AM   [ Ignore ]   [ # 37 ]
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Okay, though I still have to texture the add-on bits, I finished the third texture set - the more heavily armored Red wyvern!

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Posted: 30 April 2013 01:15 PM   [ Ignore ]   [ # 38 ]
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Looks awesome.  I’d love to know how you UV mapped this creature.  I imagine the mesh is similar as Genesis where it’s very hi poly in the head to get the head shapes looking great with no distortion when morphed up.  Looking forward to this release!

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Posted: 30 April 2013 01:43 PM   [ Ignore ]   [ # 39 ]
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I will admit, there’s 7 maps on the sucker. Head, body/tail, legs, wings, wing vanes, eyes, and inner mouth.

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Posted: 30 April 2013 02:04 PM   [ Ignore ]   [ # 40 ]
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The figure looks awesome.  In my opinion, one of your best creatures. 

May I ask what UV program you use to do your work in?

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Posted: 30 April 2013 03:32 PM   [ Ignore ]   [ # 41 ]
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Is the length of the body/torso going to be adjustable? I can’t really tell from the pictures.

This looks amazing and I hope it’s just the dragon I’ve been wanting - infinitely customizable and gorgeous. smile  The renders so far are awesome!

Unfortunately, this means my resolve to stop buying so many models is… oh, nevermind… New resolution: I will never look at my Paypal history. That might be doable. smile

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Posted: 30 April 2013 09:21 PM   [ Ignore ]   [ # 42 ]
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The torso length is somewhat adjustable, though not as extremely as the neck and tail lengths.

As for UV’ing, my workflow is a little odd:

1 ) Cut seams in the actual mesh in 3DS Max where I want the UV seams
2 ) Run OBJ through ZBrush’s UVMaster - 6 seconds to flat UV’s
3 ) Flip the UV’s horizontally (dunno why ZB does that) in UVMapper Pro
4 ) Arrange the UV shells in UVLayout to cover as much space as possible (easiest tool to manipulate shells in), and fix any odd results from ZB)
5 ) Weld seams in UVMapper Pro
6 ) Load into Max, assign groups and materials and continue on.

This ends up maybe adding 5% to my modelling time to work the cuts in, and then perhaps 6-10 minutes for the rest of the steps, depending on how long I spend packing the UV shells.

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Posted: 01 May 2013 12:08 AM   [ Ignore ]   [ # 43 ]
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Sounds like a good work flow.  Don’t have Max but do have ZBrush.  Just trying to get my head around unwrapping my bodysuit I made in ZBrush.  The quickies are not good so yea, need to learn that.  Thanks for the work flow. 

So any date on the release of your fabu critter?

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Posted: 01 May 2013 03:41 PM   [ Ignore ]   [ # 44 ]
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I already gave you a hint, RW. raspberry

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Posted: 01 May 2013 05:40 PM   [ Ignore ]   [ # 45 ]
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