I apply all modifiers, group all the meshes into one, delete the curves to tidy up and give the new model an appropriate name.
LODs range from 0 to 4, 0 being the highest detail.
2021-01-10 01:31:05 +0000 UTC
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Now that the rope is made, I copy it into a new file to set it up.
2021-01-10 01:28:37 +0000 UTC
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The ropes themselves are made using the screw modifier, then adding a curve modifier to wrap them around.
In the case of low detail models, the curves themselves have circles applied to them as a bevel object.
2021-01-10 01:20:46 +0000 UTC
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2021-01-10 01:14:06 +0000 UTC
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These are more like the old ones. They're more flexible, easier to animate and are more forgiving when I pose the models in uMotion later on.
2021-01-08 16:56:22 +0000 UTC
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So far so good for the new models.
2021-01-08 16:55:09 +0000 UTC
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This was tedious to build. The curves needed to be tweaked just right to make it fit right.
It looks OK, but her elbows are a bit gibbled when bent at those angles which isn't going to look good in-game. Worse, this is going to be a pain to animate. Her arms need to be in EXACTLY the right spot for it to look right, which is going to limit what I can do with her.
I'm going to keep this model around, I might use it in the future. But for now, I think I'll leave this out and opt for a wrist tie more like the old models.
2021-01-08 16:17:11 +0000 UTC
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Got the pose on the Secretary ready, now I need to build the rope. I need to get her arms in just the right position, which sadly means I have to gibble her elbows a bit.
2021-01-08 16:09:34 +0000 UTC
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