Rabbit said:
Wow, these are great seZereth! I love that blue monster, did you model the head yourself? Now about the dwarves, they looked appropriately stockier in the screenshot, but did you just squash it for effect, or did you actually manage to re-scale them non-uniformly? If you did the latter, how did you do it?
P.S. Just noticed you added my shoulder armor to the immortal, nice
I made him stockier with the "rotation", it isnt a matrix, it actually deforms things!i did these ears, well i used your wings for it, just made em flat and then skinned the troll ear on it. I added your shoulderplate for the chaos knight too
te blue Troll, it is acualy the warrior model
just with your wings as ears and "rotated" to make him more deformed. The Face is just a skin
but with "rotation", things dont actually behave like non deformed, that gives the Troll "swinging" ears....
Btw i dont have 3dsmax, i just use stuff you or Roland produces and change its properties
So keep on doing bits
something like a flat recangle could be enough, i can skin it and then transperent the rest out (well sometimes this makes these wierd "see through the things behind too" effect)
So part of the credits actually belongs to you 3dsmax modelers who did those parts i used to improvise!
@Roland i used your Hammer, cause i thought a dwarf should have one. but i dont like the round form... so perhaps you could do a warhammer
Then i deformed the model. you can have a look at its rotation properties, then you will notice what each number does, and well the value can get higher than 1. But i have the problem, that some things need preorientation to work, cant get them how i want it only with nif viewer. Think about the stuff i could do with the skull in the Great Artists Hand. could deform a unit and then add the skull to the head, and well we got a real undead with a skeleton like model....
So i think there is much we could do just with some more knowledge about how to fix the problems produced by deforming.