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    Messages - amy_webb

    Pages: [1] 23 ... 29
    RS Models / Re: Some work of mine
    « on: April 13, 2017, 12:36:04 AM »
    Not bad, i suggest working on mat shading to make the models pop though. Pretty creative otherwise, keep it up dude.

    RS Models / Re: [WIP] Knight Set [WIP]
    « on: December 14, 2016, 10:30:51 PM »
    how come there's one large shoulder sometimes?   
    Sometimes in armour design its more interesting to have different shoulders so they don't just look mirrored, also there are some points where the actual design requires different shoulder appearance.

    RS Models / [WIP] Knight Set [WIP]
    « on: December 14, 2016, 11:43:04 AM »
    Reworking an old set, this is where i'm at so far.

    Model Requests/Help / Re: Platebody animation broken.
    « on: December 12, 2016, 11:44:24 AM »

    Model Requests/Help / Re: Platebody animation broken.
    « on: December 12, 2016, 09:23:37 AM »
    This worked in rsposer: http://puu.sh/sMXnC/fcc32913a8.dat

    Model Requests/Help / Re: Platebody animation broken.
    « on: December 12, 2016, 03:35:15 AM »
    Give this a go:

    Tell me how it goes, if that doesn't work i'll have to see how it comes up in game before i can mess around with the weights.

    RS Models / Re: Godsword & Regular Swords
    « on: December 11, 2016, 06:38:44 AM »
    You've a lot of good ideas here, some of the models have too much going on or fall short in detail just a bit.
    Your scimitars blade looks good but has too many faces, if you were looking to drop your poly count for ingame i'd suggest not using a lot of points on your curves.
    With your other models, Razor sharp and the Godsword i'd suggest you taking a look at the models blades. You want the blades to appear sharp, on the edge of the blade try using select rope to grab the 2 or 3 points in the same area and Ctrl + j them. You'll find that once you make it look sharp your model will feel a little more realistic.
    I'd also suggest investing in your hilt detail, as much as you don't see the grip of the blade you can still see the drop model of it. Also, where the blade attaches to the hilt is a major area for design. Here you can do what you want, you can go crazy or you can keep it simple, you can make it look fancy. This is totally up to you, but you'll feel better when you make an amazing hilt to go with a sharp blade.

    Over all, good effort. Keep it up!

    Model Requests/Help / Re: Platebody animation broken.
    « on: December 08, 2016, 07:49:26 AM »
    Have you checked to make sure the animations are on the right side? Also, look for the current weights because the 317 animations and such are slightly outdated.
    Ye i have checked all weights and tskin and priotities multiple times .
    Pri is 4, and tskin looks like this:

    I have been trying to get that body anims to work atleast 10 hours
    If you haven't already fixed it, would you mind uploading the model so that i could mess around with it?

    Model Requests/Help / Re: Platebody animation broken.
    « on: November 07, 2016, 08:55:18 PM »
    Have you checked to make sure the animations are on the right side? Also, look for the current weights because the 317 animations and such are slightly outdated.

    RS Models / Re: *
    « on: April 27, 2016, 05:56:47 AM »
    We do not sell services or goods on this website.

    RS Models / Re: Bandos Set
    « on: December 16, 2015, 01:52:02 AM »
    Month 4: Textures still haven't loaded, losing hope for survival.

    RS Models / Re: Elucidator Model (Kirito's Sword)
    « on: September 19, 2015, 10:38:17 PM »
    Pretty good for a 2nd model, but there are a few things you can do to make it look a little smoother.

    The blade is very straight so when modelling it, try use as little poly as possible. When you put it ingame it will stop it warping and looking wavy.

    An example of wireframe:
    (click to show/hide)

    Also, its ok to model the blade and hilt separate then apply the cross after. It might not be one model but it can be neater, if there is no way around it. I also noticed the model was spaced, as thought you didn't join the points after mirroring the model. There is an easy way of doing this boring part, ive made a quick example for you.

    (click to show/hide)

    Still, good job and hope to see more models from you. :)

    RS Models / Re: [WIP] Saradomin Knight [WIP]
    « on: September 05, 2015, 02:38:32 AM »
    I try to keep the section alive, still a little dead. The legs aren't developed, they were just in place so it didn't look too weird. I might make the legs like the shoulders instead, but nothing written in stone yet. Thanks for the constructive criticism, it helps. :)

    RS Models / [WIP] Saradomin Knight [WIP]
    « on: September 04, 2015, 04:40:37 AM »
    I wanted to try a tabard design, but was unsure which one was better so i tried both. The second tabards torso is meant to be like the first, i was focusing more on the middle/tasset area.  Comments?

    RS Models / Re: Armour set I've been working on
    « on: September 04, 2015, 02:19:34 AM »
    Can i get a program view of it?

    RS Models / Re: Bandos Set
    « on: August 18, 2015, 02:56:19 AM »
    Looks awesome!

    Only possible improvement I can see is to maybe make the top three spikes on the left shoulder a little thicker?
    They do look thin, i forgot to make them thicker when i made them smaller.


    RS Models / Bandos Set
    « on: August 16, 2015, 06:51:43 AM »
    I made this based on the boss rather than the actual player armour, thoughts?

    Model Requests/Help / Re: [REQ] Master Palette [REQ]
    « on: August 10, 2015, 02:10:52 AM »

    Pages: [1] 23 ... 29
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