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User talk:Bobbysoon: Difference between revisions

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Reverted edits by Bobbysoon (Talk) to last version by Iritscen
(~.375 taller standing)
m (Reverted edits by Bobbysoon (Talk) to last version by Iritscen)
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::::::My bad - I didn't like the concave on the rear tip's underside, and so I lopped it. Looks to me, with a better look at that pic on the left, that it should have instead been fleshed out under the tail.
:::::::My bad - I didn't like the concave on the rear tip's underside, and so I lopped it. Looks to me, with a better look at that pic on the left, that it should have instead been fleshed out under the tail.
::::::The foot-shield-shell thing (aka: calf) side housing needs correction too, behind and along side the shin guard where the flame ports are.
:::::::The foot-shield-shell thing (aka: calf) side housing needs correction too, behind and along side the shin guard where the flame ports are.
::::::I see what you mean about it's face. I thought that was a smoothing glitch, before, but now I see what you pointed out - slightly pointy towards the eye. Less slabby is good, but it's head is basic rounded square, face-on.  
:::::::I see what you mean about it's face. I thought that was a smoothing glitch, before, but now I see what you pointed out - slightly pointy towards the eye. Less slabby is good, but it's head is basic rounded square, face-on.  
:::::::Now it looks too big. Thing is, it's kneeling in that pose. It can't drop down much more from there - whereas, the original one is up and walking.
:::::::and I just exported animations for it too  ): - [http://www.youtube.com/watch?v=ht7KrEaImzo youtube] good exercise anyhow --[[User:Bobbysoon|Bobbysoon]]


::::::Now it looks too big. Thing is, it's kneeling in that pose. It can't drop down much more from there - whereas, the original one is up and walking.
::::::::The walking animation is awesome! Can't wait to try it in the game. [[User:EdT|EdT]]
::::::and I just exported animations for it too  ): - [http://www.youtube.com/watch?v=ht7KrEaImzo youtube] good exercise anyhow
 
:::::::The walking animation is awesome! Can't wait to try it in the game. [[User:EdT|EdT]]


::::::Just to add a little more information, if you look at the following screenshot:
::::::Just to add a little more information, if you look at the following screenshot:
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::::::I positioned the ID as close as I could to the one in the trailer.  From this point of view, the height looks correct, but, the ID's depth (From the front to the back) is too long, and the width could be slightly narrower. [[User:EdT|EdT]]
::::::I positioned the ID as close as I could to the one in the trailer.  From this point of view, the height looks correct, but, the ID's depth (From the front to the back) is too long, and the width could be slightly narrower. [[User:EdT|EdT]]


:::::: Nice comparisons, btw. Excellent feedback, all. This definately gives me something to work with
:::::::Nice comparisons, btw. Excellent feedback, all. This definately gives me something to work with
:::::: Now, about the scale... on a scale of original to 130%?
:::::::Now, about the scale... on a scale of original to 130%? --[[User:Bobbysoon|Bobbysoon]]


::::::::Don't know if anyone else can say anything about scale, but for me, because the proportions of the ID will change when those corrections are made, I don't think I will be able to accurately compare the current model's scale to the old one until then.
::::::::My general impression, though, is that the current model's top is too large, but that the feet are fine. So if one focuses first on the top, the whole model seems too large, but if one starts at the feet, the conclusion one reaches is that the head and arms are too big. I've been viewing things from the "feet first" perspective, which is why I listed a bunch of "make this smaller" corrections for the top half and none for the feet. The other approach would of course be to scale the <u>whole</u> thing down and then scale the feet <u>up</u>. But I figured, "Let's use the feet as our standard ruler and modify what is out of proportion to the feet".
::::::::P.S.: I take back what I said about the head width in #5, there's no way it's too wide across the top. But it's definitely longer than the old head. As I mentioned, adding some kind of tapering from underneath on the back of the head will probably help too. --[[User:Iritscen|Iritscen]] 18:35, 9 September 2009 (UTC)


==Weapons==
==Weapons==
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::::Hmm, see, here's part of why I'm so confused: the ID does not seem to have lower legs; rather the upper legs connect to the feet with a rotating joint. Hence, I don't know what kneeling means because I don't consider the ID as having knees. Do you mean that the old ID stood up straighter than the new ID, i.e., the upper body was angled back more with respect to the feet? --[[User:Iritscen|Iritscen]] 18:20, 9 September 2009 (UTC)
::::Hmm, see, here's part of why I'm so confused: the ID does not seem to have lower legs; rather the upper legs connect to the feet with a rotating joint. Hence, I don't know what kneeling means because I don't consider the ID as having knees. Do you mean that the old ID stood up straighter than the new ID, i.e., the upper body was angled back more with respect to the feet? --[[User:Iritscen|Iritscen]] 18:20, 9 September 2009 (UTC)
:::::It's about .375 units taller standing up. The way it's legs fold, it's 'knees' are reversed, like a bird's. I'll try to make another TRBS, standing as default pose --[[User:Bobbysoon|Bobbysoon]] 20:27, 9 September 2009 (UTC)


= Forumish disorder =
= Forumish disorder =