1. Post #1961
    Gold Member
    Skerion's Avatar
    November 2010
    4,218 Posts
    I have some references that could work as well for someguyihate's spider project.


    I would definitely take a look at the level at 1:39:12.


  2. Post #1962
    someguyihate's Avatar
    July 2008
    1,104 Posts
    Haha the last 4 games you guys have posted have been huge inspirations for me starting the project, especially wotm and futurecop. I'm hopefully gonna have a grappling system added next time I post which should be fun.

  3. Post #1963
    Gold Member
    SweetSwifter's Avatar
    April 2007
    4,410 Posts


    Struggled with some life stuff for a while, but I'm climbing out the pit. Did this one fast and dirty from scratch.
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  4. Post #1964
    Gold Member
    Trilby Harlow's Avatar
    January 2012
    3,082 Posts
    More progress on da spider, it now has trajectory prediction with jumping so it will try and align to a surface before hitting it, allowing for movements like this:



    Slowly getting some assets built in the meantime too and trying to figure out an art direction to head in.
    really reminds me of the Q-Spider from everything or nothing

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  5. Post #1965
    Gold Member
    Trilby Harlow's Avatar
    January 2012
    3,082 Posts


    Apart from the turntable, T1's done rendering.

    yeehaw.
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  6. Post #1966
    someguyihate's Avatar
    July 2008
    1,104 Posts
    Looks very good in motion!
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  7. Post #1967
    Gold Member

    November 2012
    1,732 Posts
    Need some help with Maya, how can I arrange these vertices into a perfect circle? I tried using the Circularize tool but that creates a lot of undesirable edges.

    The reason being, I need to make a circular hole in the center of of this knob, so I plan on extruding inwards after getting my desired shape.


  8. Post #1968
    someguyihate's Avatar
    July 2008
    1,104 Posts
    Create a cylinder with the same amount of verts, boolean it in the middle and then fix it all up
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  9. Post #1969
    Gold Member
    BoSoZoku's Avatar
    January 2007
    582 Posts
    Alternatively create the same cylinder and use snaps to move your vertices in place, it seems you could do 1/4 of them and then array the rest to save extra time and you don't have to clean up after a boolean.

    For future reference model something like this starting with a cylinder (which is what you probably did already) but add that loop at the start and keep it round for later (or even better already extrude it inwards from the start then model the rest around it), basically it's like machining you want to think ahead at your order of operations so you don't make your life harder down the line.

  10. Post #1970
    St33m's Avatar
    November 2009
    937 Posts
    Didn't even put my latest dieselpunk machine in here;

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