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Neil
08-03-2005, 12:08 AM
A company wanted me to make them a cobra animation of it coiling up and biting. So I built a snake that although it's kinda high on the poly count, it still is low enough for some realtime animation testing.

I normally dont care to post in the 3D still section on here since everyones number 1 critique would be to add more polys.

http://www.sonicubegames.com/neil/3dwork/cobra_d.jpg
http://www.sonicubegames.com/neil/3dwork/cobra_e.jpg
http://www.sonicubegames.com/neil/3dwork/cobra_b.jpg
http://www.sonicubegames.com/neil/3dwork/cobra_texture_diffuse.jpg

AdamAtomic
08-03-2005, 12:16 AM
Hey man! That looks really good. If I had any crit at all, it would be that its almost too round and thin, a little more volume or chunkiness especially in the head might look nice, even though it might not be explicitly realistic. The final images look great!

EDIT - I think the head in that first render should be your new avatar, out of context it looks kind of hilarious :D

Mastahful
08-03-2005, 01:17 AM
Looks great!, any chance seeing the anim?

Por@szek
08-03-2005, 06:03 AM
Hi there ;)
THis is looking impressive. I also would like to see the animation. Any chance?? Cool work man.

tntcheats
08-03-2005, 10:53 AM
Yeah, dude!

Animation would rock, and it's great work, dude.

How high-poly is it?

kOmoo
08-03-2005, 12:59 PM
Good work, neat texture, you could used less polys on tail, but it's still good work.

SHEPEIRO
08-03-2005, 01:07 PM
hey i know this is difficult but could you get the way the bones deform the skin a little smoother cos you are wasting quite a few sections of polys there.

i had the same prob with a chinese dragon but it had modeled scale so wasnt so much of prob.

jhoolmans
08-03-2005, 02:26 PM
Looking great :thumbsup: nice texture.
the only thing is. he doesn't scare me while most snake do :P
might be his eyes and his mouth

maybe make his eyes fully black like here:
http://rfadventures.com/images/Chinese%20Cobra%2001.jpg

maybe the mouth is a little to long?
http://www.implora.com/gambar/dagangan/0339.jpg

can't really make up what I don't like on it...
next to this. Nice texture! :D

-Jeroen

Neil
08-08-2005, 11:06 PM
hey i know this is difficult but could you get the way the bones deform the skin a little smoother cos you are wasting quite a few sections of polys there.

i had the same prob with a chinese dragon but it had modeled scale so wasnt so much of prob.

I never liked the way Max has envelopes. :/ Most of the curves are beyond 90s degrees, its frustrating trying to avoid all the hard bends. I probably could have added more bones, but then that would make the animating even harder. I figured I would be able to easily just make an IK rig, but I found out that using "twist" on the IKs leaves the body really contorted.

Sorry for the delay, here is the animation. Nothing to write home to mom about! :)
http://www.sonicubegames.com/neil/animations/cobra_bite.avi

PhilOsirus
08-08-2005, 11:41 PM
Pretty cool, for the animation I think they usually don't jump out that much, it would keep its balance when it strikes and move back to its attack stance right away after a strike. As for the textures they are very good, I wonder if the inside of the mouth is so pink tho. But that's no biggie.

Wildstyles
08-25-2005, 12:45 AM
Its nice to see something like this, its different but cool! Nice mesh and textures!

johnwoo
08-25-2005, 08:35 AM
Good job Neil...you've clearly shown that this deforms flawlessly, I'm glad to see you got the snake curling up like a sort of "S" shape before they strike as that is what they do...yep...good job...btw..why are you using envelopes?!...go straight in with vertex weighting, it's a lot quicker....

Neil
08-25-2005, 03:32 PM
why are you using envelopes?!...go straight in with vertex weighting, it's a lot quicker....

Thanks for the compliments guys! :)

Uh, I admit that I'm not entirely familiar with 'vertex weighting'. I'm primarily a Maya guy, and envelopes was the only way I learned. I looked around the stack and found a "paint weights" button, is that what you're talking about? If so, I don't see any effect while using it and don't know which bone I'm editing. Do you still use a "skin" modifier?

SHEPEIRO
08-25-2005, 04:11 PM
you can also asign different weights/bones/vertexes, in a weights table. which can be found in the vertex pullout ting.

its a head aches after envelopes but allows greater control. but i used this with my chinese dragon and you still get problems, the only way to get around i know is loads of bones and good ik set-up. if your not going to do this then i would sugest getting rid of those polygon sections that are not currently being used.

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