
Creating
Our First BadGuy01
Ok... I created two guys. To make our first BadGuy,
I've used AJ as base model. Then use the "Free Form Deformation"
modifier to change shape of the character's face. He's not going
to be nominated for World Stunt Awards, so it's not neccesary
to think about every detail. 
After I'm done with Free Form Deformation job, I
decided to use an unique face texture map for my BadGuy01 character.
I selected head of the character, and then used "Texporter"
plug-in to unfold the mesh coordinates. It's a very useful free
plug-in from Cüneyt Özdas.
Now time to paint! :) I've used Photoshop 7 to make
diffuse and bump maps. When it's finihed, I've made some skin
adjustments, and after that our beloved BadGuy01 is finished...
Creating
Our Second BadGuy02
I'll be needed one more BadGuy. For kill him...
:) Anyway, this time I used First BadGuy as base model. He'll
be wearing different clothes. But... why everyone is wearing the
same glasses? I have no idea. :) Maybe it's because I don't want
to model different glasses.
To Rig those two new character, I've used the same
bones that I used on main character
AJ. But instead of making my own rig on these bones, I've used
Kaydara's HumanIK to quickly setup an IK system. My own rig that
I used on AJ is very complicated and needs too much system resources.
Maybe I've done something wrong when writing MaxScrip stuff on
rigging proccess... I don't know. So, I used HumanIK to rig those
BadGuys. It's a very cool but also very "Buggy" Character
Animation tool for 3DSMAX. Good for quickly setup a very realistic
IK system for Human Characters. But I prefer to make my own rig
when it's time anyway. Because it is fun to do. Painful, but fun.
And also you'll get exacly what you need if you rig a character
from start to finish. That's what I do with creating AJ'j rig.
I just can't do it two more time to only make a BadGuy walk and
die. It would be too much... fun! :)
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