Ultimate Apocalypse is a mod for Dawn of War Soulstorm, which aims to create the most diverse possible unit and faction selection within the confines of the original DOW engine. We strive to create the most engaging and balanced Warhammer 40,000 game that we can, without sacrificing the fun factor. From hordes of Orks to the towering Titans, you can always find a new way to play UA. We invite all of you to join us on our Discord server to keep up with the development of the mod!
I've made this all new Model since I wanted to complete my Titan Model Portfolio even more. On top i've got the problem before that the Warhound that's recently in-game already refused to propely import into MAX for fixing purposes. Thus i've made a totally new mesh based upon forgeworlds model of the Mars Pattern Warhound. Having this Mesh allows me also to customize it for the purposes of the Demonhunters Race and for the sakes of prettyness and diversity of meshes, present in the UA Mod. So far i am not totally satisfied with it since it lacks optimizing and tweaking as it has 14352 Tris/ 7448 Polygons so far which can/should be reduced.
Anyway leave a suggestion if you feel right for it and have a nice day right after!
-Cosmocrat
:eye twitching:
Something is off... can't put my finger on it.
I think the upper section ist a bit too long, it should be more in a squareshape. but great work!
Yes, great work indeed! I was just pointing out a very (puny) small detail with my spoiled and picky opinion. :)
you must remember that there is a max skew render applied to it. :)
it is the isometric view from the rear. :)
Forgeworld.co.uk
Yup, that's it.
Within regards to the current Warhound...
who ever made it sure did love skinning insanely.
there shouldn't be a need for a single armature in it as it is a mechanical entity. meaning no body warps.
Something I have learnt over the years and constantly cringe when developing for DOW.
I do not understand how this part of 3d model development education goes missing in 3d modellers. as it is a foundation. :)
Must be a GUI habit. :P
No, just no. Even using the GUI Power one will ALWAYS try to avoid using skin modifiers since they can be a serious pain in the a$$.
Why not use simple bone binding by proper bone placement at the joints of the mesh legs?
Much more easy to do and saves you lots of tears ^^.
But i guess that "the person" you're speaking of used skinning for a cheap simulation of hydraulics on them legs but not them legs itself.
My tiny theory and GUI's safe lifes ^^
Did you try Mudflaps(Mudflaps whm and whe Tools 2008 III.zip)...?