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i wish i could fly
"Cheese is path of a dark side!
Cheese leads to stilton, stilton leads to cheddar, cheddar leads to suffering!"
He gave us all a Cracking childhood.
Never gonna forget watching Wallace and Gromit as a kid.
Again, its great to see you porting models from an obscure Wallace & Gromit game, but I don't like seeing things rushed. Take some time to fix up the models to a higher quality before uploading it (in-fact, give the models to a friend to try out).
Here, quality is better than quantitiy.
(Also, please use an image of the model for the thumbnail, not a picture of what the model was based on. This is not the Garry's Mod workshop :P )
-- Ben24x7 --
3. The bone deform areas are too extreme
Most of the bones have a tendancy to stretch other parts of the model, and this can easily be tidied up if you spend some extra time polishing the model. The upper arms, thighs and neck deform the body in extreme ways, the head causes the neck to curve, his feet bend the lower part of the legs, when the bone should only move the feet... its just messy.
In your modelling program, try to edit the bone weights so that they don't mess with the shape of other body parts too much.
4. No bumpmaps
The model looks flat, since it doesn't have any bumpmaps applied. In TT's Wallace & Gromit's Grand Adventures, the models used bumpmaps to make the models look more detailed (at high detail levels, bumpmaps were applied to add small plastercine moulds). I don't know if you have access to those files from the game, but if you do I recommend you try applying them to your models, they'll look much nicer, trust me.
Upon spawning the model, I found several problems:
1. The model is frickin' tiny!
I understand that you can use rootTransform_scale 0.5 to fix the size of Wallace, but is it seriously that difficult to scale the model in whatever modelling software you use. If you dont know how big to scale the model, use Crowbar to decompile one of the Team Fortress 2 hwm models and use that as a reference of how big to scale Wallace
2. The face is not attached to the head
Again, this can be solved by parenting the "Bone" bones (why aren't those bones named things like "Mouth upper L", "Mouth lower R", "Ear L", etc?) to the head, but doing this *and* the pre-mentioned model scaling is really tedius to set up, especially if you want to use the model again and again. This can be solved by extruding the face bones from the head, instead of using seperate bones.
noice
just went drug mcdonalds
Peter Sallis
Lovely model by the way!