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Feb 4, 2004
|Great Job Andy!|
Very well done.
Sep 10, 2014
The single texture applied used DIFFUSE, BUMP and SHININESS bitmaps. Note that the feet are textured to the body (as they are retracted in flight).
The bones are controlled by dummy objects which are animated to create a wing beat of 45 frames.
Applied maps included:
- BE1HI_T.JPG (1000X1000 diffuse map)
- BE1HI_B.JPG (1000X1000 bump map)
- BE1_S.JPG (512X512 shininess map)
Included maps but not applied:
- BE1LO_T.JPG (512X512 diffuse map)
- BE1LO_B.JPG (512X512 bump map)
To change the timing of the wingbeats, select ALL of the eagle's control dummies and just slide the keys. The keys are set to loop and the cycle I have made is 45 frames long.
The head, tail, and wing dummies are linked to the root dummy. To move the eagle, select and move the root dummy.
I have also made morph target meshes available as a 3DS asset on turbosquid as well (search for 'Andy Rak eagle').