monsters

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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akroma222
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Joined: Thu Oct 04, 2012 10:08 am

Re: monsters

Post by akroma222 »

Dang!! Nice work indeeed!! very exciting stuff :D
wallasaurus
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Joined: Thu Oct 11, 2012 5:12 pm

Re: monsters

Post by wallasaurus »

JohnWordsworth wrote:Awesome! Is that all modelled in 3DS Max or do you use a tool like Z-Brush to start with? The mummy is looking fantastic - can't wait to see him in the game engine.
zbrush mostly, from a base which was a cleaned up & segmented version of the skeleton warrior, so that the proportions are correct for the existing joints and the animations will work. Retopo comes after I finish the feet and add a few more details and so on, and then texturing. And weighting it to the rig and so on - that should be fast though.
wallasaurus
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Re: monsters

Post by wallasaurus »

If anyone is using 3dsmax, I decided my stuff is kind of ready to share now.

Still buggy and dev-ish, but if it can help, then I am pleased to try and help.

https://dl.dropbox.com/u/5440025/GRIMRO ... NCTIONS.ms

Copy the file into your 3dsmax/scripts/startup folder and restart max. There will be a "CWtools" category in the customise UI dialog box, under which live the macros. You can import/export model and anim data.

models (meshsegments specifically) get given the name of their multimaterial slot if there is one, otherwise something generic like 'material_1' gets generated - I will probably change this to include the mesh name to prevent nasty name collisions, but for now, just remember to name your materials.

It's not super robust as of yet, and has some temporary rough edges, but as I say, sharing is caring! :) Feel free to report bugs etc. I am happy to fix what I can when I get time.

There are some inconsistencies in how I handle the scaling, so bugs of that nature, please let me know.
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HaunterV
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Location: Barrie, Ontario, Canada

Re: monsters

Post by HaunterV »

so for mummy attacks.... I suggest scarab swarm as well as standard arm swipes.
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wallasaurus
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Joined: Thu Oct 11, 2012 5:12 pm

Re: monsters

Post by wallasaurus »

Hey folks,

just to update the thread: mummy problems are solved, now I am learning to animate as it's not my speciality, but is fun!

I have fixed a bunch of bugs in max scripts, grab the latest here:

https://dl.dropbox.com/u/5440025/GRIMRO ... NCTIONS.ms

Cheers,

cw
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Dr.Disaster
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Joined: Wed Aug 15, 2012 11:48 am

Re: monsters

Post by Dr.Disaster »

HaunterV wrote:so for mummy attacks.... I suggest scarab swarm as well as standard arm swipes.
maybe a bandage whip or even wrap attack (-> Paralyse effect) too?
wallasaurus
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Joined: Thu Oct 11, 2012 5:12 pm

Re: monsters

Post by wallasaurus »

ok mummy model final bake done, just need to fix seams etc. and get on wit the animation. :)

Image
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germanny
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Joined: Sat Apr 07, 2012 10:52 pm
Location: Kiel, Germany

Re: monsters

Post by germanny »

Very classy, wallasaurus!
I hope you come up with a cool animation. But it won´t help me with my models - i didnt use max, its blender :(
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wallasaurus
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Joined: Thu Oct 11, 2012 5:12 pm

Re: monsters

Post by wallasaurus »

nearly done -

I'm staying at my folks house for new year, my mum and dad were not too well into hospital and so on unexpectedly, so I am not at my home and I didn't have latest files to work with -

nevertheless, I rewrote my rig converter and have a mostly functional WIP - textures are missing til I get back home.

Please take a look and enjoy for new years:

https://vimeo.com/56567941
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HaunterV
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Location: Barrie, Ontario, Canada

Re: monsters

Post by HaunterV »

the mummy has a huge package.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
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