monsters
Re: monsters
Dang!! Nice work indeeed!! very exciting stuff
Labyrinth of Lies (viewtopic.php?f=14&t=4400)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
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- Posts: 99
- Joined: Thu Oct 11, 2012 5:12 pm
Re: monsters
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.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.
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- Posts: 99
- Joined: Thu Oct 11, 2012 5:12 pm
Re: monsters
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.
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.
Re: monsters
so for mummy attacks.... I suggest scarab swarm as well as standard arm swipes.
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
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
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- Posts: 99
- Joined: Thu Oct 11, 2012 5:12 pm
Re: monsters
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
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
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: monsters
maybe a bandage whip or even wrap attack (-> Paralyse effect) too?HaunterV wrote:so for mummy attacks.... I suggest scarab swarm as well as standard arm swipes.
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- Posts: 99
- Joined: Thu Oct 11, 2012 5:12 pm
Re: monsters
ok mummy model final bake done, just need to fix seams etc. and get on wit the animation.
Re: monsters
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
I hope you come up with a cool animation. But it won´t help me with my models - i didnt use max, its blender
Dungeon Master Resource Pack worker and passionated Beer drinker
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- Posts: 99
- Joined: Thu Oct 11, 2012 5:12 pm
Re: monsters
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
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
Re: monsters
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
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc