Page 12 of 35
Re: monsters
Posted: Sat Nov 17, 2012 10:40 am
by akroma222
Dang!! Nice work indeeed!! very exciting stuff
Re: monsters
Posted: Sat Nov 17, 2012 12:23 pm
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.
Re: monsters
Posted: Sun Nov 18, 2012 10:58 pm
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.
Re: monsters
Posted: Tue Dec 04, 2012 12:17 am
by HaunterV
so for mummy attacks.... I suggest scarab swarm as well as standard arm swipes.
Re: monsters
Posted: Sun Dec 23, 2012 3:28 pm
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
Re: monsters
Posted: Sun Dec 23, 2012 6:32 pm
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?
Re: monsters
Posted: Sun Dec 23, 2012 11:10 pm
by wallasaurus
ok mummy model final bake done, just need to fix seams etc. and get on wit the animation.
Re: monsters
Posted: Mon Dec 24, 2012 12:37 am
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
Re: monsters
Posted: Tue Jan 01, 2013 12:24 am
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
Re: monsters
Posted: Tue Jan 01, 2013 12:57 am
by HaunterV
the mummy has a huge package.