• "Tremors" Models
    1,393 replies, posted
[IMG]http://i390.photobucket.com/albums/oo350/JJMDude/gm_construct0005.jpg[/IMG] "Say 'nom'!" "Omnomnomnom...!" Ah...And there we have it =D Tongues shortened as desired, and they flop around inside it's mouth as good as I could have hoped =) Bullets wound it nicely, and I even have it set so that the head and it's children have the physical properties of "armor flesh". I'm not entirely satisfied with that though, because the result makes it look and sound like metal when struck, and there are no bullet marks of any sort. Good thing is however, that the tongues still behave flesh-like, since they're parented to the neck, not the head. Now I just have to figure out how to ensure the Shrieker gets battle scars of it's own... And after that, it's time to start the Ass Blaster! I might hold off on that just to ensure the materials and such are in working order. I'm considering recompiling the references so that they have different materials applied to parts of their bodies that have different levels of glossiness and specularity. No need to alter UVW's or use different textures; the same texture file will be used on them all regardless. All that will be changed is that each material will have a different setting. That way, the tongues can look slimy while the shelled head has a mild dusty sheen, while the body is flat like earth. For the Shrieker, it's head can be softly lit and bony, while it's heat sensor can be glossy and look flesh-like. It's subtleties like that which I don't see in too many custom ragdolls, particularly ones that were modeled by a player, and not ported from another game. For instance, I never much liked the materials for the TRex model. Oh sure, the texture was alright, but the material was an odd choice indeed. A uniform bumpy sheen that made it look like it was made of porcelain from odd angles, especially in the dark; not organic or fleshlike at all.
[QUOTE=J-Dude;13629757] And after that, it's time to start the [b]Ass Blaster![/b][/QUOTE]Do want :D
[QUOTE=cloud_strife;12819950]About time somebody made this.[/QUOTE] I agree, these are well done.
It's great to see it actually finished(Unless you feel there's more to do) :)
I think the spike textures need a fleshy base so they appear to be sticking out of the fleash or growing from it rather than pasted on... they pop out too much at the moment, but if you give the textures a fleshy base it would seem to fix it I think.
Yay,Graboid! Will you release him as a standalone model, while working on the SNPC? Also, it looks like a baby "something", the way it's head is black but it's body is all white. Altogether now~! "AAAAAAAAWWWWWWWWWWW"
I dunno, maybe. That'll be after it's materials are ready though. I'd rather release it as a pack than individually, so that'll also be after the Ass Blaster is done. I'll probably start it today, and I'll look into the whole "different materials for different parts" deal.
this is sooooo asking for a tremors gamemode!
[QUOTE=koekje4life;13634225]tremors gamemode![/QUOTE] [b]This.[/b]
Someone find me a model I can reskin to be BURT!
:( It's not full size so its harder to see. [IMG]http://i44.tinypic.com/24zj2ic.png[/IMG]
That striped background is annoying as hell
[QUOTE=Jaanus;13657149]That striped background is annoying as hell[/QUOTE] Not really the point of the picture anyways. But if you would like to design a full featured sexy layout for a picture I made when I was bored be my guest :D Anyways, J-Dude is working on the ass blaster as we speak.
I love that friggin' cowboy hat... Well, as you can see, though it's still being tweaked, Frito and I have been working on giving the creatures different vmt's per area. The Graboid's beak and mouth look at the moment like they were dipped in laminate, but that's being worked on. It looks best with the pic with the cow-boid ;) Meanwhile, I got cracking on a certain fart-lighting cephalopod. Thankfully, I have some of the best references a modeler could ask for, so it's coming along rather quickly. Here's a heavy WIP: [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/ABpers1.jpg[/IMG]
That's awesome Frito XD One graboid please :D And from what i can remember, that's a nice Ass Blaster start.
[QUOTE=Steffanic;13658207]That's awesome Frito XD One graboid please :D And from what i can remember, that's a nice Ass Blaster start.[/QUOTE] *Hands him a graboid and a contract to sign* Thanks though. Edit: Screen shot dump if anyone wants to see a few more pics of the graboid. I added A glow to the shell Phong to the tonges And nothing to the body. *I already toned down the shell glow, It wasnt fixed in these screens though.* [IMG]http://img23.imageshack.us/img23/9282/gmconstruct0024gm7.jpg[/IMG] [IMG]http://img8.imageshack.us/img8/9262/gmconstruct0023me4.jpg[/IMG] [IMG]http://img10.imageshack.us/img10/958/gmconstruct0021iu1.jpg[/IMG] [IMG]http://img9.imageshack.us/img9/8594/gmconstruct0020vk3.jpg[/IMG] [IMG]http://img9.imageshack.us/img9/8594/gmconstruct0020vk3.jpg[/IMG] [IMG]http://img8.imageshack.us/img8/8936/gmconstruct0019tu2.jpg[/IMG] [IMG]http://img145.imageshack.us/img145/5767/gmconstruct0024qc3.jpg[/IMG]
The phong is a nice touch but, i think it's a lil too much. I don't think it should be glowing white :P
I want that graboid hat :v:
[QUOTE=Steffanic;13660378]The phong is a nice touch but, i think it's a lil too much. I don't think it should be glowing white :P[/QUOTE] That's been fixed, no worries.
About burt Gummer ragdoll if anyone think to do it... the best solution is breen's head on eli's body (with both legs ofcourse) then reskin. Cap and awesome glasses are on gmod soo all you need is a basical head hack. Just idea. Also - great models. ANy release dates or you will release three models in one pack?
Bake some shadowmaps for it. If you don't know how, I can do it for you. It'll make the spikes fit in more.
Don't know much about head hacking or things like that. Working with human models isn't an area I'm all too experienced in. If anyone knows a good tutorial for it, where I'm not gonna destroy the facial morphs or eye positions or finger posing in the process, then I might help do it. But I'm just really inexperienced in that regard. Bone-based animals with attachments, ragdolls and a little IK is one thing. But human models are arguably the most complex models in Source, as they should be. I love the idea; I just don't know how to go about executing it myself. As to a release date for these models/ragdolls...I've sorta promised myself I wouldn't even TRY to give myself a timetable for things. Because even when you give a REALLY vague answer, it's all too likely that you've set yourself unrealistic goals. I've worked on two projects where I feel like I've made myself sound unreliable by trying to promise I'd be done with things by a set date. The first one tanked, mainly because I realized the futility of it, and the little payoff I would have even if I somehow succeeded. The second one is hanging on for dear life, and that's only because of public interest, though nobody seems interested enough in helping me progress in any of the 3D side of the project, leaving me on my own... The point is, each time I set a date, shit hapenned. I either got lazy, ran into unforeseen problems that set me back days or weeks, or grossly underestimated the amount of work involved in what I was trying to do. Last November (Nov 2007) I decided to do something for the project that was both a teaser for the project, and a birthday present for a friend who hapenned to be the editor for the webcomic I was helping turn into a 3d animated series. His birthday was November 5. I expected to be done by December; December came, I hadn't even finished the groundwork. Then I promised Christmas; Christmas came, I was 25% done. I promised the end of January... And well, what happened? The teaser vid was released nearly 6 months later, a few days before July. [url]http://www.youtube.com/watch?v=WC_NwOM12Wo&fmt=18[/url] Compared to my previous animation work, it rocked, and I got tons of praise for it (as I'd damn well better have, seeing as how it was the single most dedicated project I've ever done). But that was six months in the hole, for a 3 minute teaser. Needless to say, my editor buddy didn't get anything from me for his birthday this year (2008)...I think that MORE than covered at least two years of birthday gifts... Of course, if I'd know then what I knew now, I can hardly imagine how much better it would be. The last several months have greatly expanded my knowledge and skill. While I'm still determined to carry on with that series, I've come to find that doing work here at Facepunch is proving an amazing learning experience, and the much shorter term work is allowing me to taste success a lot sooner, which boosts my morale overall. But what I'm saying here, is that to give a release date is making a promise; a promise that is TOO easily broken, and leads to disappointment and impatience. And so I come to repeat the same bored old mantra of modders everywhere: it's done, when it's done.
[QUOTE=Jaanus;13661716]Bake some shadowmaps for it. If you don't know how, I can do it for you. It'll make the spikes fit in more.[/QUOTE] Shadow maps? That sounds badass! Teach me your wisdom, oh cat idol 0_0
Baking shadow maps! You kids and your hip talk! Yar can't bake a shdow, much less a map. Cakes is for baking. And please, if shadow maps have nythign to do with making the base of the spikes look fleshy, do so!
Great work here. When will the release of latest version be available to public?
[QUOTE=gufu;13664438]Great work here. When will the release of latest version be available to public?[/QUOTE] Thnx, but see post 323 please :p
[QUOTE=gufu;13664438]Great work here. When will the release of latest version be available to public?[/QUOTE] I think hes waiting till there all done :P
[IMG]http://i390.photobucket.com/albums/oo350/JJMDude/ab_pers_2.png[/IMG] [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/ab_side_1.png[/IMG] Well, doing alright on the Ass Blaster. No limbs or anything, but I wanted to really try and get the head right first. Always the most detail intensive part on these things. Especially those mandibles. Always really distinctive, and I'd hate to get them wrong. I now know I made some mistakes with the Graboid's that I wish I could correct, though I'm satisfied with the Shrieker. Really, I with I could at least give the graboid model more poly resolution. I was overly frugal with polys on him. But, anyway, here's the AB so far. I hope it's a satisfying update.
Nice :D!
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