• "Tremors" Models
    1,393 replies, posted
  • Well, I'm mainly satisfied with the rig at the moment. I've been working on a collision model so I can ragdoll this bitch, even though I have no texture as of yet. Unfortunately folks, even without a single collision object for the wings, I'm close to the collision model limit here. What this means, is the wings themselves will be fairly rigid as a ragdoll. What I'm going to do is make the collision model for the bone all the wing bones are connected to (the neck) extremely wide, so the wings don't simply clip through stuff (they'll still clip, but it won't be AS extreme). I am sorry about this; I'd have loved for all the wings to flop on the ground like canvas when it died, but it seems it's not to be...
  • Well, it's pretty much done and ready for the ragdoll process. Collision model is all finished. All it's missing now is a texture so I can get moving on it. I'm gonna play a little L4D and then get started preparing a QC file. I also had originally forgotten to reset the position of the model and bones above ground before rigging, but thankfully Skin lets you save your rig information to a file, so I was able to fix all that, so when the ragdoll spawns it doesn't spawn underground or something. So yeah, just waiting on a texture now. Stratos, I'm sure we all would love to hear any progress you might have made X]
  • Is there no way of cutting down on some of the (insert thing that is almost maxed out here) from the body, like uneccesary stuff maybe? I'd be fine with the wings like that, but it'd be so much cooler... However you do it, I've still seen some stiff wings on ragdolls, and they don't look too terrible anyway.
  • Well, I'd had a thought, and since my collision model count was 18, I might just be able to push it to 20 and make the wings stiff but movable. It's a stranger collision model for the wings because of the shape and size, but I managed this by creating a new master bone for each wing and linking all the wing bones to these masters, which in turn are linked to the neck. The Master bones serve little purpose in animation, but it allows them in a ragdoll to take full control of the wings as a whole. A much more suitable compromise if you ask me. Secondly, I'm about to start work in the "Grablet", or baby Graboid featured in Tremors 4. Lots of excellent references, and this one should be pretty freaking simple to do. I doubt it will take very long at all, but I'll try not to skimp on detail despite how small these guys are. Also, I tried a fracture script in Max which breaks objects apart into chunks (normally for simulation purposes) in order to create some gibs for the spectacular gore-tastic explosions and such. The resulting chunks were mainly decent for the purposes, though were not perfect, but unfortunately, unlike what I'd hoped, the UVW map was entirely invalidated by the extreme alteration of the geometry. Now, I COULD simply see if it's possible to take the Silverlan route and merely get it so these models are coded to work with Gibsplat, but the problem with that is it denies us the orange-blood and classic chunky gore of Tremors. Glop and intestine-like orange shreds hanging from truck antennas are a STAPLE of Tremors style gore, and Gibsplat doesn't do much more than make a body part appear to have been sucked inside the victim's body (it works brilliantly in the right circumstances though; who DOESN'T love hacking Striders apart, or seeing a Xen Controller's head shells break off?). I'd much prefer to have specific gibs with multiple bones allowing them to flop about disgustingly. It'd be kickass to have the Ass Blaster's wing come off and have the individual bones in the wings simulated. Modeling all that wouldn't be a problem, but the UVW map is the real challenge. I don't want to make more work for Frito or Stratos. If I can, I'll see if I can have the gibs use more or less the same coordinates so they can use the same texture, or at least a modification of the same texture. After all that though, I must of course understand how to spawn all the gibs in the right places so I don't have a Graboid's beak flying out of it's tail or something. But I'll let that simmer a while. In the meantime, gots to get my Grablet on ;)
  • You should make special guns that can only kill the graboid, so standard firearms and half-life weapons won't work on them :)
  • [QUOTE=Dragoshi1;14715773]You should make special guns that can only kill the graboid, so standard firearms and half-life weapons won't work on them :)[/QUOTE] Now why would I want to do something like that? Make Graboids immune to anything but a certain kind of gun? That just goes against the Gummer slogan! Do what you can, with what you've got. And if all you've got is a HL2 Pistol and a grenade, well, I'd prefer you made use of it :) Though Tremors weapons are always good to include, if anyone wants to make SWEPs for the Grizzly Big Bore, Elephant Gun, or (lol) the good old fashioned Punt Gun (boy would THAT ever be interesting X] )
  • sounds wicked man :) keep it up, should be getting the new max soon, so when i do, i will do that uv i promised. If still needed :) i was gonna say i don't mind doing the uving, or helping with the gibs. If you need my help.
  • [QUOTE=Dragoshi1;14715773]You should make special guns that can only kill the graboid, so standard firearms and half-life weapons won't work on them :)[/QUOTE] I'd rather use a combo of an 1887 Winchester rifle and the gravgun throwing toilets to kill mine :D
  • Lol... Yeah, I guess it'd be cool if they could take physics based damage. Hit one with a car when it's above ground, that'd be interesting. Anyway! Been working on the Grablet. Took longer to get to this point than I expected, but on the plus side I found a neat trick that helped me out with the mandibles... Only thing missing is the Jaw really. Really it's more detailed than it ought to be already, so don't expect it to get much better than this, other of course than smoothing groups, which are disabled for these renders. Considering they're small fries, they'll probably look pretty good in the game at a total so far of 2,262 Triangles (1,342 polygons). Oh, and as I'm still in the modeling stage, THIS is the time when I can make changes, so if you have critique, the time is NOW [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/Grablet_front.jpg[/IMG] [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/Grablet_pers.jpg[/IMG] [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/Grablet_side.jpg[/IMG] [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/Grablet_top.jpg[/IMG]
  • [QUOTE=J-Dude;14775037] Oh, and as I'm still in the modeling stage, THIS is the time when I can make changes, so if you have critique, the time is NOW [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/Grablet_front.jpg[/IMG] [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/Grablet_pers.jpg[/IMG] [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/Grablet_side.jpg[/IMG] [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/Grablet_top.jpg[/IMG][/QUOTE] Everything seems to be in order, maybe add some sideplates if I remember correctly...? Now that I think about it the armor plates on top should be larger.
  • No sideplates, and believe me, they're a proper length and width. Please look at references before deciding to give critique; memory alone isn't enough, trust me. Your memory can fool you.
  • [QUOTE=J-Dude;14775249]No sideplates, and believe me, they're a proper length and width. Please look at references before deciding to give critique; memory alone isn't enough, trust me. Your memory can fool you.[/QUOTE] Yeah, just looked at a reference, glad that you didn't believe me, I will be damned if it wasn't hard to find, for some reason couldn't get any really good ref pics...
  • [QUOTE=Blargtastic;14775154]Everything seems to be in order,[/QUOTE] They said that in Black Mesa and look what happened there :keke: But serously good job J-Dude.
  • AWSOME......lol you took my idea -_- but all u need to do is make an egg xP cant wait!
  • no as i recall it was the 4'th one.....that's also when they show the PUNT GUN!!!! :D
  • Dude, now [B]THOSE ARE THE RIGHT KIND OF SPIKES[/B]! Mush better than those pansy little things on the major graboids (I mean how they were modeled). I like the little bumps at the base of them and the slight curve. MUCH better.
  • [QUOTE=MindMuncher;14792529]Dude, now [B]THOSE ARE THE RIGHT KIND OF SPIKES[/B]! Mush better than those pansy little things on the major graboids (I mean how they were modeled). I like the little bumps at the base of them and the slight curve. MUCH better.[/QUOTE] Glad to hear the approval. Either way though, I could only put this kind of detail into the Grablet because the spikes are a very major detail and there are considerably fewer spikes on them than on fully grown Graboids. Just adding the spikes that exist on the Graboid at three triangles apiece severely added to the Graboid's poly density because of how many there were. The tongues were really detailed along with the majority of the head. Looking back I would have gone to higher poly density on the overall body, but the spikes could never have gotten this kind of loving detail. They were a minor feature of their anatomy that couldn't be fleshed out without severe and unnecessary additions to the poly count, and the Grablets only get this treatment for theirs because of how large of a feature they are on the anatomy and how few there are.
  • if anyone wants a model to code the elephant gun pm me and i will send you this [img]http://i41.photobucket.com/albums/e265/TomboPukka/Deserted/doublebarrel.jpg[/img] quick render of it
  • [QUOTE=J-Dude;14793578]Glad to hear the approval. Either way though, I could only put this kind of detail into the Grablet because the spikes are a very major detail and there are considerably fewer spikes on them than on fully grown Graboids. Just adding the spikes that exist on the Graboid at three triangles apiece severely added to the Graboid's poly density because of how many there were. The tongues were really detailed along with the majority of the head. Looking back I would have gone to higher poly density on the overall body, but the spikes could never have gotten this kind of loving detail. They were a minor feature of their anatomy that couldn't be fleshed out without severe and unnecessary additions to the poly count, and the Grablets only get this treatment for theirs because of how large of a feature they are on the anatomy and how few there are.[/QUOTE] Oh, I know, I just wished they were positioned slightly differently and that they were stubbier (the graboid, not the grablet). I was just sayijng how awesome it'd be if the graboids could be like those.... mmmmmm. It looks good, especially for how small you keep saying it is. Compare it to something though, so we know how small it REALLY is.
  • [QUOTE=MindMuncher;14804116]Oh, I know, I just wished they were positioned slightly differently and that they were stubbier (the graboid, not the grablet). I was just sayijng how awesome it'd be if the graboids could be like those.... mmmmmm. It looks good, especially for how small you keep saying it is. Compare it to something though, so we know how small it REALLY is.[/QUOTE] well i see i have been ignored >:D anyway nice work so far j-dude :]!
  • [QUOTE=necroblade;14813405]well i see i have been ignored >:D anyway nice work so far j-dude :]![/QUOTE] how did I ignore you? That wasn't a question for anyone but him... and I don't really desire eggs.
  • I was wondering, when your done with this can you make the starcraft zerg hydralisk? that would be awesome.
  • [QUOTE=MindMuncher;14822030]how did I ignore you? That wasn't a question for anyone but him... and I don't really desire eggs.[/QUOTE] well it's not for u.....also that's what she sead >:P well plz post on this j-dude........EGGS!!!!O_O
  • An egg model for a SENT isn't going to be hard to do from a modeling standpoint. In fact, it will be ridiculously easy, though I'm not going to be making shell gibs or anything for it (overkill). The material/texture will be the main point of difficulty, mainly for making a normal map, but otherwise it's almost negligible. Once I'm finished with all the Tremors stuff, I feel like I might want to honor my avatar a little bit. As in, yes, Dragonball Z content. I'm thinking less anime style, and more photorealistic, as in the film Dragonball Evolution, sans the lameness. Models, possibly snpc (would be awesome) and SWEPs =3 Oh, and of course, Dragonball SENTs. I already worked to model and recreate the effects of the Dragonballs as they were in the film. [img]http://i390.photobucket.com/albums/oo350/JJMDude/Dragonballs2.png[/img]