• "Tremors" Models
    1,393 replies, posted
  • Eh, I think I'm realizing that I never made a QC file for the Shrieker...so Silverlan probably has it. So I can't get that ragdoll together till I talk to him. In either case, StudioCompiler isn't exactly working for me right now. However, this gave me the opportunity to look over the Graboid a bit, and sorta' realize the sucker is just a poor model... Seriously, for being the biggest, most impressive creature of the Tremors films (on top of most iconic) I really went too far in economizing the detail of the model. It actually has the fewest polygons of either of the models here, aside from maybe the Grablet. Less than 2,000. I think I can do better than that. Thankfully with Maya at my disposal, I can import the original model, cannibalize the good bits, axe and rebuild the bad bits, buff-up the "meh" bits... ...all while maintaining the UVW coordinates of the good bits, thanks to Maya's superior UVW mapping system. I've actually wanted to do this for a while, since I realized certain bits of the Graboid's jaws were far and away incorrect and under-detailed.. Plus, looking at the current texture, I think I can whip up something a little stronger when all is said and done.
  • Avatar of CrazyChcken
  • [QUOTE=Blargtastic;27342864]hope the other regulars didn't forget about this :v:[/QUOTE] Huh? Forget what? [QUOTE=J-Dude;27343544]More like, hope the other regulars aren't too pissed off by my laziness, delays and previous lack of texturing skills.[/QUOTE] Right, [b]GRRR![/b] Also great job, I'm happy to see this being worked on again.
  • [QUOTE=J-Dude;27418971][media]http://www.youtube.com/watch?v=fi1zt7syJWU[/media] Alright! Here, at long last, is the long-awaited video of the animations of the Shrieker. Fully rendered in 720p, you get to see the model, it's animations, and the texture+normal map that have finally been completed in full motion. There's even a turnaround in the beginning to give you a full view. Well, hope you like it! With any luck, I might just add the ragdoll to the release thread later tonight. I'm about to go to work soon, and I haven't eaten lunch yet, but all good things in due time.[/QUOTE] Not bad! Definitely around 30x better than I would be able to do. Only issue is that the animations look like they're from Spore. Not sure why, but just the entire thing reminds me of it. Good job, nevertheless.
  • Woo hoo! Might make a couple modifications to the mandible length and bend them so the mouth closes nicely, but I'm finally satisfied with the Graboid's model. Mandibles fixed, overall detail increased, and I even took the spikes (which previously looked lethal) and beveled them into a more proper shape. Hopefully this baby will finally seem appropriately impressive-looking compared to the other models. Here's some screens with the original model for comparison. [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/newmodel_front.png[/IMG] [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/newmodel_top.png[/IMG] [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/newmodel_side.png[/IMG] [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/newmodel_persp2.png[/IMG] [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/newmodel_persp1.png[/IMG] [editline]17th January 2011[/editline] Holy shit, the png files rendered-out with an alpha channel O_o
  • Avatar of Blargtastic
  • Oh god stop talking about Burt Gummer I swear to god I'm going to have a MIND ANEURYSM gaaahhh
  • Alright, so UV-mapped and textured this baby. I don't think I'm quite done with the texture; just a few details I want to add and smooth-over, but I like it for the most part. I'll probably fix the tongues since the stretch sorta' ran rampant on them. [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/Graboid_UVPage.png[/IMG] [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/texture_front.png[/IMG] [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/texture_pers.png[/IMG] [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/texture_side.png[/IMG] [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/texture_top.png[/IMG]
  • Bleh... Well, done tons for the texturing. Added some additional details, smoothed some spots. I even hand-crafted a spec-map and made a nice normal-map. I'm working to get the basic model to function in-game, but I'm running into some trouble finding out how to add my spec-map as a texture. I'm certain the Source-Engine supports spec-maps, they're not exactly new. I just don't know the VMT coding and such...
  • Tremors models you say? Just watched Tremors 2 with my uncle last week! Can't wait to see the Shrieker in game, it looks great!
  • [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/gm_flatgrass0001-1.jpg[/IMG] Alrighty! It took an awful lot of tweaking, but I'm finally satisfied with the overall appearance of the Graboid's materials in-game. ...As you can tell by Eli standing next to it though, the model is currently a tad or so too big. Easily fixed though. As of now the model is just a static prop; Need to re-rig the puppy, unfortunately...
  • [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/rp_cscdesert_v2-10001.jpg[/IMG] Well, I'd say THAT is more the proper size. I even measured it with exact units. Comparing prop-sizes with actors in the films, and adjusting the size so it IS in fact around 30 feet in length, yeah, this is pretty realistic. Also...heheh, I'm totally mean to Breen...
  • Woo hoo! Once again it's 4AM and once again I've accomplished something! Rigging for the new version of the Graboid is finished, and better than ever. I've got to sleep, but next chance I get I'll get cracking on a new collision model and see if I can't give you guys a new ragdoll...or two ;) Also, Happy Birthday to me! It's January 25th and I'm 23! ^_^
  • Okay, somehow, somewhere along the line I fucked up. Right now I've got everything ready. QC works, rig is finished, collision model done, all dandy... So...what obvious thing did I fail to do that seems to have given the collision models their own bones, and failed to allow them to properly function... I know I'm going to laugh and feel like a forgetful dumbass when I realize it...I'm sure it has something to do with which objects I had selected for export...
  • [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/gm_flatgrass0002-1.jpg[/IMG] Hehe, humpback graboids... And it's not like the physics model got warped or something, that just consistently happened. I'm gonna call it a night, but I'm gonna mess around with the physics model later and see if I can fix that. All things considered, where my ragdoll problems have led me in the past, this isn't at all relatively bad.
  • Woohoo! [url]http://www.facepunch.com/threads/893083-quot-Tremors-quot-Models[/url] Head here for a treat, folks! [quote]did you give all the spikes their own physics [/quote] What, like jigglebones? No, that feels a tad overkill for me, and I think the physics engine will concur.
  • Ehehehehe... Oh boy. I decided to give the AssBlaster a ragdoll while I was at it, and ran into the problem of the left legs apparently having problems for being mirrored from the right legs. That ended up screwing up the left leg, so I just re-made the legs, aligned them to the old ones, deleted the originals, re-named the new ones to the original bone names, linked them all together, then re-applied the skin, which can thankfully be stored to file and recalled. ...and then the in-game ragdoll ended up being a lot smaller than the shrieker XD Yeah, I ended up using an older scene file which I hadn't resized yet. But no matter, all the file names are the same, so the qc and ragdoll will be unaffected. Well, back to work...
  • Well, I think you guys should know that I fixed the AssBlaster size issue, but I haven't gotten a whole lot more done aside from baking some fake ambient occlusion into the Graboid and Shriekers' textures. Nothing to sneeze at, but it's no new texture for the AB yet. However, I finally got my birthday present yesterday: My Intel Core i7 870 2.93ghz processor. And all of yesterday I spent finally upgrading my computer from pretty-damn-awesome, to totally-fucking SWEET. Pretty Damn Awesome specs were as follows: Intel Core Duo Wolfdale e8400 3gz Processor (Intel stock cooler) 8gbs DDR2 RAM (4 sticks) NVidia GeForce GTX460 (1gb) Upgrade to "Totally-Fucking Sweet" is... Intel Core i7 870 2.93ghz Processor (Zalman full-copper 200mm stock fan/heatsink) 8gb DDR3 RAM (2 sticks; dual channel) NVidia GeForce GTX460 (1gb) This puppy renders like nothing I've ever seen, simulates with crazy ease, and can do Crysis at ALL highest possible settings set to maximum value and run as smoothly as a modern computer playing the original Half Life. Like floating over glass. No slowdowns, no hesitations. Fucking made of awesome. And all while keeping temps below 60C under load, and around 25C (room temperature) while idle. God I love that Zalman cooler. It gets loud if I set it to full, but it's adjustable, and it dissipates heat like a dream. Probably didn't hurt that I used ArcticSilver as my thermal-grease either. Only hitch in this little dream is that Windows 7 seems to have taken the belief that the new motherboard, processor and RAM suggests it's in an entirely new computer. Not really true, same case, but it still made me re-activate Windows and while my Adobe stuff still works, my Autodesk programs lost or corrupted their licenses. Max 2009 wants activation, but runs like a trial. Maya 2010 seems to have found or generated it's license again, so it works now. Max 2011 was tougher, and I found out I needed to delete some data file so it would generate it again and finally work. Most of may pay-for plugins for Max don't want to work for similar reasons, but some do, and I can reinstall the others simply enough. In any case, I can still work, so fear not!
  • Avatar of Joem1k
  • [QUOTE=J-Dude;27800324]Well, I think you guys should know that I fixed the AssBlaster size issue, but I haven't gotten a whole lot more done aside from baking some fake ambient occlusion into the Graboid and Shriekers' textures. Nothing to sneeze at, but it's no new texture for the AB yet. However, I finally got my birthday present yesterday: My Intel Core i7 870 2.93ghz processor. And all of yesterday I spent finally upgrading my computer from pretty-damn-awesome, to totally-fucking SWEET. Pretty Damn Awesome specs were as follows: Intel Core Duo Wolfdale e8400 3gz Processor (Intel stock cooler) 8gbs DDR2 RAM (4 sticks) NVidia GeForce GTX460 (1gb) Upgrade to "Totally-Fucking Sweet" is... Intel Core i7 870 2.93ghz Processor (Zalman full-copper 200mm stock fan/heatsink) 8gb DDR3 RAM (2 sticks; dual channel) NVidia GeForce GTX460 (1gb) This puppy renders like nothing I've ever seen, simulates with crazy ease, and can do Crysis at ALL highest possible settings set to maximum value and run as smoothly as a modern computer playing the original Half Life. Like floating over glass. No slowdowns, no hesitations. Fucking made of awesome. And all while keeping temps below 60C under load, and around 25C (room temperature) while idle. God I love that Zalman cooler. It gets loud if I set it to full, but it's adjustable, and it dissipates heat like a dream. Probably didn't hurt that I used ArcticSilver as my thermal-grease either. Only hitch in this little dream is that Windows 7 seems to have taken the belief that the new motherboard, processor and RAM suggests it's in an entirely new computer. Not really true, same case, but it still made me re-activate Windows and while my Adobe stuff still works, my Autodesk programs lost or corrupted their licenses. Max 2009 wants activation, but runs like a trial. Maya 2010 seems to have found or generated it's license again, so it works now. Max 2011 was tougher, and I found out I needed to delete some data file so it would generate it again and finally work. Most of may pay-for plugins for Max don't want to work for similar reasons, but some do, and I can reinstall the others simply enough. In any case, I can still work, so fear not![/QUOTE] i have a question but i know it will sound dumb but . How will the graboid npc work out thats the one im most interested about ?
  • [QUOTE=Joem1k;27832569]i have a question but i know it will sound dumb but . How will the graboid npc work out thats the one im most interested about ?[/QUOTE] What do you mean? Can you be specific?
  • Avatar of Joem1k
  • [QUOTE=J-Dude;27834871]What do you mean? Can you be specific?[/QUOTE] like how they will notice your on the ground and how they will attack and come up out of the ground and how they travel underground ?
  • Avatar of Blargtastic
  • [QUOTE=Joem1k;27837762]like how they will notice your on the ground and how they will attack and come up out of the ground and how they travel underground ?[/QUOTE] The miracles of Lua, trust me, silverlan (who is in charge of the coding) can do some pretty fucking awesome shit with it.
  • [quote]like how they will notice your on the ground and how they will attack and come up out of the ground and how they travel underground ?[/quote] [quote]The miracles of Lua, trust me, silverlan (who is in charge of the coding) can do some pretty fucking awesome shit with it.[/quote] Well yes, Silverlan will be invaluable, certainly. But getting them to move underground is only a matter of having the animations take place beneath the 0 Z value of the grid. Since NPC movement is gauged by the directional motion of a character in it's animation in relation to it's place on the 3D-grid, the npc should respond accordingly when placed higher or lower on a grid during an animation. Who know this works for sure in Source because of the burrowing behavior of npc's like the headcrab, antlion and antlion guardian, which burrow in and out according to these principles. The only issue I foresee is I'm not sure how collisions work here. I want the Graboid to interact with stationary and mobile props, but I don't know how to do that and have the world brushes ignore the collision. After all, we want to be able to shoot it, and we want to not walk through it when it's above ground. I have a feeling Silverlan's input will be most important in this regard.
  • Avatar of sakotius
  • Did'nt read every post (33 pages to read) so i'm not sure if it has been suggested yet or if the process on this has already been completed. Here goes :P My idea is that the AssBlaster could be based on the Antlion animations (modified heavily of course). The jumpin animation would be perfect for it, but the walking, running, attacking etc - Would have to be completely revamped, but i'm guessing the antiol would have a good script and jumping animation (slightly modified) for the AssBlaster :D Sorry if this has previously been mentioned :P