• "Tremors" Models
    1,393 replies, posted
  • I only really need to rig the Graboid at the moment. Soon, same will go for the Shrieker, but I'm gonna UVW unwrap him before hand. Went back and added a little more resolution to the lower jaws, since they seemed rather lacking compared to the upper jaw. I have to say, not enough to warrant new pix, but it's DEFINITELY feeling good. I keep getting surprised by how little it really takes to polish a model. Ring select some edges here, connect some edges there, move them to better define grooves and curves, and be mindful of polyflow. Hmm...by the way, whatever happened to Frito? I heard something about normal maps and specular maps. I hope that hasn't fallen through. And I personally think the Shrieker is a better model than the Graboid, so if he's still interested, I wouldn't want to miss out on his skills. I quiver at the idea of what the Shrieker will look like with proper materials... I hope the Ass-Blaster won't be too complicated. It's shape is a bit more complex than the Shrieker's, and a lot more slight and detailed in form. But if the Shrieker has taught me anything, it's that I can model pretty fast when I want to. Mostly I look down on the Graboid in comparison because the only really detailed part is it's head.
  • Avatar of LesGunKid
  • Yeah, but what about Burt Gummer? [img]http://www.parrygamepreserve.com/images/camera/burtGummerReal.jpg[/img]
  • I know nothing about making HL2 humans. It would require knowledge of how to add morph targets to models and make eye-posing work. I'm not quite that acquainted to all of the Source Engine's capabilities. I'd need to IK the legs, give him a Valve skeleton. Plus, human heads tend to turn and look at people and things...Someone would really have to explain the process. And he'd just be an extra anyway; the creatures are the real value in snpc's. Unless you're talking about posing for comics and stuff, which would be cool. I'll consider it, but I'd definitely need the know-how since human characters are so technically complex compared to others.
  • Avatar of Blargtastic
  • Looking at this thread just made me think of something... ... Those giant worms from Dunes... Nuff' said...
  • Avatar of Derive4
  • [QUOTE=LesGunKid;13503017]Yeah, but what about Burt Gummer? [img]http://www.parrygamepreserve.com/images/camera/burtGummerReal.jpg[/img][/QUOTE] He should be in a commercial.
  • Alright folks! I did all the work setting up UVW coordinates, so the Shrieker should be ready for skinning now! And I even set up a color and number coded guide that should prevent anyone from getting confused. First here is the UVW coordinates, complete with colored numbers and text which specifies some of the parts: [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/ShriekerUVWswithguide.jpg[/IMG] Here also, are renders that use these color codes, so you can directly see what polys are referred to in the UVW. [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/Shrieker_color_coded_side.jpg[/IMG] [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/Shrieker_color_coded_pers.jpg[/IMG] [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/Shrieker_color_coded_front.jpg[/IMG] But of course, you also would likely appreciate the legend for the numbers, parts and colors: ~~~~~~~~~~~~~~~~~~~~ 1: body - Red 2: neck - Yellow 3: Rear - Light Green 4: Legs - Aqua 5: Bottom feet - Blue 6: Bony Top Beak - Orange 7: Heat Sensor Organ - Yellow/Green 8: Roof of Beak/Mouth - Teal 9: Mouth - Cobalt (light) Blue 10: Inside Middle Jaw - Purple/Pink 11: Bony Middle Jaw - Maroon 12: Side Jaws Outer - Beige 13: Side Jaws Cavity - Purple 14: Side Jaws Inner - Dark Green 15: Underneath Sensor Flaps - Dark Blue/Purple 16: Top Sensor Flaps - Light Pink ~~~~~~~~~~~~~~~~~~ Hopefully, this should ensure there isn't any confusion, but if anyone DOES have questions, do ask. Oh, and if anyone prefers to work with an unedited version of the UVW's, here yo go: [url]http://i390.photobucket.com/albums/oo350/JJMDude/ShriekerUVWs.jpg[/url]
  • Avatar of FritoMaster
  • Anyone else whos skinning this don't use mine as a base please. [img]http://img167.imageshack.us/img167/4798/shriekeruvw2048copyat5.png[/img] The legs still a WIP, But I would like to see what it looks like on the model? Anyways off to bed I will spend tommorow working on this.
  • Avatar of Steffanic
  • That is a rather complicated UVW, but not impossible. If i was any good at taking textures and blowing them up from whatever resources are available, i would so give this a go :P Good luck to those who try (Nice leg Frito ;)
  • Here's your WIP on the model; not looking shabby! [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/Shrieker_txtr1.png[/IMG]
  • Avatar of Steffanic
  • [QUOTE=J-Dude;13543406]Here's your WIP on the model; not looking shabby! [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/Shrieker_txtr1.png[/IMG][/QUOTE]Although on it's own, it does look like something you'd eat at Thanksgiving :P
  • [QUOTE=Steffanic;13545984]Although on it's own, it does look like something you'd eat at Thanksgiving :P[/QUOTE] Hehe, the only turkey in the world that eats YOU :) Some good news! As I'd hoped, giving the Shrieker a full, functioning rig was a relatively simple task :) He not only has a good skeleton and rig, but his heat sensor flaps function just as I'd intended, and his legs are fully IK'd. Thankfully, his jaws also come together rather nicely. Functionally, I think the Shrieker is proving to be a success :D
  • Avatar of FritoMaster
  • [img]http://img9.imageshack.us/img9/4277/shriekeruvw2048copyhe6.png[/img] Working on a normal map now cause it will make mine skin look better. Zbrush model. [img]http://img26.imageshack.us/img26/7121/49951002rz4.png[/img] I'm a novice at zbrush, But I'm trying my best. [img]http://img14.imageshack.us/img14/9818/fairttx8.jpg[/img] :D?
  • Avatar of Rodwy
  • :D Indeed, that thing looks awesome in Zbrush. I can't wait to see where this leads to.
  • Avatar of FritoMaster
  • [img]http://img13.imageshack.us/img13/9105/monsterrz3.jpg[/img] Done with the normal. NOW TO SKIN IT DUH DUH DUH!!
  • Avatar of FritoMaster
  • Heres what the normal looks like. [img]http://img216.imageshack.us/img216/1143/shrieker2th7.jpg[/img]
  • Avatar of Blargtastic
  • [QUOTE=FritoMaster;13552081] [img]http://img216.imageshack.us/img216/1143/shrieker2th7.jpg[/img][/QUOTE] Funky acid trip much O_o
  • [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/gm_flatgrass0001.jpg[/IMG] Hehe...I need to figure out why I've got a Shriek-zilla...I didn't the first time I put him in GMod... But while the normal map appears to be working, the edges of the polys seem uncomfortably visible... Anyone want to shed some light on this? I don't know much about setting up Source materials...
  • [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/gm_flatgrass0002.jpg[/IMG] Ah! Much better! Proper size, plus I found out the smoothing groups weren't activated, so the polys had been faceted. This was just because I tried re-importing my smd, making changes and THEN exporting it again, and so my smoothing groups were lost. Going back to the original fixed that, so it looks much nicer now :) Poor Kleiner...bad enough being stared down by something half your height, but it's not even past the WIP stage yet!