• Tremors: Resurfaced
    5 replies, posted
[IMG]http://i390.photobucket.com/albums/oo350/JJMDude/actionpose_zps6385c801.png[/IMG] [B]A challenger approaches... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [/B]Yes, if you've ever encountered the old models in the release threads or on workshop, you might know I took it upon myself to model, texture and animate models from the cult-hit "Tremors" film and television series. The ragdolls for each creature are currently available on workshop, though these models contain no animation data as the current iterations do. These models were made with the express intent to create scripted npcs for each creature, with behavior as accurate to the series lore as possible, including a full autonomous life-cycle through which the creatures will naturally breed and evolve over time. Series weapons for players and npcs are planned if all goes well. ~~~~~~ [U][B]Creature Feature[/B][/U] [B]Graboid[/B]: [video=youtube;byNSrfMU8Yw]http://www.youtube.com/watch?v=byNSrfMU8Yw&amp;list=UUWD4CQpelK_VLiLZgsp5U5w[/video] The flagship beasts, for which the Tremors series achieves its namesake, Graboids are voracious and intelligent 30-foot long cephalopods that spend their lives underground. Eyeless, they prowl the loose soil with intensely sensitive hearing. With gaping jaws and three prehensile tongues with which the grab prey —as far as six feet away from them—, they swallow whole whatever they can find. Unable to burrow through hard rock, if their prey goes to ground, they will wait out, or flush out potential victims until dehydration takes hold. [B]Shrieker: [/B]<strong>[video=youtube;fi1zt7syJWU]http://www.youtube.com/watch?v=fi1zt7syJWU&amp;list=UUWD4CQpelK_VLiLZgsp5U5w[/video]Featured in "Tremors 2," Shriekers are the small, bipedal progeny of Graboids that have lived and eaten long and well enough to advance their life cycle. Three of these creatures tear their way out of the Graboid's body, and begin their unending hunt. While all Graboid-cycles demonstrate a sharp capacity to learn, Shriekers behave in a manner that denotes stupidity. Deaf, unlike Graboids, their only sense is a thermal organ atop their heads which sense infrared, often leading them to tear apart inorganic targets like car engines and electronic equipment. Unbeknownst to them, this behavior serves them well to accidentally sabotage the efforts of human prey, though can easily be used to fool them. Shriekers' eponymous wailing (before they collectively charge a target) is actually an expulsion of their own body heat in order to signal other Shriekers in its "herd". Dependent on numbers due to their limited size and noted frailty, they depend on trapping and overwhelming their prey, easily outrunning a human being. Complimenting this, Shriekers have a hermaphroditic sub-reproduction method, using absorbed nutrients to literally expel another fast-growing Shrieker from their comically enormous mouths. This results in exponential increases in a herd's size in a shockingly short time as long as enough food exists to support them. Unchecked, a herd of Shriekers can easily overrun a region. [B]Assblaster: [/B]<strong>[video=youtube;ACKT6HPFyfk]http://www.youtube.com/watch?v=ACKT6HPFyfk&amp;list=UUWD4CQpelK_VLiLZgsp5U5w[/video] Featured in "Tremors 3," Assblasters are the final stage in Graboid metamorphosis. A mere twelve hours after Shriekers emerge from a Graboid, they demonstrate themselves to be little more than a "nymph" stage of the creature, shedding their skins and emerging as the bigger, sleeker creature. Unlike Shriekers, Assblasters do not multiply, nor do they rely solely on mindless herd behavior. Notably sharper, though still only capable of seeing heat, they hunt prey like wolves, though are fully capable of presenting themselves as a lone physical threat. Assblasters define the end of the Graboid life cycle, each carrying a single egg to hatch into a Graboid. However, it is their namesake that defines them and their ability to spread beyond geological borders. As the name suggests, Assblasters store a chemical cocktail in their hindquarters, mixing with their air in a highly flammable jet, to be used as a weapon or means of propulsion. Yes, with neck, mounted spines webbed with leathery skin, Assblasters are capable of taking to their air and gliding great distances. Obviously, this allows them not only to reach otherwise unreachable prey, but to spread their eggs and thereby their species far and wide. [B]Grablet: [/B][IMG]http://i390.photobucket.com/albums/oo350/JJMDude/gm_atomic0009.jpg[/IMG] Featured in Tremors 4, Grablets (though I've also heard them called "Shooters") are actually little more than the newly hatched infancy stage of Graboids. Deadly even at a fraction of their adult size, they burst from the ground at deadly speed, relying on their sharp beaks to incapacitate or kill prey, before joining with others to lock their jaws onto a victim's limbs and drag them underground to be eaten in peace. ~~~~~~~~~~~~~~~~~~~~~~~~ Since I last posted in the old, closed modeling thread, the core models have undergone numerous improvements in structure, mostly pertaining to getting them easier to utilize by a coder. Pretty much, I got it so they could limitedly be model-swapped with existing npc's and demonstrate their appearance ingame. Also, several animations I considered awkward were fixed, like the Shrieker's walk, or the Assblaster's pain and one of its attack animations. Additionally, an entire suite of handmade particle effects compliment the unique actions of the creatures. Coding has swapped from person to person in this project's history, starting with Xystus who was originally onboard, and then to Silverlan who has since unfortunately quit the game. Currently the code is being handled by Orion, a lesser known and experienced talent who has demonstrated a tremendous zeal and enthusiasm, going as far as watching the entire movie and TV series start to finish, just to get a handle on what he's striving towards. Credit to Stratos and Fritomaster for limited texturing in the project's early days, before I learned photoshop and handled the rest of it myself. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ But hey, on top of all these creatures, isn't there someone that followers of the project have been begging me to model for years? A human, for whom I'd need to learn how to setup eyes, flexes, and model/texture a an approximation of a photoreal human being's likeness? Well, your demands did not fall on deaf ears... I give you... [B]Burt Gummer: [/B][IMG]http://i390.photobucket.com/albums/oo350/JJMDude/burt1_zpse45599dd.png[/IMG]It's not the best, and only my first human model... but I did what I can with what I've got...
Really cool, those SNPCS are extraordinary
Looks pretty well done.
Those videos look familiar...
Hello J - Dude , long ago I wrote you a private message regarding this your incredible work , but unanswered , shortly ago I sent the same message without change and without having seen this new post , which does not change much , I wanted to know what you I thought of what I said , because even with respect to that time when I wrote the first message have changed and improved so much , and I just wanted some advice , thanks in case you want to answer me , always with PM
Here are two videos from the <REALLY> early version of my test version for the SNPCs, these are far from what I imagine will be the real thing, but it's just something to show you that we are working on it. [video=youtube;Cr4VpOdCrgk]http://www.youtube.com/watch?v=Cr4VpOdCrgk[/video] [video=youtube;7nXnPfbBkco]http://www.youtube.com/watch?v=7nXnPfbBkco[/video]
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