Psyk0Sith Posted October 4, 2016 Author Posted October 4, 2016 @@Ramikad I'm doing my own interpretation for the design, i want the mouth to bring out more of Salacious Crumb species features.
minilogoguy18 Posted October 16, 2016 Posted October 16, 2016 I'd really hate to be that person but I just can't resist any longer. Any updates @@Psyk0Sith?
Psyk0Sith Posted October 16, 2016 Author Posted October 16, 2016 I tinkered with some helmet design... Smoo, DTIII, krkarr and 4 others like this
Kualan Posted October 16, 2016 Posted October 16, 2016 I tinkered with some helmet design... Very nice. I think taking some artistic license with the design is a good move - being able to incorporate more Gamorrean and Kowakian features into the final product makes them more consistent with how they're described over how they actually looked. Smoo and Psyk0Sith like this
Tempust85 Posted October 17, 2016 Posted October 17, 2016 I'd still like to see scripted cutscenes rather than the videos cuz let's face it - the CGI was terrible along with the acting Archangel35757 and Smoo like this
minilogoguy18 Posted October 17, 2016 Posted October 17, 2016 They're so nostalgic though... It'd also be a butt load more work to make them. It'd have to be something that would be made final decision on towards the release of the mod which is no time soon lol.
Tempust85 Posted October 17, 2016 Posted October 17, 2016 Then any characters and environments in-game should match 1:1 as seen in the videos. While really cool looking, the latest pic doesn't resemble the videos.
minilogoguy18 Posted October 17, 2016 Posted October 17, 2016 Not ruling it out, just kinda one of those things that would have to be decided when we get far enough into the mod, maybe both can be options that the player can choose.
Bek Posted October 17, 2016 Posted October 17, 2016 I tinkered with some helmet design... I'm getting some Doom vibes here. Psyk0Sith likes this
Tempust85 Posted October 18, 2016 Posted October 18, 2016 Should try and stay close to the videos, ie this look:
Psyk0Sith Posted October 18, 2016 Author Posted October 18, 2016 @@DT85 You can't tell me what to do until you get your title back, aka Emperor of this mod! I'll try to keep it tame...if that fails we can always update the old videos with the new characters lol Tempust85, Bek and Smoo like this
Tempust85 Posted October 18, 2016 Posted October 18, 2016 But I was overthrown @@minilogoguy18 Smoo likes this
minilogoguy18 Posted October 18, 2016 Posted October 18, 2016 You left lol. Now I gotta find someone else that can code and maybe do a handful of other things to take your place cause I can only really animate and a mediocre modeler at best. I did at least download Radiant but next to a 3d art package it makes no sense. Smoo likes this
Smoo Posted October 19, 2016 Posted October 19, 2016 You left lol. Now I gotta find someone else that can code and maybe do a handful of other things to take your place cause I can only really animate and a mediocre modeler at best. I did at least download Radiant but next to a 3d art package it makes no sense.I can code, but i'll look thought DF2 commits first b4 i'm certain i know what needs to be added lol Archangel35757 likes this
Tempust85 Posted October 19, 2016 Posted October 19, 2016 Well everything I do I put with "DT EDIT" comments so easier to keep track of things. I suggest you fork from my repo on github.
Psyk0Sith Posted October 28, 2016 Author Posted October 28, 2016 I didn't like the red diaper in the original so i traded for something else.I will try and do a 2nd helmet design. swegmaster, Torki, krkarr and 1 other like this
Archangel35757 Posted October 28, 2016 Posted October 28, 2016 Looks great! Maybe something Gamorrean-Samurai'ish for the helmet. Also, you still have the forearms pronating quite a bit from anatomically-neutral (imho).
Psyk0Sith Posted October 28, 2016 Author Posted October 28, 2016 I'll rotate them back into a more neutral position on the low poly, rigging poses suck for artistic purposes. Archangel35757 and minilogoguy18 like this
minilogoguy18 Posted October 28, 2016 Posted October 28, 2016 Must... have.... MOAR! Rotate the forearms back? Yes, but straighten the arms? NO. It works better for rigs to keep a slight bend to the knees and elbows, mostly for the resolution plane of the joint to avoid any adverse flipping when moving the wrist constraints. Archangel35757 likes this
Tempust85 Posted October 28, 2016 Posted October 28, 2016 Honestly, the pose now looks fine for rigging.
minilogoguy18 Posted October 28, 2016 Posted October 28, 2016 The forearms are twisted though, a lot of basic sequences like a run or walk cycle wouldn't have the radius/ulna twisted like that, it would require input to correct it on a lot of basic movements.
Tempust85 Posted October 29, 2016 Posted October 29, 2016 Oh yeah, I forgot this game you can't have the rigging pose different to the basepose for animations. Had my mind elsewhere in 2016, not 2002 lol. Psyk0Sith likes this
Archangel35757 Posted October 29, 2016 Posted October 29, 2016 Oh yeah, I forgot this game you can't have the rigging pose different to the basepose for animations. Had my mind elsewhere in 2016, not 2002 lol. Well, but we are planning to make a custom NPC Rig and retarget the animations onto it. So the current sculpted pose will be the root pose.
Tempust85 Posted October 29, 2016 Posted October 29, 2016 Sure will be interesting to see how this turns out, my attempts at re-targeting in the past have failed so I hope you have better luck.
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