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CUSTOM SKEL NPC: Gorc


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Posted

I'll have to watch some gameplay footage, never noticed it being backwards, just knew that when he held or swung 1 handed it was with his right hand.

 

Sorry, just something that has bugged me A LOT about the prequels, all those high paid actors can't even hold a sword correctly.

Posted

hey that's a good idea. There could be an animation where he turns it off, flips it around to use the pummel like a mace.

 

So make the spherical end of it a little bigger with 4 studs to be used as a mace.

Posted

hey that's a good idea. There could be an animation where he turns it off, flips it around to use the pummel like a mace.

 

So make the spherical end of it a little bigger with 4 studs to be used as a mace.

 

... let's not take too much creative freedom now, shall we?

Teancum, Tempust85 and Psyk0Sith like this
Posted

I want to show off my menacing walk cycle but camtasia studio isn't cooperating on uploading to youtube. =(

 

@@DT85, since you're familiar these days with the games code could you possibly make a list of the swings needed to make a saber style? I know there are the standard 8 directions but aren't there like these funny, in between, short sequences?

Tempust85 likes this
Posted

 

I feel like the movement of the feet need a little tweaking but I've been fooling around with this. The rig is totally custom other than the SI spine, I had to reweigh the model, just used the CS biped as a snapping guide. I'll set up the saber to be an actual control object that drives the animation for the rhang_tag_bone.

 

What do you guys think so far of the walk cycle at least? Any changes needed? I tried to make the steps heavy and the overall look of it menacing.

Tempust85, Psyk0Sith, Kualan and 1 other like this
Posted

@@minilogoguy18

 

I think his hips could go a bit lower atm he stretches his leg a little too much when he places his foot down on the floor in front of him which makes it look kinda awkward.

Posted

Yeah, I had lowered it some but not all that snapping of the joint is gone, I'm gonna lower it some more. Should only take a second. I've got some ideas already brewing for the swings and the jump animation. I'm not going to implement a combat roll, I feel like this guy isn't very acrobatic, he wont be flipping either when jumping.

 

I got rid of a keyframe that I was using on the feet to make the stepping look more heavy, seems I didn't need it since I achieved the affect using the foot roll controller.

Posted

Thanks, if you notice I got into some basic scripting and I have that little custom tool box floating on the top left that allows me to with a click of a button go back to the root pose or any other pose that would be useful.

 

I also need to tweak the torso weights some more.

  • 2 months later...
Posted

@@Psyk0Sith, since you have the high poly and low poly would you be able to bake all the maps out needed to set this guy up for PBR? Reason I'm asking other than needing it once he's in game but @@Archangel35757 and I want to make .fx shaders for both Softimage and Max to be able to mimic what the model would look like in the game engine.

Posted

@@Psyk0Sith, since you have the high poly and low poly would you be able to bake all the maps out needed to set this guy up for PBR? Reason I'm asking other than needing it once he's in game but @@Archangel35757 and I want to make .fx shaders for both Softimage and Max to be able to mimic what the model would look like in the game engine.

 

Maybe we'd do better with @@AshuraDX's Clone trooper? ...since it is already PBR?

Posted

Albedo RGBA (A optional transparency)

Normal RGBA (A optional height for parralax mapping on brushes)

Packed RGB:

R roughness map

G metal mask

B occlusion (Ambient or cavity or a combined one)

 

Actually added the ao map handling, though it's not finished.

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