New animations 2

Prosper said:
BUMP Maps in Zbrush are extremely easy to create and can produce amazing detail in my opinion. Also it is probably a best PRACTICE for a person to do even if much of the detail is eliminated in the final render.
Better work on basic stuff, like creating a good looking base mesh(es), instead of jumping on the highly detailed ones... :roll:
 
I have a decent amount of base model/meshes of critters setup in zbrush. While i can't claim it all to be my own, I could tweak the hell out of them and try to skip straight to animating everything.

I am curious if you think the SuperAverageMan or Soldier of Zbrush is incompatible with fallout 2's design.
 
Prosper it might be better to find a fairly decent model from one of the website specializing in figurative models and just build the animation cycles. Almost any character will look better than what you have built (but I’m not trying to discourage you from modeling). Master the various animations and everyone here will be extremely grateful, because people can take those movements and apply them to new models and before you know it Fallout has 20 new critters. The texturing isn’t a big issue, most of the models have very basic colored textures, and any detail would be lost in the rendering. It’s the movement we need – the animations. That means learning how to bone a model, setting up the correct IK rig, weight mapping the model, etc…it’s a slow learning process, but this is where you can do the community a great favor. Or learn Photoshop and start editing the existing critters i.e. The Bald dude, the Black dude, etc. It might not be very ambitious but the results are spot on for new Fallout critters.

Forget bump mapping – in a FPS that will look great, but in a character only 40 pixels high all of the details are lost. :roll:
 
You see this is the problem... i just was reminded that i don't model a critter as one mesh. Yet this is what I have done, and lost my work anyway. This:

screenshot33r.png


*Sigh* The idea is to have interchangeable parts so the critter does not need to be remodeled in case of new armor or such.

I been called upon to create aliens/centuars/ or floaters because there isn't much to worry of those.

If I come along a solution I will return.
 
Grayswandir said:
All animations of this critter take away here.

Holly shit! Why are you guys speaking about something else as this?
Is that all the animation for the black jumpsuit? Thats great, that leave "only" the leather and the metal armor to do. Could someone reupload the link with a more friendly uploader? This one deleted the file and only let me read a letter to the president of Mother Federation...

Yeah, we've been fool'd! Hehe.

+1 reupload
 
Great stuff...:clap:

Xíl I have semi-automated much of my critter building in PS, my desire is to have master PS images with multiple critters in the same animation cycles in the same file, then mask the areas you don’t need. I have already tried it with some new animated critters with RP and it works a treat…mind you I had to build some elaborate actions to save the files in the correct format, color palette, order, etc.

*My idea is this – I build and organize the master critter files in Photoshop.
*Then pass out the files to people who know what to do. (Separating the work load).
*Let a different group of people to do the frame offset numbers.

It’s a pipe dream I know, but I’m lucky I know PS well, and when I get tired of one type of artwork I flip onto another, also I’ve been doing this stuff for 5 years now. It’s just that I only had the internet connected earlier this year, so I was basically an invisible modder.

As for Mr. Blackie – well someone used a color replacement action/batch in PS, and that wasn’t the best method to use, as a result all of the similar tones in the other parts of the body were badly affected, and basically Mr. Blackie needs help.

023dudes.gif


*1 – Normal bare-chested dude.
*2 – Normal bare-chested dude with simple color action on top.
*3 – The poor Mr. Blackie with color replacement – the armor looks terrible and skin is too dark.
*4 – The normal untouched Mr. Blackie.

What is needed to finish Mr. Baldie – how many animations? I see this as an important requirement for Mash’s PC mod and the RP.
 
Is anyone making or re-making the Lobotomites?

Fo1_Lobotomites.png


I noticed some masked critters on the first page so I though I'd ask.
 
As for Mr. Blackie – well someone used a color replacement action/batch in PS, and that wasn’t the best method to use, as a result all of the similar tones in the other parts of the body were badly affected, and basically Mr. Blackie needs help.
Gna gna gna :D

Seriously this time, pretty much everything is to do, beside the CA anim made by Soifran, and maybe some set for the jumpsuit and leather armor made by Lisak and Soife. But the color is slightly different from the one made by BIS, I dont know if you can use them both in the same set...


Is anyone making or re-making the Lobotomites?



Nah. 3 time change, pants/ torso/ head. Too tiring. No lazy trick. So sleepy now.
 
.Pixote. said:
Xíl I have semi-automated much of my critter building in PS, my desire is to have master PS images with multiple critters in the same animation cycles in the same file, then mask the areas you don’t need.

A poster had a similar idea some time ago (if i'm understanding your process correctly), and i dismissed it at the time because of the problems it presents; it's not only the massive work required to create the master .psd's but then comes the really shitty part: re-adjusting the altered frames offsets!!

Another issue i see, is the fact that only the PC critters have all the animations... which is why (when making the long hair dude), Josan12 and myself went to a great deal of time consuming tweaking and twisting on PS in order to reproduce the necessary head angles for a lot of animations the original "Ian" critter didn't have. Same for the bald dude. Not really that important, but it severely limits the possibilities.

(Also, now that i think about it, wouldn't you then have thousands of master .psd's all over the place?)

Don't get me wrong, if this could be made to work, it may well become the foundation for a lot of new critters but...

.Pixote. said:
I have already tried it with some new animated critters with RP and it works a treat…mind you I had to build some elaborate actions to save the files in the correct format, color palette, order, etc.

Interesting! could you show some stuff or elaborate a little bit on this? (here, or by PM if you want).

.Pixote. said:
As for Mr. Blackie – well someone used a color replacement action/batch in PS, and that wasn’t the best method to use, as a result all of the similar tones in the other parts of the body were badly affected, and basically Mr. Blackie needs help.

dudes.gif


*1 – Normal bare-chested dude.
*2 – Normal bare-chested dude with simple color action on top.
*3 – The poor Mr. Blackie with color replacement – the armor looks terrible and skin is too dark.
*4 – The normal untouched Mr. Blackie.

What is needed to finish Mr. Baldie – how many animations? I see this as an important requirement for Mash’s PC mod and the RP.

Number 3 looks bad, yes, but isn't there a much, much better version around (the one that Brother Soifran and Lisac2k were making)? if i remember correctly a lot of animations were already finished.

As for the Bald dude, two armors: jumpsuit (98% missing) and metal armor (65% missing).

Ravager said:
Is anyone making or re-making the Lobotomites?

Not me. The masked critter on the first page was an attempt to make a new flamer animation. Gave up on that some time ago.
 
Is anyone making or re-making the Lobotomites?



Nah. 3 time change, pants/ torso/ head. Too tiring. No lazy trick. So sleepy now.

Wow that's pretty good. Do continue. I'd finally like to see them get restored and back in the game. Those where supposed to show up in Fallout 1 and 2.
 
Grayswandir said:

Looks pretty good to me. Would be cool, if some minor sets could be done (basic walking / running, idle, etc.) and one weapon and one unarmed animation. :>

The pain of Fallout critter modding. :P
 
Guys, I'd like to see a ghoul upgrades, like raider ghoul, army ghoul, ghoul doctor.

I even kind of tasked somebody, but it seems to be dead as Zed.

Seriously, any chance to the future?
 
It will get done let me set up the master Photoshop files for it (with actions)…then someone can quickly build it. I can’t commit right now because I have too much happening at the moment.

About the critters – there is only a handful of body types, so matching up similar body types in layers in PS isn’t a problem. There are the old critter types (PC, PA, Tribal, etc), then the newer Fallout 2 critters (Myron, Doc, Lenny, Mex, etc), we all know that the new critters suck, but alas there’s not much we can do about it. The ghouls come in both critter types and don’t have a lot of animations, so it would be less work to finish them, but it’s more critical to finish the PC first – Baldie – Blackie – Red head

009fallout2charactersb.jpg
 
These are the first batch of the new player character - Mr. Long Hair - with the sniper animation. I will finish the other armor types before this will be downloadable, (with Killaps blessing it will be added to a future RP release). It would be useful to complete the same set for Cassidy. :tired: Thanks to Josan for the initial work on this project.

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.Pixote. said:
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Fantastic work Pixote. :clap: I love the little tweaks you've made to make him even more sniper-y!
I always wondered if i didn't make that damn rifle a little too small... once i'd finished it i thought: 'if only i'd made it a little larger, and more generic, it could've fit for the laser rifle, or the bozar aswell as the sniper rifle, hunting rifle etc'. Oh well ...
 
I can fully appreciate how difficult it was to build this critter, he’s not perfect, but you did an excellent job. It’s only when you zoom in closely and start working on the pixels one at a time you fully understand the intricacy of critter building. I’ve just taken what you already made and tweaked it somewhat, but to build it from scratch that’s the real skill. :crazy:
 
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