New animations 2

As I said previously at the bald dude thread you guys done a real cool thing and its pretty cool that X'il posted the sets here too I just lived with the chance and already downloaded them.
@Nirran
The batch renaming utility sound good too looks like I'm gone check your site again
 
redownload if you already have,fixed some bugs in the case insensitive code,gawd i love scripting heh

edit : added another feature,ignore letter case or not

Nirran
 
Ardent said:
x'il said:
Here's separate Bald Dude download links for anyone who may want to use them for NPC's:

Very cool! Could you possibly do the same with Long Hair Dude? Anyway, thanks a lot! :clap:

Hmm... see, i posted those separate links for two reasons; one, as i said before, for your modding convenience, and two, because 3 of those links i had already posted some time ago on the bald dude thread, so i only had to upload the other two armors. In order for me to do the same with the long hair dude armors i would have to upload the five of them and well, given my super slow upload speed, i'm not too keen on doing that. :shrug:

Makenshi said:
Man that's cool!(...)

From this i gather you haven't seen the bald dude release post at the bald dude thread? if not, follow the link on my sig for it. :)
 
Another little test should have done some animation for them before posting but since I'm not sure how they are welcomed I don't want to mess with bones till I have to

First pic with 4 man (2nd from them wears armor not shirt but I haven't created the texture yet) only rendered the other with vault suit is from frm. And one more screen which shows two other model along side with the fat char
 
They look good, but stiff. The shoulders are too wide, and rigid. They should probably be sloping down a bit, considering the guy's a fatty.

Also, I think the arms look too thin (again, compared to his body weight).

But the perspective looks correct to me! :ok:
 
Jotisz, I think I recognise the box-modeling technique there... It's OK, if you're really into this stuff, you have to learn that as well. Soon enough you will probably move to polygon/edge/faces modeling technique(s) (with a lot of extruding), and then your models will look way better than those you made on the start. Just keep experimenting and you'll already find what suits you the best.

What I like about your latest models is the fact they portray the proportions of some Fallout 1/2 characters almost perfectly, even when they are box-modeled. Midget, kid, Vic - they're almost identical with your models. This is just as close to the original models one could get, so I strongly encourage you to keep working, due to the rare talent you obviously have: the sharp eye for model topography.
 
thank you

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Nirran
 
Thanks for the feedback
@SkuLL
About the stiffness I'll will work on it
@lisac2k
You are right they are from box-modelling though if I had gone with poly by poly I could have got a torso like this which would save a lot of texturing I guess but there are too much details to do and this way it looks a bit of from the rest of the chars.

@Nirran
Nice violent and gory just like the way it should be :ok:
 
Jotisz said:
You are right they are from box-modelling though if I had gone with poly by poly I could have got a torso like this which would save a lot of texturing I guess but there are too much details to do and this way it looks a bit of from the rest of the chars.
It looks perfect! And after you make a torso like that one, you can use it to create many of your future characters, like Black Isle Studios did with theirs :) Luckily for us, this similarity between human sprites allows us to re-combine body parts of the original characters and get new critter variations, i.e. bald dude, long hair dude and red-headed heroine.

Edit:

Nirran: That looks 'bloody' good. However, you may want to create a small blood-splash animation in a 3d rendering software package (like Blender, 3ds max or something) from all 6 directions using the proper camera/light setup and then combine such animation with the headless death animation here (kind of compositing). Shouldn't be hard and the result would be much better. Just saying.
 
@Nirran: Looks good. It could still use some work though; the body 'jiggles' a bit too much while on the floor and the head is visible on the 02 direction when it shouldn't be.
 
x'il said:
@Nirran: Looks good. It could still use some work though; the body 'jiggles' a bit too much while on the floor and the head is visible on the 02 direction when it shouldn't be.

ok i will mess with it,thanks,i def need help with critter art,happen to know what thread has the guide Pixole wrote?

Nirran
 
how do they look now as a base?i resized the frms(not frame one) to make room for blood and positioned the offsets,got rid of some of the body shaking,got rid of the heads and head shadows

edit : anyone have the source code for frame animator?id love to add some "nudge" buttons for frame offsets,or even a edit box(not that im sure i know the language heh),or even an english version of titan browser?

edit : missed this before
lisac2k said:
Nirran: That looks 'bloody' good. However, you may want to create a small blood-splash animation in a 3d rendering software package (like Blender, 3ds max or something) from all 6 directions using the proper camera/light setup and then combine such animation with the headless death animation here (kind of compositing). Shouldn't be hard and the result would be much better. Just saying.

sounds good,know of any free ones?i thought 3dmax was free,one i found on bing is pay and shit

Nirran
 
Jotisz said:
Try blender its free and you can have a premade fallout scene too
http://www.nma-fallout.com/forum/viewtopic.php?p=433825&sid=4e1135f2142e85d19027808c5db0a650
Also I'm doing a new cam setup which is almost done only thing needed are lights.


The one problem is, that Blender doesn't support the angular positioning of cameras, so the placement of them would be different from 3d Max.
Im' really grateful for this link, Jotisz, even if it's possible to derivate the coordinates from Jochua's tutorial trigonometrically...

Another problem would be, that the central object in the scene isn't in the middle of the coordinates and the camera is pointed on it.

I'd move the mesh in the middle of the coordinates, then, placing SW, NE and NW camera coordinates would be simple negating of their X values, while E and W would require some additional calculations.
Finally, i'd parent all the cameras to each other.

The moving of both camera and object could be done either with adding/substracting the values or parenting each one to another and snap then the mesh to the center.
(perhaps you'll have to regard the camera coordinates related to the height of the mesh, since they are pointed at the "floor" and not at the mesh' center, means you'll have to substract the half mesh height from Y coordinates.)
 
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