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#1
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Contributor Posts: 93 Joined: 31-December 10 ![]() |
Hello everyone,
I'm requiring help about news discovery in matter of animation creation for IE games, and especially for BG series . Here could be discussed techniques and issues concerning bam editing/creation . First of all, this is one example of amazing possibility delivered by the works of infamous heroes of various modding community, adapted by me, in circumstance to Infinity Engine canvas, with Baldur'Gate like sprite : ![]() Then which help, infos , I need ? Well, could you please explain me : 1) How work the indexed palette system in I.E. ? 2) The limitations Engine about new sprites/animations integration ? 3) How to proceed to integrated new animation via modding pipeline (WeiDu & Co) Perspective : I'm looking also animator/modeler/modder than could, would be, give some tips about the original games creation assets (by eg vanilla model polygon structure ...), in the eventually of recreated some of them (cause they're "lost") with all this news animation possibility ... And of course, need help to spell/fx making, to adjust effect for this new sprites (I'know that some people are very skilled about this, around ![]() T.Y. . ![]() About : http://www.shsforums.net/topic/56182-true-...rs/#entry557587 Credit : Iavatar model by Mr. Lotboss PS : ![]() Because of a huge amount of .Gif/pictures in this Topic, I suggest you to switch the option board (in the bottom right) to "outline", for your navigation comfort/lag . Cheers . ![]() This post has been edited by salomonkane: May 5 2015, 08:10 PM -------------------- -In Progress-
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#2
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Contributor Posts: 93 Joined: 31-December 10 ![]() |
Model/Animation/Portage/Sprite Rendering
Monk & Barbarian Class vs Post Apocalyptic, Cyber-Punk Background Fighter: Enrage/Berserker Abilities, Bare Hand and Non Weapon Proficiency Stuff On Issues about Pre-Rendered 3D Model Textures vs Pre-Indexed Palettes rendering, In IE Engine Integration 2D Graphist vs 3D Character Animator vs 3D Technical Animator Unreal Engine, Unity 3D, pipeline friendly Machinima, Virtual World Filmmaking & Co ![]() Diablo III vs HellGate London, Blizzard North meet Flagship Studios ! : ![]() HGL Cabalist Character in WIP, D III Monk could be smoothed, but the animations render serves its purpose : to help me to improve the skinning of the character, still the question is : how the texture from this Models could be improve/converted to look like Baldur's Gate palettes ? ![]() Also after few skinning improvements, In NWN 1 animations sequences : ![]() ![]() In Barbarian style, (various foot/hand/clothes, effects/issues to fix & tuning), by Crom ! : ![]() ![]() Pipeline Conversions : ![]() BTW, all this stuff could be converted from .FBX to Unreal/Unity Engine and should be able to increase, (depending on the policy in the matter of modding from producers of video games concerned), the Modders/Fans/Gamers associated Communities activities ... . Credits & Process : Process : ![]() 3ds Diablo 3 /.App_Imports and HGL/AmCollada Importer Scripts, rigging & skinnig (In case of HGL), re- targeting, and integrating in 3DS/Iclone Pipeline, for modding and educational purposes . Tools (MPQEditor, D3TexConv; UnHell), Tuto & Tips from Diablo, HellGate, & Xentax, Comm. Credits : ![]() ![]() About, ... Artists ... : ![]() HellGate http://www.conceptart.org/forums/showthrea...Hellgate-London https://www.youtube.com/watch?v=24b6IOCp1CA#t=119 DIII http://phroilangardner.blogspot.fr/2012/10...emale-barb.html https://www.youtube.com/watch?v=wTNUgqaNx1E...12AE489E2429866 https://www.youtube.com/watch?v=mRM2UJ0PYFE P.S : I don't forget your questions folks ... ![]() This post has been edited by salomonkane: Nov 21 2014, 08:44 AM -------------------- -In Progress-
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