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> Pipeline, Animation, I.E. C.G., cooking ., Bam creation revival discussion
salomonkane
post Jul 4 2013, 12:40 PM
Post #21





Contributor
Posts: 93
Joined: 31-December 10




Animation, Modeling, Conversion
Rigging & Skinning Model
Motion Exchanges
Monster Motions

Black Isle Stuff :
Lionheart Legacy/Reflexive Entertainment


-Yes Sir laugh.gif ,

LOH Lava Troll to NWN Troll Motion, WIP, test .



-Various weight contraints to tunning in rigging/skinninng process (see hand, foot, & head/horn)/vertex ...


In Comparision with sprite format resolution :




About :
http://www.shsforums.net/topic/43708-porti...om-other-games/

Process & Credits :
Extract model, capture texture (screenshot ^^) on Granny Viewer, import with grnreader98, rig, skin in 3ds, export to iclone .

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salomonkane
post Jul 5 2013, 10:19 AM
Post #22





Contributor
Posts: 93
Joined: 31-December 10




Animation, Modeling, Conversion
Rigging & Skinning Model
Motion Exchanges
Monster Motions
Monsters Custom Avatars for CHARAC/NPC in BG

Blizzard Stuff :
WOW


And now, to cloture this "troll variations", the last, but not the least, WOW troll in NWN troll motion sequences on Iclone render :



I give too much light, multiplier must be lower, and exposition more tuning ...

Sprite version :



Credit : Model rip from Iclone Comm.

NB, For memory, IE V° :



Observe the shadows here ...

Source :
http://mikesrpgcenter.com/bgate2/bestiary/t-v.html

Maybe one day some playables (troll, half-troll, monsters, etc.) & customizables (weapons/equipments etc.), Monsters Avatars for CHARAC/NPCs in BG ? linkeek.gif

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salomonkane
post Jul 12 2013, 07:09 PM
Post #23





Contributor
Posts: 93
Joined: 31-December 10




Animation, Modeling, Conversion
Baldur's Gate the console story
Rigging & Skinning Model
Ripping
Hard Way, hard issue ...


As you can see below I'm trying to rigging the (pretty wub.gif ) sorceress character from Dark Alliance biggrin.gif :



In fact this issue provide from the hardness of the process ripping,
Indeed, you must capture the scene from an emulator on an very unstable engine render .

For some situation/character/pose it's could to be more easy to skin, but here for the moment (cause in this pipeline we could not have a T pose),
I'm stuck with the hands/hips meshes mix on this model ...

Then after few tentatives to dissociate this mix, i leave this model in stand by ...

Looking for modeling/rigging advices or software/tools issue resolution .

Thank You .

The good news is smile.gif , that's possible to recreated models from Black Isle/Snowblind/Console engine game series (as Champion of Norath/Dark Alliance sequel ...) .

Process/Credits :
A mix up of tries : various .Bms script (from Xentax Comm.) or with TExMod (SpritersResource tuto .) to extract texture and model,
capture with 3dripper on PCSX2/Dolphin emulators ... , rigging and skinning test in 3DS .

P.S. : Very impatient to try to pre-rendered Drizzt, Artemis and Ysuran the Moon Elf Necromancer from DA II in Infinity Engine ...

About :
http://ludus.wikia.com/wiki/Adrianna
http://www.planetbaldursgate.com/bgda2/cha...er/necromancer/

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salomonkane
post Jul 15 2013, 04:04 PM
Post #24





Contributor
Posts: 93
Joined: 31-December 10




Visual Effects
Textures & Colors
Cosmetic mod/add-on
Eyes, hair and fur,
Glows and others colors effects, shining/animated eyes


Here I try to understand, how the colors effect/nuance could influence/ the sprite rendering in an engine as Infinity ...

On the wonderful assets/models from the MMORPG : AOC (true master-piece of arts inside) thumb.gif,

-Sure with FRAZETTA's influence, how it's could be differently ? :






Fingers calibration in WIP ... shadow opacity set /IE render .

Below, the red/texture color/effects fascinate me a lot ... :



Process & Credits :
RDB Browser to read/view AOC Assets, capture Model with 3DviaPrintScreen, import/export to Blender with .Xml script (3dXml importer/Xentax/Blender Comm.) to 3ds, re-scale, rigging/skinning, then, import/convert in Iclone animation pipeline with various motion sources to render .

About :
http://frankfrazetta.org/

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salomonkane
post Jul 22 2013, 11:34 PM
Post #25





Contributor
Posts: 93
Joined: 31-December 10




Reverse Engineering
Model/Animation/Portage
Specific female animation design vs male, monsters & specifics/actions animation style
Acting Motions

Sacred/Sacred +, Underworld/Ascaron Ent.


Hello,



I'm trying here,
with this succubus style avatar, to visualize the specifics woman movements/body language (like walk cycle, hands, arms, shoulders, hips, head : gestures, etc.),
to attribute on a female character in monster characterization/exchange process ...

Animation/motion from the NWN's succube (see first page for more details) :



In comparison with specifics PC/NPCs, NWN's moves sequences :



Credit & Process :
3ds max, Granny Viewer, gr2decode & other gr tools, SMD Tools, SacredMdlExtracter, sacred_text_extractor, Iclone/NWN pipeline conversion & motions .

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salomonkane
post Jul 29 2013, 01:34 AM
Post #26





Contributor
Posts: 93
Joined: 31-December 10




Model/Animation/Portage
Background :
SF, Fantasy, Cyber-Punk & Steam Punk ...
Kit/Prestige Class/Psionic
RPG/STR/etc. ... turn based games animations stances similitude


Bioware vs Obsidian beer.gif

Kotor vs NWN 2 :



I enjoyed here to mixing different animations and models of different universe, we observe that behind all the creativity of their respective authors a certain unity remains ...
This explains to me the versatility of some possibility of conversions/mods from one context to another .

Isn't it ?



Malak animations applied/converted to HK-47 and Female Gith. from NW2 ... :



NWN 1 spells/incantation stances variant :



Process & Credits :
Kotor Tool , NWN 3ds script, NWN2 ToolSet, Ninja Ripper (pipeline used), Expotron, Gr2decode Suite (pipeline tested),
NWN 2 model rigged in 3ds, animations port. via Iclone pipeline ...
All credits to the artists/developpers/producers of all this fabulous games and big up to the Modding scene skilled fans which allow us this trip ... biggrin.gif

About :

http://www.shsforums.net/files/file/1037-psionics-unleashed/

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salomonkane
post Aug 13 2013, 11:49 AM
Post #27





Contributor
Posts: 93
Joined: 31-December 10




Model/Animation/Portage/Modeling
Background :
Infiltration Animation Acting & D&D Rôle-Play
Kit/Class/Rogue/Thief/Assassin; (Ranger and Co .) .

Thief Deadly Shadow/Ion Storm vs Dark Messiah Of Might & Magic/Arkane Studio
(The French Touch ) :



... Sneak ... :



Garrett & assassin avatar from Dark Messiah Multiplayer in Sprite version animation port .

DMMM,



Some of the most interesting, beautiful, funny (& trash/fatalities), animations & models seen around ... :



Sometimes, I'll put some renders of mighty creatures encountered in my periple ...

As this draco-liche :



One day, I hope we could see, a great dracosir, as Firkraag (a fidele model remake) flying in the sky of the Realms ... ?

Credit & Process :
ActorX script Importer, Tips & Tools from Thief Comm.,
Jed's Half-Life Model Viewer, GCFScape, MDL Decompiler Fixed (view, files & model export), VTFEdit (texture), Tips & Tools from Half Life/Garry Mod Comm .
Animation Port/3ds/Iclone pipeline .

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salomonkane
post Aug 14 2013, 01:58 PM
Post #28





Contributor
Posts: 93
Joined: 31-December 10




Model/Animation/Portage/Modeling
Background :
Infiltration Animation Acting; (Exploration moves : climbing, swimming, horsing, etc .), & D&D Rôle-Play
Kit/Class/Rogue/Thief/Assassin; (Ranger and Co .),
Forgotten Realms Region, Kara-Tur,



*Bonus* : Ninja Stealth, /Thief 3 Animations,

With MK9 "classics" style Avatar :




See litlle spring effect tuning on sprite V° .

Credits :
Process as above,
Model adapted from GarryMod/FacePunch Comm. rip .

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salomonkane
post Aug 21 2013, 07:04 PM
Post #29





Contributor
Posts: 93
Joined: 31-December 10




Model/Animation/Portage/Modeling
Background :
Martial Arts, Monk class and kit special attacks & skill, Forgotten Realms Region, Kara-Tur, AD&D .
Arcade System, MAME, MUGEN & Co.
Beat them all/Beat them up, Animation Style,
Jumps motions .

Capcom vs Midway vs BioWare in Infinity Engine :


ARCADE fighting, enter the Realms ! :

- Call me Wizard , happy.gif

WIP :



In a Jade Empire style ... :





- Ryu out of this body!

ToDo : stay to better calibrate hands/fingers some skinning imperfections, tuning clothes effects, and adjust this on shadows/frames/actions, etc . ... to finish him .

Credit & Process :
Quizz : From which Game come these animations , hmmm, ... ? tongue.gif
Le Fluffie, umodelGUI, ActorXImporter, 3ds & Iclone pipeline, to extract, visualize, (rigging /skinning in the case of Jade Empire rip), calibrate & convert,
Tuto & Tips from Xentax Comm .

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salomonkane
post Aug 30 2013, 09:46 AM
Post #30





Contributor
Posts: 93
Joined: 31-December 10




Model/Animation/Portage/Modeling
VFX
Illumination, self illumination Effects
Shapeshift, Druid & Co Kit, NPCs ...


Dragon Age Origins/BioWare

Here this is an interesting effect on this golem (DAO ani° + NWN1) (*) :



Curious to see its integration, in I.E. ..., smile.gif

(*) : Shoulders & T pose could be better calibrated

Process & Credits :
DA:O Model and Animation Importer/Exporter (pretty well documented tool, BTW), Iclone/3ds Max Pipeline conversion .

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salomonkane
post Sep 14 2013, 01:55 PM
Post #31





Contributor
Posts: 93
Joined: 31-December 10




Model/Animation/Portage
2D vs 3D,
Props Animation (as monster tail), Shadows Tuning/Issues
Isometric Perspective & Proportions
Mighty Creatures

Tarrasque

-Here the goal it's to understand the right sprite perspective in the Infinity Isometric Engine :



Tarrasque Version 1 : blink.gif (this is pure epic !)

Fallout 3 DeathClaw/Tarrasque (& special guest), with NWN & Original Animations integration/composition :



Duel Masters ohmy.gif ...

-cool.gif And of course improve/adapt model resources in the AD&D, BG animation style stances, with adequate pipelines . smile.gif

Credit & Process :
Fallout/C4D Comm, Model convert in 3Ds, to Iclone Pipeline (calibration & motions integration) .

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salomonkane
post Sep 15 2013, 11:10 PM
Post #32





Contributor
Posts: 93
Joined: 31-December 10




Model/Animation/Portage
2D vs 3D,
Cinematics & Game-Play
Props Animation (as monster tail), Shadows Tuning/Issues
Isometric Perspective & Proportions
Mighty Creatures
Tarrasque
Animated Tail & Jaws
Fighter, Fighter Kit, Berserker, Weapons/Weapons Proficiency & Fighting Animation Style/VFXs
Physics, Collision, Demolition & Interactive Environment in Isometrics Engines .




Ok Folks, here you go,
I'm pretty happy to have been able to manage to port original animated tail and jaws in my convert model,
now the deal it's to find a cool scenery and custom terrain to integrate at this guy ...





The Incoming ... linkeek.gif

Credit & Process :
Noesis for Ps2 Gatsu rip, UnrealViewer/ActorX for 2 handed Infinity Blade motions, Iclone/3ds Pipeline to assembly/compose this stuff .

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salomonkane
post Sep 21 2013, 03:08 PM
Post #33





Contributor
Posts: 93
Joined: 31-December 10




Model/Animation/Portage &Creation
Mighty Creatures
Tarrasque
Animated Tail & Jaws & Eyes
Recurrent skinning/tuning issues
Texturing


Tarrasque Version 2 : blink.gif (Here comes a new Challenger !):

AD&D original design style (*) :



As you can see this Character in WIP (as the most of models to be rigged) need to be more tuning/skinning in the elbow region, as always ...
Not rigged/animated eyes & jaws, yet ...

(*) : (/Black Isle, Unfinished/Private Joke, Business)



QUOTE
Black Isle
Tarrasque AC: -3 HD: 70 (300 hp) THAC0: -5 Attacks: 6 (1-12/1-12/2-24/5-50/1-10/1-10 : claw/claw/tail/bite/horn/horn) Special: Bite works as Sword of Sharpness, Terror effect Size: G (50' long) The legendary tarrasque, for there is fortunately only one known to exist, is the most dreaded monster native to the Prime Material plane. The creature is a big scaly biped with two horns on its head, a lashing tail, and a reflective carapace. The tarrasque is a killing machine and when active, eats everything for miles around, including all animals and vegetation. Just kidding! smile.gif Its a joke! Really....
http://web.archive.org/web/20030810184708/...e_monsters.html


BTW I'm thinking about custom texture like Poison Dart Frogs texture in memory of the old days for this Mighty Creature ...



Credit & Process :
Model from : http://artist-3d.com/free_3d_models/dnm/mo...sp.php?uid=1824
Rigged, skinned, mapped, integrated & composed, by me, salomonkane, for my highest pleasure wink.gif .
Motions/Animation from NWN 1, Integration & Animation Composition (as animated Props/Tail) in 3ds/Iclone Pipeline .

About :
http://www.baldursgateworld.fr/lacouronne/...techniques.html

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salomonkane
post Sep 26 2013, 01:14 PM
Post #34





Contributor
Posts: 93
Joined: 31-December 10




Model/Animation/Portage & Creation
Non Standard Character, Non-Biped, Beast (Animals) Monster (As Dragon), Quadrupeds and Co, Cover, Portage, & Conversion
Lion
Ranger, Animal Companions, Druid Shapeshift, Savage Beast, Mount, Familiar and others Pets in D&D World
Animations Composition with IE Canvas (Angle, Frames/Action Sequences) ...
"Bamisation" Process Production
NWN 1 Conversion Production Pipeline




<< ... Rooar ... >>

(*)

As you can see it's possible to adapt non-human animations (with some hard work closedeyes.gif , I kidding tongue.gif ), from games (here NWN1),
on model from another games (/resources) ... :



And of course the funny part it's to mixing various sequences to our taste from various sources and try to correspond them at the most possible on the BG animation style . biggrin.gif

Here tiger model/animations could be mixed with our enhanced animations/model :



And could be armored and serve as a mount to explore the Forgotten Realms ... : ninja.gif



Vanilla Felines BG sequences : (*)

Credit & Process :
Lion Character from Iclone Template with NWN 1 Cat sequences (First attempt, WIP, also need various tuning calibration /legs/foot/angles, etc.)
Models/ others Models Rip from Iclone Comm.
NWN 3ds Script and Iclone/Tools Pipeline .

About :
http://www.shsforums.net/topic/56182-true-...rs-for-rangers/

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salomonkane
post Oct 21 2013, 08:40 PM
Post #35





Contributor
Posts: 93
Joined: 31-December 10




Model/Animation/Portage & Creation
Non Standard Character,
Mighty Monsters
Dracosire & Co : Archdemon Dragon, High Dragon, Mature Dragon, Red (and others) dragon, Dragon Hall of Fames : Firkraag, and others infamous Names
Animation : Flying Dragon
Animation : Camera & 2D Isometrics's Background
Big Sprites size & IE resolution/screen/BAM limitation & necessary adaptation about it
Art Works/Concept Art/Texturing/Modelisation




DAO Dragons vs BG Dragons :





The interest here, it's to to analyze the similitude between DAO & BG/IE Dragon's design, in the perspective to convert &/or/remake/retexturing/remodeling an BG dragon clone and to permit him to flying away in the sky of Faerun with new action/fighting stances for some epic battles ... thumb.gif







About :
http://dragonage.wikia.com/wiki/Dragons
How to export [BG] Dragon :
http://forums.gibberlings3.net/index.php?s...=24006&st=0
Sources :
http://www.bg2.de/animationen.html
http://baldursgate.wikia.com/wiki/File:Dra...artwork_BG2.png
http://web.archive.org/web/20030805000324/...conceptart.html
Credits & Process :
DA:O Model and Animation Importer/Exporter, 3ds render .

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salomonkane
post Nov 18 2013, 08:11 PM
Post #36





Contributor
Posts: 93
Joined: 31-December 10




Model/Animation/Portage & Creation
Graphics Editing
Nightmare Creatures

NPC (as Bodhi & NPCs Mods), Shapeshift (Monsters), Kit (Vampire)
Rôle-Play : Night & Day Cycle


Vampire The Masquarade, Redemption, Bloodlines, Nihilistic Software/Troika Games, meet Sacred, Underworld/Ascaron Entertainment

Oldies, but Goodies, Part II :



... To the Darkness ...



Animation porting stress test (minor UV/Texture Mapping error to fix) on custom poses :
Various classical Monsters (Vampiress in "Matrix Pose", and Mummy from Sacred; Nosferatu from Redemption; Werewolf, Bat Beast Form, and Shark/Sahuagin style guy from Bloodlines), supposed to be integrated as BG like avatars .
Animation from Sacred could be playing : Sacred to Sacred, and/or from Sacred to others Models .



In sprite cession :

From NWN1 and Sacred, animations,



Non combat and combat stances (as combo.)



Comparison :

Bodhi, , vs custom Sacred Vampiress Variant, ,
vs in Light & Background Composition Scene : , (to attempt to clone the Bodhi Gif. aspect) .
Process & Credits :
Gr2Decode stuff (3ds scripts), Granny Viewer, Tuto & Tips & Stuff (Tools and Werewolf Model) from Vampire Comm. (Planet-Vampire), & Tool from Sacred Comm. as mentioned above .
For Sacred : Import Grn/Gr2 Sacred Model in 3ds with GR2 script/plug-in, import the .smd obtained Model with Cannonfodder's Importer (or with Wunderboy plug-in), again in 3ds, add animation, export in .FBX to Iclone, calibrate/compose/render .
For Redemption and Bloodlines, Milkshape plug-in and Bloodlines SDK, and Iclone Pipeline (for the both : smooth and spring effect addition) .

About :

http://weidu.org/valen.html
http://sacredwiki.org/index.php/Sacred:Vampiress
http://www.coverbrowser.com/covers/vampirella

P.S. : Looking for a way to import Bloodlines Animations and fix some Redemption Models issues (some Models have buggy T-Pose) & Sacred specifics Models import issues (issues with animations like for winged daemoness character) ...

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salomonkane
post Nov 23 2013, 05:45 PM
Post #37





Contributor
Posts: 93
Joined: 31-December 10




Model/Animation/Portage & Creation : Advanced Infinity Engine Animation Project
Enhanced & Cloned Baldur's Gate Animations Style
Animation Techniques, Making-Off, Tuto & Tips, IK/FK & Rotoscoping
Graphics Editing
Nightmare Creatures
Special Moves, Vampire Touches & Embraces
Hair Effects, Spring Effects


NWN Vampire Animation ports (on Redemption & Sacred) :



And Now, the Toughest biggrin.gif :



Original BG Animations clones ... thumb.gif,

WIP, Cloned from original Bodhi Animation with Rotoscoping Techniques on Biped :



Process & Credits :
Infinity Explorer/BG Animation .Gif extraction, 3ds Max/ Iclone Pipeline & Foreground Reference Utility (/roto.) .
Infinity Engine Pipeline Conversion : Integration & Extension, Original Conception Works, & Ideas, created and/or adapted by me : Salomon Kane, to serve the :
Advanced Infinity Engine Animation Project (*) & Modding Interactive Exchange (**)

All credit to artists/developers/producer of the games, & /soft/tool/script, previously mentioned, as all modders concerned .

(*) : A&A's Finality : Extend Infinity Engine game engine, especially create and/or customize new/core Infinity Engine animations
(**) : (C.G. Pipeline Design, 3D/2D Modeling/Animation Techniques, Resources and Tools : Searching/Extracting/Testing, Graphic Editing, Art & Cultural Knowledge)

About :
From 2D to 3D, Rotoscoping Tool, Tuto, & Making-Off,
http://www.youtube.com/watch?v=HytLmm--1BM
http://www.digitalartistguild.com/misc/Uti...ityExplain.html

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salomonkane
post Dec 14 2013, 10:33 PM
Post #38





Contributor
Posts: 93
Joined: 31-December 10




Model/Animation/Portage/Sprite Rendering
Myths, Mythology & Hack and Slash
RPG, D&D Pantheon, Kit, Spheres & Alignment, clerics, paladins, druids, and rangers
Baldur's Gate Norse Mythology Background
Enhanced Hack and Slash




Loki/Cyanide meet Titan Quest/Iron Lore with Torchlight/Runic Games motions in Baldur's Gate cession :



- Funky Valhalla . happy.gif

Stress Test : (spring effects tuning, sprite rendering must/could be improved)




Credits & Process :

Horus, Valkyrie, Harpy from Loki; Cyclope, Egyptian Crocodile Divinity style guy, lich/King lich, from Titan Quest; dummy/animation from Torchlight & NWN .
FatImporter script to import Torchlight Animation, NifSkope, Nif Script for Loki model, Noesis script for Titan Quest Model, mixed & composed in 3ds/Iclone Pipeline ... .

P.S. :
Looking for a way to import Titan Quest animations & fixed buggy Loki ones .

NB :
I will do one day, in production step, an comprehensive heuristic/mind map about all processes interactions in the conversions/sprites pipeline .
Like this, for : Diablo's Gate, Diablo I/II, Animations Conversion Project, http://www.baldursgateworld.fr/lacouronne/...html#post284031 excl.gif

About :
http://www.gibberlings3.net/readmes/readme-divine_remix.html

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Isandir
post Dec 18 2013, 07:05 PM
Post #39





Forum Member
Posts: 2
Joined: 16-December 13
From: Bangkok




This is absolutely fantastic work! A few questions:
    How long have you been experimenting with the creation of animations specifically for the possibility of importing them into the Infinity Engine?
    How far away would you say it is before some of these models could be used in the game?
    Have you shared these on any other site?
    Do you intend to use them in any mods at this point, or are you still simply trying things?
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pro5
post Jan 4 2014, 07:42 PM
Post #40





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Posts: 80
Joined: 18-August 06




The animations do look very cool. thumb.gif

I wish I could understand more than 10% of the comments in this thread, though. (I'm a complete noob when it comes to 3D art)

From the small part I did get, it seems you're using these tools to do most of the work:
- 3ds max + various plug-ins
- IClone + 3DXchange converter
Not counting Infinity Engine format editors and the various utilities to export the models from source games like NWN or DAO.
Is that correct, or would I need anything else? I would love a bit more detail on what exactly you're doing in 3ds and what in IClone.

QUOTE("salomonkane")
I will do one day, in production step, an comprehensive heuristic/mind map about all processes interactions in the conversions/sprites pipeline .

If this means a comprehensive step-by-step guide, than YES PLEASE that would be so totally awesome.

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