Pipeline, Animation, I.E. C.G., cooking ., Bam creation revival discussion |
The Black Wyrm's Lair Terms of Use | Help Search Members Calendar |
Pipeline, Animation, I.E. C.G., cooking ., Bam creation revival discussion |
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 , 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 . This post has been edited by salomonkane: Jul 15 2013, 07:09 PM -------------------- -In Progress-
|
|
|
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 ? This post has been edited by salomonkane: Jul 12 2013, 07:17 PM -------------------- -In Progress-
|
|
|
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 ) sorceress character from Dark Alliance : 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 , 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/ This post has been edited by salomonkane: Jul 16 2013, 07:27 AM -------------------- -In Progress-
|
|
|
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) , -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/ This post has been edited by salomonkane: Aug 28 2014, 06:09 PM -------------------- -In Progress-
|
|
|
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 . This post has been edited by salomonkane: Jul 23 2013, 08:56 AM -------------------- -In Progress-
|
|
|
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 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 ... About : http://www.shsforums.net/files/file/1037-psionics-unleashed/ This post has been edited by salomonkane: Jul 29 2013, 11:15 AM -------------------- -In Progress-
|
|
|
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 . This post has been edited by salomonkane: Aug 14 2013, 02:30 PM -------------------- -In Progress-
|
|
|
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 . This post has been edited by salomonkane: Aug 14 2013, 02:43 PM -------------------- -In Progress-
|
|
|
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 , 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, ... ? 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 . This post has been edited by salomonkane: Aug 21 2013, 10:51 PM -------------------- -In Progress-
|
|
|
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. ..., (*) : 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 . This post has been edited by salomonkane: Aug 30 2013, 09:55 AM -------------------- -In Progress-
|
|
|
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 : (this is pure epic !) Fallout 3 DeathClaw/Tarrasque (& special guest), with NWN & Original Animations integration/composition : Duel Masters ... - And of course improve/adapt model resources in the AD&D, BG animation style stances, with adequate pipelines . Credit & Process : Fallout/C4D Comm, Model convert in 3Ds, to Iclone Pipeline (calibration & motions integration) . This post has been edited by salomonkane: Sep 14 2013, 07:37 PM -------------------- -In Progress-
|
|
|
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 ... Credit & Process : Noesis for Ps2 Gatsu rip, UnrealViewer/ActorX for 2 handed Infinity Blade motions, Iclone/3ds Pipeline to assembly/compose this stuff . This post has been edited by salomonkane: Sep 16 2013, 10:35 AM -------------------- -In Progress-
|
|
|
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 : (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! 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 . Motions/Animation from NWN 1, Integration & Animation Composition (as animated Props/Tail) in 3ds/Iclone Pipeline . About : http://www.baldursgateworld.fr/lacouronne/...techniques.html This post has been edited by salomonkane: Sep 22 2013, 08:53 AM -------------------- -In Progress-
|
|
|
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 , I kidding ), 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 . 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 ... : 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/ This post has been edited by salomonkane: Sep 26 2013, 03:59 PM -------------------- -In Progress-
|
|
|
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 ... 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 . This post has been edited by salomonkane: Aug 29 2014, 04:30 PM -------------------- -In Progress-
|
|
|
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) ... This post has been edited by salomonkane: Nov 23 2013, 04:07 PM -------------------- -In Progress-
|
|
|
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 : Original BG Animations clones ... , 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 This post has been edited by salomonkane: Nov 26 2013, 02:36 PM -------------------- -In Progress-
|
|
|
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 . 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 About : http://www.gibberlings3.net/readmes/readme-divine_remix.html This post has been edited by salomonkane: Dec 15 2013, 09:49 PM -------------------- -In Progress-
|
|
|
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:
|
|
|
Jan 4 2014, 07:42 PM
Post
#40
|
|
Forum Member Posts: 80 Joined: 18-August 06 |
The animations do look very cool.
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. This post has been edited by pro5: Jan 4 2014, 07:44 PM |
|
|
Lo-Fi Version | Time is now: 10th November 2024 - 05:10 AM |