I'm not dead, I promise. Here's some progress on the set:
I'm really hoping to get this finished and uploaded tomorrow. I'm largely just tinkering around with it now. It's just not quite there and I'm not sure if that's true or just because I've been staring at it for a month.
I can still make a single item the contest! I've still got a week left! :poly142:
I've been so quiet because I've been working on a secret project that I've had to keep under wraps for awhile. As of today, I can start to talk about it because I no longer have any reason to keep it a secret. I wont go into any details, but it shouldn't be too difficult to figure out what happened.
Anyway! Meet the wyrmeleon hatchling!
Whether or not you'll actually see this in the workshop is still up in the air but I'm working on it.
Feels great to have something to post again. Missed you guys!
Just some progress on the textures. Texturing seems to be where I struggle the most, this has been slow going but I feel like I've cleared a wall now. Going to need to do something with the tail though...
Aaaalmost done now, and then all that's left is the animation. As much fun as this is, I can't wait to get it out of the way. I have another courier that I'm dying to start sculpting. :poly124:
Badass, but it feels a bit too technological. I think you gotta break the symmetry a bit more so it looks more like cobbled together tech rather than deliberately planned
Badass, but it feels a bit too technological. I think you gotta break the symmetry a bit more so it looks more like cobbled together tech rather than deliberately planned
You may be onto something there. I'll try to offset the bounce of the two sides and Hunter-Killer is going to grunge up the texture a little bit. The idle animation should sell the "cobbled together" look as I plan to have a bit of that clockwork jitter thing going on.
Life has stopped pummelling me long enough for me to do some more workshop stuff.
Here's an updated wyrmeleon hatchling, not final by any means but it's something. TVidotto and I thought that the last version looked a little bit too plain so I took it back a step to try and correct that.
Progress! I think it's starting to come together now, just needs a bit of polish and then I can start animating. I'm hoping it'll come alive in game, I'm planning on making a lot of use of masks for this guy to try and get that carapace look and to bring out the gold. Need to be careful to not over do it though...
Save for some minor tweaking, the wyrmeleon is out of my hands for now. I'm really looking forward to seeing it animated.
In the meantime, however, I've started another collaboration and a courier that I'll share with you once I've got more than a sketch to show.
I'm going to be animating this little bugger, modelled and textured by this chap.
WIP as always, but I'm having fun with this guy. He's very Pixar.
Also, the 30 frame limit for spawns is a real pain in the backside. :poly127:
You know, for wards, I believe we can break that, I need to do some more test, but considering the only reason couriers use a 30 frame spawn is because the player can move the courier, a long spawn can cause blending issues. For wards, they're stationary, I dont see why you couldn't break that rule.
More test!
Also, the new courier is fantastic! I can't wait to see the animations!
I agree about the ward thing, 30 frames does seem a bit arbitrary for something that can't move. I suppose the only time it might be an issue is if it gets destroyed almost immediately, but I can't imagine that happens very often so I'm not sure it'd be an issue so long as you don't go mad with the spawn time.
It's still an issue for couriers. The new courier, for example, I'd like to have the bag drop and then the beetle crawl up out of the ground but I'm not likely to be able to fit that in.
Rigging continues to be the bane of my existence. My beetle is teeny tiny in game, about the size of an actual beetle funnily enough. I'm pretty sure it's because I'm a moron and forgot to freeze transforms and delete history before I attached the mesh to my rig. I'm not sure how to fix it without losing my painted skin weights. Advice?
EDIT: Ok, so that's not the problem. If I unbind everything, freeze transforms/delete history and then bind it back together sans skin weights, it's still tiny. Wut?
EDIT: Fixed the tinyness. My meshes were grouped for some reason and I'd frozen transforms on the group but not the meshes. I'm probably just going to repaint the weights again rather than fiddle about trying to copy everything over. Learnding!
@foxclover: I'm intentionally going to avoid doing bug related things for awhile. The bug fixation just sort of happened on it's own, I need a change of scenery.
Hudson, that looks fabulous.Great job with the sculpt! I'd probably tweak some of the proportions some, though, there's something about the lines in the design that's not quite right to my eye. Could just be me, though, but maybe it's worth a second glance?:) Keep at it, bro, it's looking reaaaaaaally nice.
Hudson, that looks fabulous.Great job with the sculpt! I'd probably tweak some of the proportions some, though, there's something about the lines in the design that's not quite right to my eye. Could just be me, though, but maybe it's worth a second glance?:) Keep at it, bro, it's looking reaaaaaaally nice.
Yup, you're right. I think it was mainly the shoulders, which I've made a bit smaller. I may shrink them even more, but I can do that later if I need to.
I managed to squeeze in a bit more just before Christmas, I've become something of a workaholic recently:
Hopefully I'll finish this up soon once the festivites are over. I've still got a courier to do before the 15th! :poly122:
I like the handles but the flower petal on the right sword could use a bit more definition. The wavy shapes on the left one seem a bit wonky, maybe it's just the camera angle but the lowest one seems to have very little volume compared to the top one for example.
Replies
Noted! They are definitely on the small side for the size they'll be in game. I'll see what I can do with 'em.
I'm really hoping to get this finished and uploaded tomorrow. I'm largely just tinkering around with it now. It's just not quite there and I'm not sure if that's true or just because I've been staring at it for a month.
I can still make a single item the contest! I've still got a week left! :poly142:
the ONLY time I will ever find a spider cute. Well done. I love it ^_^
I've been so quiet because I've been working on a secret project that I've had to keep under wraps for awhile. As of today, I can start to talk about it because I no longer have any reason to keep it a secret. I wont go into any details, but it shouldn't be too difficult to figure out what happened.
Anyway! Meet the wyrmeleon hatchling!
Whether or not you'll actually see this in the workshop is still up in the air but I'm working on it.
Feels great to have something to post again. Missed you guys!
For what it's worth, the courier is cute ^^ I guess if you can work it out with Vid, it'd be a great addition to the workshop!
That's the plan, we'll see what happens.
No matter what happens, this is getting finished and going up on the workshop. Forget all this other complicated business shit, I'm here to make art.
Aaaalmost done now, and then all that's left is the animation. As much fun as this is, I can't wait to get it out of the way. I have another courier that I'm dying to start sculpting. :poly124:
In the meantime, however, I've started another collaboration and a courier that I'll share with you once I've got more than a sketch to show.
I'm going to be animating this little bugger, modelled and textured by this chap.
WIP as always, but I'm having fun with this guy. He's very Pixar.
Also, the 30 frame limit for spawns is a real pain in the backside. :poly127:
You may be onto something there. I'll try to offset the bounce of the two sides and Hunter-Killer is going to grunge up the texture a little bit. The idle animation should sell the "cobbled together" look as I plan to have a bit of that clockwork jitter thing going on.
We'll see how it goes!
The Wyrmeleon is now in the very capable hands of tvidotto too, so I can breathe again!
Here's an updated wyrmeleon hatchling, not final by any means but it's something. TVidotto and I thought that the last version looked a little bit too plain so I took it back a step to try and correct that.
Now to work on something else for a change...
i FUCKING LOVE THAT ONE! plz make the colors good and i buy it for sure
You know, for wards, I believe we can break that, I need to do some more test, but considering the only reason couriers use a 30 frame spawn is because the player can move the courier, a long spawn can cause blending issues. For wards, they're stationary, I dont see why you couldn't break that rule.
More test!
Also, the new courier is fantastic! I can't wait to see the animations!
I agree about the ward thing, 30 frames does seem a bit arbitrary for something that can't move. I suppose the only time it might be an issue is if it gets destroyed almost immediately, but I can't imagine that happens very often so I'm not sure it'd be an issue so long as you don't go mad with the spawn time.
It's still an issue for couriers. The new courier, for example, I'd like to have the bag drop and then the beetle crawl up out of the ground but I'm not likely to be able to fit that in.
Yeah, I was thinking that. His base model also has a very cool metallic effect that I want to try and imitate for the abdomen.
EDIT: Ok, so that's not the problem. If I unbind everything, freeze transforms/delete history and then bind it back together sans skin weights, it's still tiny. Wut?
EDIT: Fixed the tinyness. My meshes were grouped for some reason and I'd frozen transforms on the group but not the meshes. I'm probably just going to repaint the weights again rather than fiddle about trying to copy everything over. Learnding!
It'll darken down a bit in game when I get the masks done, but I agree. I'll experiment with it.
As far as names..uhh... "Sacer the Ever-pushing" haha
@foxclover: I'm intentionally going to avoid doing bug related things for awhile. The bug fixation just sort of happened on it's own, I need a change of scenery.
With this and another project that needs finishing in time for the new event, I've got my work cut out for me for the next month...
Yup, you're right. I think it was mainly the shoulders, which I've made a bit smaller. I may shrink them even more, but I can do that later if I need to.
I managed to squeeze in a bit more just before Christmas, I've become something of a workaholic recently:
Hopefully I'll finish this up soon once the festivites are over. I've still got a courier to do before the 15th! :poly122:
Keep kicking ass man!