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I made a static entity of a flag and hope to get smarter to get the backside not transparant. I need one that is doubled sided textures but the parms for it are a little kinky.
Currently working on his rig and animations. Already have him working in engine too but with temp poses. Once I have him working properly then I'll post more images.
The skin / texture will take me the longest though. It must be epic....
hmm, if engines supported transparency on models, fur wouldn't be too bad. you could just make a few bits that hang off the model and the rest could just be painted on.
as it is, you might be better off just going with a white albino skin interpretation instead.
I think it will be the fur that makes or breaks it. Shamblers have fur!
The head looks like it is not hunched forward as much as the original.
Perhaps the muscles around the elbow are slightly too large? Now that I think about it, I think a lot of underlying muscle structure would be covered by the fur? It suddenly looks a bit weird!
I don't know if you intended these shots to be a size reference also, but the new Shambler looks much bigger than the old one which will cause problems when in game.
hmm, if engines supported transparency on models, fur wouldn't be too bad. you could just make a few bits that hang off the model and the rest could just be painted on.
I tried this on the dancing shambler model
http://tomeofpreach.wordpress.com/2012/12/24/shambler-dance/ I added a tga skin with an alpha map so that the "furry" polygons could be shaped like tufts rather than triangles. The trouble is that you quickly end up with overlapping alpha-blended triangles, which start rendering in the wrong order causing visual artifacts. Doesn't mean there isn't a way to do it, but you may need to be careful.