How About...
#11825 posted by
generic on 2014/12/21 17:04:26
A Zendar re-make of Shadow Over Innsmouth?
Shambler Remake In Progress
#11826 posted by
Skiffy on 2014/12/21 18:50:05
https://dl.dropboxusercontent.com/u/1849053/Shambler_Wip.jpg
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....
#11827 posted by
metlslime on 2014/12/21 19:14:03
Yeah, getting the fur right seems like the hardest part.
#11829 posted by
necros on 2014/12/21 20:06:20
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.
Cool
#11830 posted by
DaZ on 2014/12/21 21:03:04
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.
Great start. Love the teeth!
Transparent Fur
#11834 posted by
Preach on 2014/12/21 23:13:57
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.
General Direction
#11835 posted by
Skiffy on 2014/12/22 03:03:33
The screenshot is not a scale indication. It is also in a bind pose for those wondering why its not hunched over. The forearms and claws are bigger yes but its a style choice I am going with and it looks bloody evil in-game. Don't worry you shall see :)
As for Fur... I think I will be going more with monster distorted pale flesh and blood covered skin / exposed muscle instead. of fur. Maybe I will have some fur on the back and its nether regions though.
Alpha Fur
#11836 posted by
Skiffy on 2014/12/22 03:28:17
Does Quakespasm or Fritzquake support alphakey on MDL models? 1bit alpha like they use on the sprite FX? That would avoid alpha sorting on models.
#11837 posted by
necros on 2014/12/22 04:43:14
maybe similar to the doom3 mancubus... but less fatty? it certainly wouldn't be a bad choice.
Re: Generic
#11838 posted by Tronyn on 2014/12/23 22:11:50
As soon as I read your post, I envisioned a version with Zendar textures, but also involving Heretic2 textures and Ik/palace-style textures as well as Heretic 2 statue models like the giant amphibian dude, a huge super-detailed palace/ancient village getting progressively slimier as the map descends towards the waterfront. Then I remembered, there's no time to map and even if there is I have other things I must finish. But damn that was a great idea anyway!
So...
#11839 posted by
generic on 2014/12/23 22:51:37
Zendar + Heretic 2 + Koohoo? That would = awesome!
#11841 posted by
necros on 2014/12/23 23:56:47
hehe, that was actually going to be a sort of weird arx fatalis styled map.
The idea was that the surface of the planet was constantly covered in acidic rain (the rain would have caused damage in the finished mod) and that the surface inhabitants had all moved underground, as in arx fatalis.
the twist was that this somewhat medieval setting was basically a facade built overtop a high-tech facility, so stone and brick corridors have air returns where you can hear fans whirring, underground waterways lead to hydroelectric generators and eventually as you got deep enough, it was a full-on ikbase area ending in a quake rune-gate.
it was kind of a reverse monster progression too, starting with demons and medieval guys and ending with tech guys.
man, that video made me nostalgic...
That's A Worrying Use Of Past Tense
Well
#11843 posted by Tronyn on 2014/12/24 00:39:45
maybe THE ULTIMATE SHADOW OVER INNSMOUTH could be a gigantic turtle map.
Spires and palaces -> Skacky
Moving parts and dungeon scenarios -> Necros and Madfox
Design aesthetic and QA -> Sock
...etc!
That's
#11844 posted by
ijed on 2014/12/25 14:51:32
A fucking cool Shambler model.
I'd vote against transparent fur, in games it just tends to look out of place. Polygons aren't suited to it IMO.
Shambler Wont Be Fluffy.
#11845 posted by
Skiffy on 2014/12/26 01:52:53
http://www.compositeeffects.com/site_images/CU/HRM/image_107.jpg
Going more this type of stuff for his skin. Will be fun to pull off. I always read it as distorted flesh and gore hands and blood covered limbs / mouth after all. Never got the fur sensation. :P
LOL WUT
I guess its not a shambler then!
Sure It Is :)
#11847 posted by
Skiffy on 2014/12/26 10:38:36
It just depends what folks read in those blurry pixels from the old model. Flesh or fur who the hell truly knows.
It Is.
#11848 posted by
Shambler on 2014/12/26 11:30:30
Short, thick, bristly boar-like fur.
As any fule kno.
Finally Got My Map Tools Setup!
#11849 posted by
Skiffy on 2014/12/26 19:33:49
Random doodle... first time doing Q1 maps. Colored lights for the win?
https://dl.dropboxusercontent.com/u/1849053/Quake_Mapping_01.jpg