ascottk on 5/7/2009 at 05:18
Quote Posted by ShadowSneaker
The worst thing about the treebeasts in DS was the face. I thought they looked scared rather than scary. The rest of them looked fine.
They did not look like trees for one thing & I agree with the faces. They looked dopey as hell!
Quote:
Are you going to make the arms longer so they can hit you while crouching?
I'm going to use the same skeleton so that's not going happen. I think the problem comes from the animations.
This is probably the quickest character I ever modeled:
(
http://img12.imageshack.us/i/t2treebeast4tdsr1.jpg/)
Inline Image:
http://img12.imageshack.us/img12/8094/t2treebeast4tdsr1.th.jpgIt's nice to have a reference :)
Next is uvw unwrapping then shaping/texturing in zbrush. Then rigging . . . something I absolutely love doing . . . not . . .
massimilianogoi on 5/7/2009 at 05:27
Yeah, that's pretty difficult X'DD I tried it by myself... eheh
You built up the mesh from scratch?
Anyway, using the T2 texture is a foolinesh, in my opinion, since it is too low res, and should clash with the other graphic. For the robots could work, since you can assume that those where just design done by the mechanists on an iron surface, but with a cortex-skinned... :erg:
What program you used? I see an M... maybe Maya?
Beleg Cúthalion on 5/7/2009 at 07:25
It looks a little like the Michellin guy. The TMA treebeasts were supposed to look great when standing still but here we have only moving ones. I cannot really imagine the LotR "ent" look to fit our purpose either, so I wonder whether or not making them a little more like the TDS beasts would be better; I mean more rattling, hunchbacked etc..
Great work, though. Does anyone know how to attatch objects via GameSys? I believe we could add some of the bushes and branches to it, just in case you cannot add them to the model.
massimilianogoi on 5/7/2009 at 08:10
Quote Posted by Beleg Cúthalion
It looks a little like the Michellin guy.
haahahah yes!! Good eye shot!
Quote Posted by Beleg Cúthalion
The TMA treebeasts were supposed to look great when standing still but here we have only moving ones. I cannot really imagine the LotR "ent" look to fit our purpose either, so I wonder whether or not making them a little more like the TDS beasts would be better; I mean more rattling, hunchbacked etc..
Look at the first meet with Viktoria in the cutscene of Thief 2. Maybe ascottk could take inspiration from that treebeast, that one who pierced the mechanists...
Quote Posted by Beleg Cúthalion
Great work, though. Does anyone know how to attatch objects via GameSys? I believe we could add some of the bushes and branches to it, just in case you cannot add them to the model.
Yeah! Just right-click the mouse on the selected archetype, then choose something I don't actually recall, but it's pretty simple, you should find it soon.
str8g8 on 5/7/2009 at 19:51
that's not bad ... and yes looks like maya, my preferred package for modelling (pity rendering is so crappy)
regarding textures, you can use the TMA one for layout and then someone could do a 1024 together with normal map etc - that would look awesome!
Also attaching some branches etc to the head would be pretty cool
ascottk on 5/7/2009 at 23:38
Quote Posted by ShadowSneaker
Wow, that was fast:D If it's using the DS treebeast skeleton then won't it's legs need to be digitigrade? Or are you going to alter the animations also?
I think it's looking really cool but that little twig-like nose looks a bit cute, more sprite-like than beast.
Beleg - You can add things to an AI by right-clicking on them in the actor browser, selecting 'show links' then adding something as a rigid attachment and specifying which bone it is attached too.
Digitigrade? :confused: The twig-like nose is in the original T2 mesh. The meshes are nearly identical except for the legs and the offset of the head.
Quote Posted by str8g8
that's not bad ... and yes looks like maya, my preferred package for modelling (pity rendering is so crappy)
regarding textures, you can use the TMA one for layout and then someone could do a 1024 together with normal map etc - that would look awesome!
Also attaching some branches etc to the head would be pretty cool
The layout for the T2 mesh gives too much room to the face so the rest of the body gets less detail.
Here's a static mesh test in the editor:
(
http://img37.imageshack.us/i/t2treebeast4ydstds.jpg/)
Inline Image:
http://img37.imageshack.us/img37/5350/t2treebeast4ydstds.th.jpgThat's after a little work in ZBrush. It needs a lot more color and the normal map needs some work. The uv map sucks (I hate unwrapping abilities in Maya 7 & 3ds max 5.1 is even worse). If you don't have Zbrush or BodyPaint 3D then painting the textures are going to be a pain :p
massimilianogoi on 6/7/2009 at 06:28
Have you used the original textures, for the normal map?
massimilianogoi on 6/7/2009 at 09:53
haha XP rules anytime, and in any times :ebil:
I think I'll never change it hehe (obviously I'm joking)
ascottk on 7/7/2009 at 02:09
Quote Posted by massimilianogoi
Have you used the original textures, for the normal map?
Only projecting the tds NAT_bark onto the mesh with zbrush. For the normals & use GIMP's normal map with ZBrush normals.
Quote Posted by ShadowSneaker
Cats and dogs have digitigrade legs. It's when the foot is elongated and they walk on their toes. That's what the TDS treebeasts have also. I don't know about skeletons or animating but if it uses the same skeleton as the TDS treebeast then won't it look odd when it's moving if the legs are different?
It's your thing, do what you want with it but I think the nose looks cute. Maybe just having holes in it's face for nostrils would be better.
Ahhh. There was a discussion about the TDM Belcher & why we decided to use digitigrade legs instead of what was show with the concept art.
Now it looks better. fixed uv map (too many overlaps), more texture/normal work:
(
http://img129.imageshack.us/i/t2treebeast4ydstds2.jpg/)
Inline Image:
http://img129.imageshack.us/img129/139/t2treebeast4ydstds2.th.jpgI think I'll add some leaves & when I get around to the animations I'll make a cool tree-like pose. Then I'll have the treebeast take more pauses where he'll go into his tree pose more often. Try saying that twice as fast . . .