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Posted: Sun Mar 05, 2006 6:20 am
by lank
soulytfs, you might want to make the texture details simpler and less fine, otherwise it'll possibly end up looking like a sparkly blob in the shape of a hammer-wielding humanoid. especially on smaller screen resolutions like mine. :)

nice looking model, zeph. :)

Posted: Sun Mar 05, 2006 11:46 am
by Zeph
This is a close up with lots of details, no light and the like.

Trow WIP 3

And this is ingame size of what he should look like. Also included is the HUE color.
Image

Also doing secret thing with secret person for secret surprise. May come soon.

Posted: Sun Mar 05, 2006 1:55 pm
by GodzFire
Here's some presents which hopefully might help:

Image

Trow 1
Trow 2
Trow 3
Trow 4
Trow 5
Trow 6
Trow 7
Trow 8
Trow 9
Trow 10
Trow 11

WIRE
Image
Image
Image
Image

MODEL
Image

TEXTURE
Image

Posted: Sun Mar 05, 2006 4:26 pm
by Zeph
These are the actual models rendered in Cinema 4D.

I added the pink HUE colors since it was included in the trow model I had.
Image

I also found that in the folder, I dont know what it is, looks like an elite fat trow of death :) Anyways, It was never used in mythIII, probably because it's ugly?

Image

I'm now begining the process of rigging up the trow model for animation.

Posted: Sun Mar 05, 2006 6:28 pm
by Pyro
That unused Trow model is ugly... if a few things were changed it might be decent but the Iron Trow look great. Using the Iron Trow on a map or at least having them as enemies would be great.... and yet frightful. :O

Posted: Sun Mar 05, 2006 7:26 pm
by floyd
in myth 2, is it possible to have the walking style iron trows had in m3? they took huge slow steps, and was in place in between steps. this is not possible in m2 is it? wouldnt a unit 'slide' on one foot if the animation was made for those big steps? (i am not saying an iron trow shouldnt be put in m2, just wondering about the walk sequences and if anyones thought about it, but i could be all out wrong)

great model. how long do u think the rest of the process would take, zeph?

Posted: Sun Mar 05, 2006 8:34 pm
by Zeph
you are right, you cant have units "stand" in places when they walk, they'd just slide on their foot.

The process should take 1 or 2 weeks depending on my spare time and all. Considering I have a few big projects for school due next week, i'd say 2 weeks, if not more ;)

Someone else might be doing the tag work though so it all depends how fast I can animate him.

As a side note, I now have him completely ready for animation.

Posted: Mon Mar 06, 2006 12:04 am
by Pyro
Well if Zeph is remaking the Iron Trow for Myth2 he just has to not give them the same walking sequence... making it more fluid. As for the tags for it, Zeph... you mean all the Fear stuff for the monster,projectiles,etc?

Posted: Mon Mar 06, 2006 6:44 am
by William Wallet
Keep it up! (both of you!)

Posted: Mon Mar 06, 2006 9:48 am
by Soulytfs_1
Guest wrote:you are right, you cant have units "stand" in places when they walk, they'd just slide on their foot.

The process should take 1 or 2 weeks depending on my spare time and all. Considering I have a few big projects for school due next week, i'd say 2 weeks, if not more ;)

Someone else might be doing the tag work though so it all depends how fast I can animate him.

As a side note, I now have him completely ready for animation.
Wish i had the right tools, myne will take atleast a month to make ...the way im doing it
:angry:

Posted: Mon Mar 06, 2006 1:38 pm
by GodzFire
And 'that someone' doing tag work is me. I've built an Iron Trow set in Myth 2 with an altered trow as the placeholder until we put in the new textures and such. I tested it on a map and there are no glitches so far.

What is done / imported:
- Sounds
- Collection reference
- Flavors, names, string lists
- Object tag with matching M3 settings
- Monster tag with matching settings (minus attacks)
- Unit tag

What's still needed:
- Collection (obiviously)
- Projectile & Projectile Group pieces (with correct stuff)

Posted: Mon Mar 06, 2006 4:37 pm
by Zeph
m3 trow walk speed will have to be lowered by 30% i think and the trade value might have to be set to 36 or 48

Posted: Mon Mar 06, 2006 5:46 pm
by Gleep
It is possible to have trow stop in his walking. You'd have to do some counteranimation(nice word there. Basically the sequences of the walk need to show the trow sliding backward while he 'stops' to counter the sliding forward.

Posted: Mon Mar 06, 2006 8:47 pm
by :) Da Cid (: McCl
That fat trow looks awesome. Someone rig it up and make a unit out of it. :P

I mean, in the TFL comics, the trow DID have swords. I think that would be awesome.

Awesome. Or give the model to me so I can fumble with it. I mean make it into a Myth unit.

-TGP-

Posted: Tue Mar 07, 2006 9:13 am
by Zeph
Here are some animation. Keep in mind that the animation is WAY too fast because its going at 30fps and there are like 10 frames in each :) Just play it slomo or move the playbar yourself. Whatever, enjoy.

Trow Bash
Trow Walk