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Re: Road is back

Posted: Sat Nov 24, 2012 11:34 am
by Road
The WH40K conversion has been on/off the works for Myth2 for years. I'm currently working on textures and considering which opponents are "dark"... leaning twords Orks.

Design your own army and customize...whoot!

Re: Road is back

Posted: Sat Nov 24, 2012 5:58 pm
by GodzFire
By the way Road, I reworked your avatar, behold:

Image
For you :-)

Re: Road is back

Posted: Mon Nov 26, 2012 1:20 am
by GHOST®
GodzFire wrote:By the way Road, I reworked your avatar, behold:

Image
For you :-)
Ummm, wasn't that previously a cigarette in Road's avatar ?? It looks suspiciously like a fat blunt now, if you axe me. ;op

Re: Road is back

Posted: Mon Nov 26, 2012 2:24 pm
by vinylrake
What's the expression..."when all you have is pot, everything looks like a blunt?"

Re: Road is back

Posted: Fri Nov 30, 2012 3:14 pm
by Point
wwii and zombies have been done and done and done...

carlinhos wwii
Points wwii > http://tain.totalcodex.net/items/show/w ... ava-tagset
santas head wwii

jon gods zombies...

move on to warhammer or you could help out with AoM which is next to finish on my plate after a quick update to cpr...

bottom line do something you will have fun with...

http://tain.totalcodex.net/items/show/w ... ava-tagset

http://tain.totalcodex.net/items/show/w ... nheroes-v1

Re: Road is back

Posted: Fri Nov 30, 2012 6:21 pm
by Road
Yes, right?
Well was at the point where the most needed field was new collections and so I set off to aquire the skillz. Unfortuantly people are pretty specific about excactly how things should be and that somewhat dampens the style.

I really dont want to be one of the usual that thinks that I should try to do it all because I want the credit for it and I am avoiding the situation of working on projects that other people (the players) really have no interest in.

WH40K works well into my plans but to be honest I would just want to make the collections and oversee most of the other work... not spend too much time Fearing when I could be Oaking.

If I just made model collections I could pump out a ton of stuff but it may not be what people would actually use.

Getting specific could take a lot of time... Like Ravanna.. I could make a take off of Ravanna no problem but if there is a refferance of her and I need to make her look just like the image it would take some time. I could certianly throw together my redension of a "ravanna" and she would look great but she wouldnt look just like the M3 one unless I focused a lot of extra time into it.

I really should do something that would grip me and keep me making more as you say... but I also want to know/think that it would be something that players would love to play and want more.

A WWII or Zombie mod isnt much differant than a WH40K mod other than the looks of it really.

My idea was and always had been to make some basic conversion of differant races for solo and than use a "C.O.M.A." conversion of all races for multi... Space Marines, Chaos Space Marines, Eldar, Orks and Tyranids.

Thus when a team leader gets to select thier first unit at pre-screen they actually just choose the race. The first unit makes the secondary troops...ect. Play COMA for an idea of how it would work if others havent gotten the idea yet :P

And ofcourse the "space marines" could be just imperial troops (nice cheap but big army) or "Chaos Space Marines" of mostley demonic types.

The great thing about that concept is that its fully Myth environment... unlike other games made for that franchise.

To me personally it would be closer to table top than anything Iv seen in the games they have made for the concept... and perhapes more bloody.

If I was to go that direction I would certianly love to have some assistance in the project when it came to a lot of fear work.

Re: Road is back

Posted: Fri Nov 30, 2012 7:17 pm
by GodzFire
If you can do the M3 models I'll gladly try and do as much Fear work as I can to offset the workload.

Re: Road is back

Posted: Fri Nov 30, 2012 8:16 pm
by punkUser
Road wrote: Getting specific could take a lot of time... Like Ravanna.. I could make a take off of Ravanna no problem but if there is a refferance of her and I need to make her look just like the image it would take some time. I could certianly throw together my redension of a "ravanna" and she would look great but she wouldnt look just like the M3 one unless I focused a lot of extra time into it.
IMHO anything you do - even if Myth-related - you shouldn't get hung up with making it an exact pixel-perfect reproduction of some other piece of art. I'd much rather see HD Myth 2/3/warhammer units as envisioned by Road's art style than an attempt to rerender or copy what has been done. The former is a lot fresher and more interesting :)

Re: Road is back

Posted: Fri Nov 30, 2012 8:39 pm
by vinylrake
punkUser wrote:
Road wrote:IMHO anything you do - even if Myth-related - you shouldn't get hung up with making it an exact pixel-perfect reproduction of some other piece of art. I'd much rather see HD Myth 2/3/warhammer units as envisioned by Road's art style than an attempt to rerender or copy what has been done. The former is a lot fresher and more interesting :)

this. make something visually interesting and fun to play rather than cater to the half-dozen people who have memorized every pixel of Ravanna: Warrior Princess and who will find something to complain about no matter how cool something is.

Re: Road is back

Posted: Fri Nov 30, 2012 8:54 pm
by juliocpaes
Image

Vinyl,

I think not ... Ravanna is Shiver. although very similar, but are distinct personages/figures.
I vote in have Ravanna. Already we have a Warrior princess, according the image above

Julio

Re: Road is back

Posted: Fri Nov 30, 2012 11:33 pm
by vinylrake
I said "Ravanna: Warrior Princess" because in Myth 3, Ravanna looks a lot like the character from the television show "Xena: Warrior Princess".

Image

Re: Road is back

Posted: Sat Dec 01, 2012 5:31 am
by Road
Yes she looks just like her.

Of course just getting the basics down and having her weapons and black hair should be good enough...afterall you dont think she wears that excact same outfit everyday, right?

Also note that I believe to get that quility of an image from M3 to M2 the model would have to be rather large.. larger than the typical Myth 2 model... I believe human size in M2 is about 60-70 pix high where as to get that image of refferance from M3 into M2 she would need to be somewhere around 200 pix high.

Most of the project Iv had recently have been about 200-300 pix high except for the WindAge ones that where about 1000 pix high went I sent them out... GIANT CHICKEN!
GodzFire wrote:If you can do the M3 models I'll gladly try and do as much Fear work as I can to offset the workload.
I had no intention of doing anything other than making the collections. Speaking of which, some of you may already know, alot of these models of M3 are incomplete or missing TGAs. I went through them all to get a better idea of what there was... unless there is another copy of the M3 models or a recently extracted version.

Re: Road is back

Posted: Sat Dec 01, 2012 10:57 am
by GodzFire
How about just using a M3 unit's texture stack and creating a new model for it with animations. Wasn't that one of the options? As long as it looks like the M3 units it's fine, it doesn't need to MOVE exactly like them.

Re: Road is back

Posted: Sat Dec 01, 2012 3:30 pm
by Road
Yes, useing thier current textures will be done for the most part.

I have no problem duplicating thier animations, most would be cut down alot because thier animations are usually about 80 frames so they would get cut down almost 90%.

Right now I do have a "ravanna" poser model that has been modified... just looking for the right hair.

Re: Road is back

Posted: Fri Dec 07, 2012 4:31 pm
by Road
Ok so current project that I am working on includes Ravanna and a few other main characters from M3. I actually have and intend to make most if not all of the M2 units.

Currently I have a Thrall, Maul and Ravanna in the works.. I like the Dark units and will perhapes try to switch back and forth between Light and Dark but I think Ill find it more challanging to do the Dark first whereas Light mostley look like common uinits.

I am currently setting up a workflow and room (lighting and set cameras) to make it easier, faster and better quality in the long run.

Currently my reallife events prevent me from doing too much at any given time so it may be a slow proccess... also it's been forever since I have used Amber and Oak and Ooga usually did it for me so that will be the next challange.