monsters

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Grimfan
Posts: 369
Joined: Wed Jan 02, 2013 7:48 am

Re: monsters

Post by Grimfan » Wed Apr 03, 2013 1:38 pm

Really nice suggestions/thoughts/proposals there odinsballs. :)

I've put most modding off while I patiently await a certain ghoul monster to add the finishing touches to my dungeon. Hint, hint. ;)

User avatar
odinsballs
Posts: 288
Joined: Thu Dec 20, 2012 4:25 pm
Location: south of heaven

Re: monsters

Post by odinsballs » Wed Apr 03, 2013 3:20 pm

Grimfan wrote:Really nice suggestions/thoughts/proposals there odinsballs. :)

I've put most modding off while I patiently await a certain ghoul monster to add the finishing touches to my dungeon. Hint, hint. ;)
wel thats why i keep myself buisy with monster spotting and continuing work on my exterior prop pack (onward to v2 :D ).
i think the animators took a welldeserved little breather over them easter days ( i can Always put suggestion models out ,its not like i force people to do these, merely trying to help out with that part of creature production my skillset allows me to partake in) also it would seem that except those people actually working on anims (leki and wallasaurus) there are not many folks active in getting creature stuf done (and i do mean custom monsters and not retextures) :roll:
not that there's something wrong with retextures, they just don't count as truly custom creatures on account of stil having the same physical appearance.

User avatar
odinsballs
Posts: 288
Joined: Thu Dec 20, 2012 4:25 pm
Location: south of heaven

Re: monsters

Post by odinsballs » Wed Apr 03, 2013 5:31 pm

could this one work as orc model...?
ingame static model screenshot over on nexus:

http://grimrock.nexusmods.com/Images/82

wallasaurus
Posts: 98
Joined: Thu Oct 11, 2012 5:12 pm

Re: monsters

Post by wallasaurus » Wed Apr 03, 2013 8:27 pm

Polytize Me, Cpt.! wrote:Mine are from scratch, but I definitely agree with you. Wallasaurus' models are on a completely different level! :D
from scratch is the true path to enlightenment. :)

User avatar
akroma222
Posts: 1024
Joined: Thu Oct 04, 2012 10:08 am

Re: monsters

Post by akroma222 » Fri Apr 05, 2013 9:56 am

Orc model looks super! ;)
Just an idea, if I may...
A creature with crab bottom (legs) and a humanoid framed torso..?? The crab movement animation would already be there (mostly at least) and the actual attacks could be similar to a skeleton spear lunge... I am sure I have seen this type of creature in games before (not sure on names - Dryder? Mantis?)
I just thought it may provide a quick route to a new custom monster given it is a mix of existing ones... just a thought anyways

Great work as always Wallasaurus :)

User avatar
odinsballs
Posts: 288
Joined: Thu Dec 20, 2012 4:25 pm
Location: south of heaven

Re: monsters

Post by odinsballs » Fri Apr 05, 2013 3:38 pm

akroma222 wrote:Orc model looks super! ;)
Just an idea, if I may...
A creature with crab bottom (legs) and a humanoid framed torso..?? The crab movement animation would already be there (mostly at least) and the actual attacks could be similar to a skeleton spear lunge... I am sure I have seen this type of creature in games before (not sure on names - Dryder? Mantis?)
I just thought it may provide a quick route to a new custom monster given it is a mix of existing ones... just a thought anyways

Great work as always Wallasaurus :)
those would be them spider creatures from oblivion and the land dreugh, (i can rip these puppy's from nif to model format in no time textured and all) but since i cant animate you would end up looking for animators for aforementioned creatures (and oh boy ,do we have a shortage on animators?..... Always. ;)

User avatar
odinsballs
Posts: 288
Joined: Thu Dec 20, 2012 4:25 pm
Location: south of heaven

Re: monsters

Post by odinsballs » Fri Apr 05, 2013 4:11 pm

as requested by neikun over on source monster thread, here's my wip texture enhancements for the beholder by leki
i tried to increase overall texture quality,added individual normals and specs for all 4 types + occlusion and paralax maps,(experimental) also 2 of 4 beholders have undergone an occular change (new eyes :D ) these should enhance the Original textures
quite nicely (especially when monster moves i.e. more dynamic reflections and bump details) keep in mind that these are wip versions. so if ya use em let me know if they work for you and what needs changing. (i realy can use some feedback on these) enjoy (i hope}. ;)
here's the dropbox link:

https://www.dropbox.com/s/zg4plkb6xtfq4 ... %20wip.rar

User avatar
akroma222
Posts: 1024
Joined: Thu Oct 04, 2012 10:08 am

Re: monsters

Post by akroma222 » Sat Apr 06, 2013 1:29 am

odinsballs wrote:
akroma222 wrote:Orc model looks super! ;)
Just an idea, if I may...
A creature with crab bottom (legs) and a humanoid framed torso..?? The crab movement animation would already be there (mostly at least) and the actual attacks could be similar to a skeleton spear lunge... I am sure I have seen this type of creature in games before (not sure on names - Dryder? Mantis?)
I just thought it may provide a quick route to a new custom monster given it is a mix of existing ones... just a thought anyways

Great work as always Wallasaurus :)
those would be them spider creatures from oblivion and the land dreugh, (i can rip these puppy's from nif to model format in no time textured and all) but since i cant animate you would end up looking for animators for aforementioned creatures (and oh boy ,do we have a shortage on animators?..... Always. ;)
Ahh yes, that sounds like the ones (although I did not play too much oblivion)...
I reckon I will be volunteering soon for animator duties, always something I wanted to do but thought I couldnt...
I have some more work on my mod yet to go but after I will be diving in Id say :)

User avatar
odinsballs
Posts: 288
Joined: Thu Dec 20, 2012 4:25 pm
Location: south of heaven

Re: monsters

Post by odinsballs » Sat Apr 06, 2013 2:07 am

akroma222 wrote:
odinsballs wrote:
akroma222 wrote:Orc model looks super! ;)
Just an idea, if I may...
A creature with crab bottom (legs) and a humanoid framed torso..?? The crab movement animation would already be there (mostly at least) and the actual attacks could be similar to a skeleton spear lunge... I am sure I have seen this type of creature in games before (not sure on names - Dryder? Mantis?)
I just thought it may provide a quick route to a new custom monster given it is a mix of existing ones... just a thought anyways

Great work as always Wallasaurus :)
those would be them spider creatures from oblivion and the land dreugh, (i can rip these puppy's from nif to model format in no time textured and all) but since i cant animate you would end up looking for animators for aforementioned creatures (and oh boy ,do we have a shortage on animators?..... Always. ;)
Ahh yes, that sounds like the ones (although I did not play too much oblivion)...
I reckon I will be volunteering soon for animator duties, always something I wanted to do but thought I couldnt...
I have some more work on my mod yet to go but after I will be diving in Id say :)
thats why i try to come up with monster suggestions that would mostly work of of basic gr anim sets.
and yes more animators are Always welcome (and needed with the amount of model stuf out there that is to be had)

wallasaurus
Posts: 98
Joined: Thu Oct 11, 2012 5:12 pm

Re: monsters

Post by wallasaurus » Sun Apr 07, 2013 9:42 pm

quick update with kobold, I will make the low poly and bake etc. next, the anims after that. I will make 1h weapon animation set + locomotion etc. Bow could be done after if needed.

Image

Post Reply