Hi thanks so much for posting this, I'll be using a modified version in a vr project I'm making for a university experiment. I bumped up the mesh count with a multiresolution and texture painted a photo-fur with normal map and ambient occlusion, looks great. I'd like to share my version in case it saves anyone else some time, not sure how to best do that though? Do I just post a whole new item to OGA or send it to you and you add it to yours? I dunno, lemme know if you have any preference on that.
Fantastic work on the rigging btw. Looks tricky!
I just wish it had a posable jaw... oh well. Maybe i'll add that in if I have time, kinda don't want to mess with the vertex weighting though, it's already working so well...
I like it! I'm going to try it in my AR monster-hunter style game. I might cook up a walk/stalk animation. BTW I like the skull helmet, it looks cool. As a suggestions for future work, I think what might help avoid the confusion mentioned by an earlier commenter about the skull-helmet is if the skull motif existed elswhere in the design, perhaps as skull knee-pads, or shoulder/elbow pads.
Wow! Very nice. I'm using this as a placeholder monster in my game as I develop it, but I think it's very possible I'm going to find a reason for it in the final story line, it's so well done it would be a waste not to!
Thanks a lot for posting this, it's been a big help for me sorting out animated actors in Panda3D.
Edit: Hey i noticed when i export from blender the animation seems to have some vertex weighting issue where theres too many weights for a bone, in the engine i'm using (panda3d). To fix that, I run the clean filter over the vertex weights and it removes all the zero weights, which fixes it right up. I thought i'd make mention of that in case it saves anyone else some aggravation!
This is great! I'm using a modified version by dm3d with some extra tweaks as a placeholder monster in my game as I work on it. I think it might end up being a boss monster by the time I'm done though, for some level, I really like this character.
Thanks a lot for sharing your work it has been a big help!
Hi thanks so much for posting this, I'll be using a modified version in a vr project I'm making for a university experiment. I bumped up the mesh count with a multiresolution and texture painted a photo-fur with normal map and ambient occlusion, looks great. I'd like to share my version in case it saves anyone else some time, not sure how to best do that though? Do I just post a whole new item to OGA or send it to you and you add it to yours? I dunno, lemme know if you have any preference on that.
Fantastic work on the rigging btw. Looks tricky!
I just wish it had a posable jaw... oh well. Maybe i'll add that in if I have time, kinda don't want to mess with the vertex weighting though, it's already working so well...
I like it! I'm going to try it in my AR monster-hunter style game. I might cook up a walk/stalk animation. BTW I like the skull helmet, it looks cool. As a suggestions for future work, I think what might help avoid the confusion mentioned by an earlier commenter about the skull-helmet is if the skull motif existed elswhere in the design, perhaps as skull knee-pads, or shoulder/elbow pads.
Thanks for sharing.
Wow! Very nice. I'm using this as a placeholder monster in my game as I develop it, but I think it's very possible I'm going to find a reason for it in the final story line, it's so well done it would be a waste not to!
Thanks a lot for posting this, it's been a big help for me sorting out animated actors in Panda3D.
Edit: Hey i noticed when i export from blender the animation seems to have some vertex weighting issue where theres too many weights for a bone, in the engine i'm using (panda3d). To fix that, I run the clean filter over the vertex weights and it removes all the zero weights, which fixes it right up. I thought i'd make mention of that in case it saves anyone else some aggravation!
This is great! I'm using a modified version by dm3d with some extra tweaks as a placeholder monster in my game as I work on it. I think it might end up being a boss monster by the time I'm done though, for some level, I really like this character.
Thanks a lot for sharing your work it has been a big help!