looks wonderful! The low quality of the current drifter really stands out, even more so given how important and widely used they are. Hopefully this will be integrated into the game when its done.
I do feel the drifter needs some glowy bits on its back to make it stand out more for commanders and just make it more visually striking.
good point. It looks like the model conforms to the old skeleton so you'll have no problems attaching it using the skin modifier. exporting and compiling is the biggest pain so good luck with that.
it seems the drifter animations are contained within the one 3dsmax file in assets. So you do have access to all the animations and rig. The compile log only requests "drifter.dae" for all animations. It seems to use a different system to the main life forms which have a seperate .dae for each animation. Frames seem to be defined within the 3ds max file not sure where these names are stored or visible. Any ideas?
animation "attack10" "drifter.dae" from "attack10_SFRAME" to "attack10_EFRAME"
The good news is you have them so compiling should be fine as long as you don't change anything other than the model
SamusDroidColoradoJoin Date: 2013-05-13Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited January 2014
BTW you need 3ds max 2009 32 bit in order to export the model and have the animation work. I'm sure you already know that seeing as you are very talented.
good point. It looks like the model conforms to the old skeleton so you'll have no problems attaching it using the skin modifier. exporting and compiling is the biggest pain so good luck with that.
it seems the drifter animations are contained within the one 3dsmax file in assets. So you do have access to all the animations and rig. The compile log only requests "drifter.dae" for all animations. It seems to use a different system to the main life forms which have a seperate .dae for each animation. Frames seem to be defined within the 3ds max file not sure where these names are stored or visible. Any ideas?
animation "attack10" "drifter.dae" from "attack10_SFRAME" to "attack10_EFRAME"
The good news is you have them so compiling should be fine as long as you don't change anything other than the model
I'm currently looking for a new job as my last contract has ended, so my priority right now is getting my portfolio brought up-to-date with two new projects.
After that I can see about rigging this up to the existing drifter rig to see how far I can take it.
I'm currently looking for a new job as my last contract has ended, so my priority right now is getting my portfolio brought up-to-date with two new projects.
After that I can see about rigging this up to the existing drifter rig to see how far I can take it.
Bit of a necro, but you could use this as part of your portfolio, probably. Extraordinary model.
Comments
The new drifter seems nice, maybe make it a little more round/smooth on its top side and remember not to make too big.
Its dimensions are almost identical to the original drifter, you'd barely notice any difference If I layed them on top of each other.
I'm thinking the extra bit of detail is just making it look bigger in those screengrabs when the original isn't there beside it as reference.
I do feel the drifter needs some glowy bits on its back to make it stand out more for commanders and just make it more visually striking.
it seems the drifter animations are contained within the one 3dsmax file in assets. So you do have access to all the animations and rig. The compile log only requests "drifter.dae" for all animations. It seems to use a different system to the main life forms which have a seperate .dae for each animation. Frames seem to be defined within the 3ds max file not sure where these names are stored or visible. Any ideas?
animation "attack10" "drifter.dae" from "attack10_SFRAME" to "attack10_EFRAME"
The good news is you have them so compiling should be fine as long as you don't change anything other than the model
Frame tags do it.
After that I can see about rigging this up to the existing drifter rig to see how far I can take it.
Bit of a necro, but you could use this as part of your portfolio, probably. Extraordinary model.