Clem: i had to shoot lee!! starts crying So don't be an asshole!! and pretend to be the only one that's lost people!!...Sobs alot
Kenny: … moreoh god...i..clem..i'm so sorry i never meant to i just....Walks towards her and hugs her i'm sorry sweatheart
Clem: sobs i...i'm sorry t..to
Mike: walks in the hell is going on what did you do man?
Kenny: it's fine mike hey clem wipes out her tears im sorry....
Clem: i..it's ok smiles again
Kenny: smiles come on let's go
Mike: Alright let's go
Edit: Personally i think this is how it should have happend in that tent
Your Pics are so great!
Can you animate with your Engine? Because I try to animate some models from the Game.
It lags, because it's a gif. But I think it's a good go.
Your Pics are so great!
Can you animate with your Engine? Because I try to animate some models from the Game.
It lags, because it's a gif. But I think it's a good go.
Your Pics are so great!
Can you animate with your Engine? Because I try to animate some models from the Game.
It lags, because it's a gif. But I think it's a good go.
Your Pics are so great!
Can you animate with your Engine? Because I try to animate some models from the Game.
It lags, because it's a gif. But I think it's a good go.
Thanks, but it's actually just a single directional light in that scene
I'm now quite sure what the game uses. It seems like objects are lighted in a traditional way (with much precalculated shadows and ambient occlusion thrown in). Characters always seems to be lighted by an additional light source from the opposite direction. One day I'll figure that out, but that's not a priority
No, I can't do animations yet. But that's just a question of time. I'm almost done optimizing my engine and cleaning it up a little. Skyboxes are actually the last thing I'm going to optimize. I'm removing objects that are always far away from the camera, like the sky and the mountains, from the z-buffer. They are so far away, that they sometimes cause z-fighting on closer objects, even though I use 32bit precision I want this to be an automated process
As for playing animations. That's realy easy.
The hard part is making these animations in the first place. I don't know how these programs work, so I'm trying to build something on my own. I've been wondering about this for quite some time now. For example: Clem touches an object. Now I want her to make a step forwards, but the hand should NOT move on the object. Would I have to keep her hand there manually, by making sure it's always in the same position each keyframe? Or can I just lock the root-joint of her hand in place, I so how does the math work for that? Her arm would have to be automatically adjusted, when her body moves.
Your Pics are so great!
Can you animate with your Engine? Because I try to animate some models from the Game.
It lags, because it's a gif. But I think it's a good go.
I am not a professional in 3D, but I know people in this area, and even got to animate something in 3DMax long ago ..
Most things are animated by hand. but in the example that you specified about the hand. there is a command to "lock" the hands and feet of your model in a certain (XYZ) position while other parts of the body remain free. so I guess you could start scheduling some command for this purpose.
No, I can't do animations yet. But that's just a question of time. I'm almost done optimizing my engine and cleaning it up a little. Skyboxe… mores are actually the last thing I'm going to optimize. I'm removing objects that are always far away from the camera, like the sky and the mountains, from the z-buffer. They are so far away, that they sometimes cause z-fighting on closer objects, even though I use 32bit precision I want this to be an automated process
As for playing animations. That's realy easy.
The hard part is making these animations in the first place. I don't know how these programs work, so I'm trying to build something on my own. I've been wondering about this for quite some time now. For example: Clem touches an object. Now I want her to make a step forwards, but the hand should NOT move on the object. Would I have to keep her hand there manually, by making sure it's always in the same position each keyframe? Or can I just l… [view original content]
Hmm... the texture is off (shoulders). And what kind of program are you using, that you need to do extra stuff for proper alpha-blending? Also there doesn't seem to be any in that picture?
Hmm... the texture is off (shoulders). And what kind of program are you using, that you need to do extra stuff for proper alpha-blending? Also there doesn't seem to be any in that picture?
My reaction to your reaction:
When Ezio threw that thing at him I just lost it
Anyways, Gunab..this stuff is awesome! I'm loving it. You're reallllly talented. claps
Wow, thanks for the feedback, guys!
I won't do those animations, because I will rather make some Facial-Expressions with the models. I got into it.
And I have an another hilarious animation.
It reminds me of Bloody Mary from TWAU. I laughted so hard.
I am currently on that scene when Clem is kicking the door off (remember?), and I would like to recreate her Expression and the pose. It also reminds me of Bigby, that fight pose, and that would be cool to try that on Clem.
Here it is:
It reminds me of Bloody Mary from TWAU. I laughted so hard.
I am currently on that scene when Clem is kicking the doo… morer off (remember?), and I would like to recreate her Expression and the pose. It also reminds me of Bigby, that fight pose, and that would be cool to try that on Clem.
Hmm... the texture is off (shoulders). And what kind of program are you using, that you need to do extra stuff for proper alpha-blending? Also there doesn't seem to be any in that picture?
Here it is:
It reminds me of Bloody Mary from TWAU. I laughted so hard.
I am currently on that scene when Clem is kicking the doo… morer off (remember?), and I would like to recreate her Expression and the pose. It also reminds me of Bigby, that fight pose, and that would be cool to try that on Clem.
Comments
"Hmm...interesting."
Yea, I don't know. When I was a kid ice sheets where always fascinating and fun to play with
Why.. WHY COULDN'T THIS HAVE HAPPENED!!
Well it's still really good art.
Great work, but to me.. It kind of looks like an awkward position.
I love it XD
Make him folding his arms angrily like: "I really want to eat the shit outta that raccoon..."
Ah, reminds me of when I visited Indiana when I was 6.
"WHAT IS THIS WITCHCRAFT?!"
Your Pics are so great!
Can you animate with your Engine? Because I try to animate some models from the Game.
It lags, because it's a gif. But I think it's a good go.
I love that lightning!
I wish I could have your Engine.
I tried to [Hug Sarah] bug she didn't want me to. It's so sad. ;( Poor Sarah, she miss Carlos alot.
THIS.IS.SO.COOL. Moar, moar, MOAR...
No, seriously this is awesome...
HOLY SHIT! I didn't know you did animations too! :DD
Great man!! You wanted to talk to me? I answered you in the chat!
I think Gunab mentioned before, a few pages back that he'll soon have support for animations on his engine.
Thanks, but it's actually just a single directional light in that scene
I'm now quite sure what the game uses. It seems like objects are lighted in a traditional way (with much precalculated shadows and ambient occlusion thrown in). Characters always seems to be lighted by an additional light source from the opposite direction. One day I'll figure that out, but that's not a priority
No, I can't do animations yet. But that's just a question of time. I'm almost done optimizing my engine and cleaning it up a little. Skyboxes are actually the last thing I'm going to optimize. I'm removing objects that are always far away from the camera, like the sky and the mountains, from the z-buffer. They are so far away, that they sometimes cause z-fighting on closer objects, even though I use 32bit precision I want this to be an automated process
As for playing animations. That's realy easy.
The hard part is making these animations in the first place. I don't know how these programs work, so I'm trying to build something on my own. I've been wondering about this for quite some time now. For example: Clem touches an object. Now I want her to make a step forwards, but the hand should NOT move on the object. Would I have to keep her hand there manually, by making sure it's always in the same position each keyframe? Or can I just lock the root-joint of her hand in place, I so how does the math work for that? Her arm would have to be automatically adjusted, when her body moves.
I just noticed how low-poly the models from TWD are.
I am not a professional in 3D, but I know people in this area, and even got to animate something in 3DMax long ago ..
Most things are animated by hand. but in the example that you specified about the hand. there is a command to "lock" the hands and feet of your model in a certain (XYZ) position while other parts of the body remain free. so I guess you could start scheduling some command for this purpose.
I finally know how to properly alpha-map.
Hmm... the texture is off (shoulders). And what kind of program are you using, that you need to do extra stuff for proper alpha-blending? Also there doesn't seem to be any in that picture?
And there's a dot of her hair flying in air.
Yep but that's normal. You can see in the game, too. Not on Clem, though, as she never takes of her that. But Bonny has some flying hair
Really?? I never realized that! haha
There is also the white polygon in Kenny's Beard! ;D
Tha't name! :P
Wow, thanks for the feedback, guys!
I won't do those animations, because I will rather make some Facial-Expressions with the models. I got into it.
And I have an another hilarious animation.
I wrote ya back!
Well, I know a little bit of Face Rigging, so I can create funny faces on Clem.
Before I saw Carver I thought she walked in on Luke and Jane. Now things are more complicated.
Call up Aveline, she has a machete.
She looks like a creepy horror movie child.
These are all quite amazing and interesting, good job mate! Hope you continue what you do, and thanks for sharing 'em with us.
Okey!
Nice! xD
Yeah, but it's difficult to make them. Will maybe continue, when I have time.
I can imagine. Well, best of luck with that!
Here it is:
It reminds me of Bloody Mary from TWAU. I laughted so hard.
I am currently on that scene when Clem is kicking the door off (remember?), and I would like to recreate her Expression and the pose. It also reminds me of Bigby, that fight pose, and that would be cool to try that on Clem.
Ninja Clem!
I use 3DS MAX 2009 to fix the textures, (you don't wanna know how clem looks with her face texture out of place, it's hella creepy).
With the alpha-mapping, it's on her hair strands that stick out. It used to have a black border which looks really messy.
I was listening to some AC music and then I saw this animation. I thought of Clem being an assassin
You reminded me of this song! it gives me chills and it's amazing! Ah.. good times!!
youtube