Hey guys, since i'm taking a few weeks off to compete in an art contest i figured i'd dump the sorceress files here and see if anyone wanted to step up and do some character animations! If you just want to poke around at the files and see how the sorceress was made that's cool too, i included the PSD's as sort of an educational bonus showing how the textures were built up from concept, the armor textures still have a ways to go, so if anyone wants to even just try polishing up textures for work on the mod that'd be fantastic.
Anyway here's the zipped file, includes the map i was using to test her in:
Sorceress Files
i won't do the animations cause i'm really bad at animating, but thanks a lot for the .psd files, i'm sure i can learn a few things from your textures. hopefully someone will do these, the model looks great :)
I would be up for it, but my Max animation workflow is not nearly as smooth as my Maya. Did you have any specific animations in mind that you were wanting?
If you download the files you'll notice i used arthas's rig as a base, these animations are about 80% of what we needed, basically a run animation, a hit animation and various attack animations. The skeleton and all named and animations are named with blizzard's standards so they're all good to go, they just suck right now since i haven't touched the animations to fit the custom rig, haha. Also the skinning is atrocious, i only spent a couple hours on it.
I would highly reccomend talking to Rrowland about what he wants in terms of additional animations, since he's more or less the head of this project.
As for Max and Maya. I'm with ya there, not only am i more familiar with animating in maya, i think they're skinning is far superior though i must admit i'm very new to max and had professional instruction in Maya. But the reality is all the tools are designed to work for max so unless you have some for of export import tool for the two programs that will maintain the animations, bones, helpers, weights, the whole shebang, you're pretty much stuck with max.
Good to see more interest. Again, if there are any more question or anyone needs help don't be afraid to ask.
I just used 3ds max and photoshop (zbrush to get a generic character mesh but just for a quick export). I would recommend not using 3rd party tools to learn how to model, but whatever floats your boat :D
Nope, might clean her up once i'm done with concept art just so i can throw her in my portfolio, but seems like a waste of time since the mod seems to be dead.
I noticed that Rrowland doesn't seem to be responding to anything I say on the terrain contest for arenas. I'm going to post on original thread for the project.
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Hey guys, since i'm taking a few weeks off to compete in an art contest i figured i'd dump the sorceress files here and see if anyone wanted to step up and do some character animations! If you just want to poke around at the files and see how the sorceress was made that's cool too, i included the PSD's as sort of an educational bonus showing how the textures were built up from concept, the armor textures still have a ways to go, so if anyone wants to even just try polishing up textures for work on the mod that'd be fantastic.
Anyway here's the zipped file, includes the map i was using to test her in: Sorceress Files
@crazyfingers619: Go
i won't do the animations cause i'm really bad at animating, but thanks a lot for the .psd files, i'm sure i can learn a few things from your textures. hopefully someone will do these, the model looks great :)
I might be up to work. Can you give me the screenshot of model ? I wont dl before I see what this looks like.
@tigerija: Go
Here's an in game video of where she's at currently
And an in-game shot of her T-pose
If there's anything i can do to help make this easier for ya just let me know.
I would be up for it, but my Max animation workflow is not nearly as smooth as my Maya. Did you have any specific animations in mind that you were wanting?
If you download the files you'll notice i used arthas's rig as a base, these animations are about 80% of what we needed, basically a run animation, a hit animation and various attack animations. The skeleton and all named and animations are named with blizzard's standards so they're all good to go, they just suck right now since i haven't touched the animations to fit the custom rig, haha. Also the skinning is atrocious, i only spent a couple hours on it.
I would highly reccomend talking to Rrowland about what he wants in terms of additional animations, since he's more or less the head of this project.
As for Max and Maya. I'm with ya there, not only am i more familiar with animating in maya, i think they're skinning is far superior though i must admit i'm very new to max and had professional instruction in Maya. But the reality is all the tools are designed to work for max so unless you have some for of export import tool for the two programs that will maintain the animations, bones, helpers, weights, the whole shebang, you're pretty much stuck with max.
Good to see more interest. Again, if there are any more question or anyone needs help don't be afraid to ask.
What programs did you use to create these models? I would like to take a crack at designing some custom characters...
Hey have you tried this web site?
http://www.mixamo.com/
Sure haven't ;).
I just used 3ds max and photoshop (zbrush to get a generic character mesh but just for a quick export). I would recommend not using 3rd party tools to learn how to model, but whatever floats your boat :D
you paid $4000 for 3ds max?
I don't think anyone pays for 3ds max who isn't actually a professional *wink* *wink*.
I actually got it for free because i'm a student at an accredited university, autodesk offers a very nice free 3 year license to students.
Has anyone been working on this?
Nope, might clean her up once i'm done with concept art just so i can throw her in my portfolio, but seems like a waste of time since the mod seems to be dead.
I noticed that Rrowland doesn't seem to be responding to anything I say on the terrain contest for arenas. I'm going to post on original thread for the project.