Devourer

C.Roland

FFH Art team member
Joined
Nov 26, 2005
Messages
2,112
Location
Quebec
Anim and Rig : Refar
Model and Texture : C.Roland


pitbeast_eB5.jpg


Based on high resolution mesh that I've sculpted in Zbrush based ont the Digital Tutors' Zbrush training DVD excercise. The texture is baked from the normal map generated from Zbrush. The base DIFF map have been painted directly in Zbrush. Refar animated it, big thanks to him again !

Download

Picture of the high resolution sculpt :

1_5aH.jpg
 
Funny, looks very similar indeed. It's coincidence i think - i for my part have not the slightest idea what spore is supposed to be....
 
It's a new upcoming game ? Interesting... won't run on my box however, so i will skip the vidoe to avoit frustration :mischief:
 
I'm going to use this in "EFZI3: Now in 3D".

Here's what i have, but this unit is.. just a shadow. What do they need to be?

Code:
		<UnitArtInfo>
			<Type>ART_DEF_UNIT_DEVOURER</Type>
			<Button>Art/interface/buttons/Units/AlphaZombieLarge.dds</Button>
			<fScale>0.44</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Art/Units/from_database/devourer/devourer.nif</NIF>
			<KFM>Art/Units/from_database/devourer/devourer.kfm</KFM>
			<SHADERNIF>Art/Units/from_database/devourer/Devourer_FX.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>1.0</fShadowScale>
			</ShadowDef>
			<fBattleDistance>0.4</fBattleDistance>
			<fRangedDeathTime>0.31</fRangedDeathTime>
			<bActAsRanged>0</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>
		</UnitArtInfo>
 
I dont remember the numbers but the model needs a much larger scale than usual - maybe at 0.44 it's to tiny to see.
 
You can scale down the shadow independant from the unit using <fShadowScale>1.0</fShadowScale> tag.

Sorry about the :smoke: here - i did not check the scale in the beginning, and when i noticed how small it was, it was half way animated already - then it was too late.... Scaling a ik skeleton would mess up the anim...
 
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