Female Werewolf With An AK-47 - 1999
Here is a GIF, made from the YouTube clip from my 2000 demo reel, featuring thee Quake 2 Custom Player Model. In 1998 and 1999 while I was working at The #do Company. I did a little side project that would be posted on a site called The Q2PMP (Quake 2 Personal Model project). Someone figured out the MD2 format for the game and published the specs, and from that the site blossomed with a variety of custom, player made, models. Inspired by the project, but also negatively inspired by a couple of REALLY BAD models I saw, The Female Werewolf with an AK. (and continued by adding all the custom weapon replacements.). The Model continued after Quake two, being used as a character in other games using the MD2 model format. This was animated at 10 frames per second, with the game's frame interpolation adding frames, because the MD2 format was just animating the "differences" between the base pose's vertices over time, and picking the "from Frame/ To Frame" assignments from a strict catalogue of frames, and it had a very tiny footprint for the limited amount of capability those windows boxes had, graphically, in the days before nVidia. Coupled with that were the fairly low polygon limits, back then with 600 or less for the figure and 100 or less for the weapons. With my console experience, I knew how to optimize things, Just the basics, But as the MD2 format was saving only the external mesh, I could rig the skeleton any way I wanted. so she got moving jaws and an expressive ears and a tail that displayed a lot of secondary movement. The thing about animation thought, is you have to play movements in one's head over and over to figure out what they look like, Since Action is the end product of thought and motivation, you also have to think about the character, and sometimes a character moves into your head, and invited all their friends. So from this animation work, Asheru was born.This is an expansion of a Journal I posted last month, and thought a more thorough explanation, and a mobile friendly version of the art would help. R U G G E L S / 1 9 9 9
Category Artwork (Digital) / Anime
Species Wolf
Size 480 x 360px
File Size 9.51 MB
Listed in Folders
Was this one of the models I recall, put in a 2D flat render a very long time ago (I believe it was his Yerf! folder) by Richard Bartrop in a grouo shot (also with default AK-47s, I believe) including a model with a skin made to look like Pi (his cybershell red foxen lady, pictured in detail in his comic 'Zaibatsu Tears') in the rear row? I believe it was Richard B. that made the 2D image as opposed to you, Scott, so that particular still graphic might be more on his end than yours, but it is a thorough blast to see the fully articulated model with skin in motion in this animated GIF. :) Thank you for sharing it thus!
-2Paw.
-2Paw.
I believe it was this image?
http://www.furaffinity.net/view/24215407/
Insolicited skins from friends and colleagues. This above image advertising all the skins was the download image for the complete model pak. Yes RichardnBartrop contributed a
Skin and so did Bryce Nakagawa among others.
http://www.furaffinity.net/view/24215407/
Insolicited skins from friends and colleagues. This above image advertising all the skins was the download image for the complete model pak. Yes RichardnBartrop contributed a
Skin and so did Bryce Nakagawa among others.
Right on the button, chum! :) It's been long enough that I was obviously wrong about who posted it; I remembered most clearly (aside from the anthropomorphic canines with automatic weapons rendered in polymodels) Richard Bartrop's Pi, and I'm sorry about the goof on who the author was (aside from his skinning the one Pi-version model) of the render. And I just went back to look at the description of the image...that was the origin of Asheru? Damn, that's a bit of history for me right there. o_o One more reason I've loved the modding and skinning community, and how open iD has often been with both their source code and freedom to have creative fans, artists or both amongst taking their own crack at doing custom work to be used in-game as much as the stock models, maps and scripted animations.
At least I was right about it (the linked image) originally being on Yerf! around the turn of the century! :)
-2Paw.
At least I was right about it (the linked image) originally being on Yerf! around the turn of the century! :)
-2Paw.
I miss that modding community. I miss the ability to mod. Really but now the only thing similar is Second Life, and Virtual Chat. Otherwise games are closed and anything that is used as an E-Sport, like Quake 2’was, before E-Sports were a thing, is a closed system to prevent cheating. But the modelers and the level designers kept those games alive for years, and were a great way fornne nyalent to join the industry. I hear they be remastering Unreal Tournament is high would be interesting to see, especially in the Unreal Editor 5 for the assets.
Although you've actually done work in that community (artwork, skinning, modelling and mutual sharing of it) and I've mostly been an observer (and appreciator, thus! ^_^) I remember the first time I had Quake 2, my own legit copy, up and running (so to speak: 800x600 SuperVGA! o_o) on my old Pentium I, no less so in an IP-to-IP multiplayer game, and actually being able to see both polymodel FPS gaming and play it myself online. When the realization sank in that with a limited amount of software and a bit of know-how, coupled with the urge to make something new like that, it was a little bit of serendipity there to know I Could Be Part Of That. ^_^ I don't know how long after that I first signed up to Elfwood (not that long ago having shut down now), but I know I'd been stoked- at least partially with seeing a whole mess of Quake 1 and 2 modifications- to put some of my own work up, at least two-dimensional work.
I take great pleasure in knowing that the early Half-Life/Quake modding communities were part of what built my confidence up enough to start doing my own wee thing! One more checkmark in the Ossum [ ] box for gaming, chum! :)
-2Paw.
I take great pleasure in knowing that the early Half-Life/Quake modding communities were part of what built my confidence up enough to start doing my own wee thing! One more checkmark in the Ossum [ ] box for gaming, chum! :)
-2Paw.
Think it was your Yerf re-upload you linked earlier: http://www.furaffinity.net/view/24215407/ Not sure why I had to go hunting when that has download links.
And it just pinged ny memory from ancient times. Brian Edwards once uploaded (on Yerf no less) a drawing of a wolf girl weilding a blaster in a Quake II map. Huh.
And it just pinged ny memory from ancient times. Brian Edwards once uploaded (on Yerf no less) a drawing of a wolf girl weilding a blaster in a Quake II map. Huh.
I've watched these animations for probably hundreds of hours now - no exaggeration.
No, not as a gif :-P
This is the reason I looked for you so many years ago. My favorite game model of all time! My friends and I played this game co-op till none of them would play Quake 2 anymore. I'd always start by entering "skill 3" for the hidden HARD+ difficulty, and we'd tear thru the Strogg as no mere humans could do, looking sexy the whole time
I believe the 1st time I looked you up was to ask if you'd make a Q3 counterpart. But you wouldn't work with those segmented models! Oh well..... no campaign to co-op anyway. And soon enough, UT04 was swimming in interesting models.
On a side note, my second favorite Q2 model was probably Beavis & Butthead. Yes, singular. Sometimes, ridiculous is just fun.
Anyway, thanks for the fun memories!
No, not as a gif :-P
This is the reason I looked for you so many years ago. My favorite game model of all time! My friends and I played this game co-op till none of them would play Quake 2 anymore. I'd always start by entering "skill 3" for the hidden HARD+ difficulty, and we'd tear thru the Strogg as no mere humans could do, looking sexy the whole time
I believe the 1st time I looked you up was to ask if you'd make a Q3 counterpart. But you wouldn't work with those segmented models! Oh well..... no campaign to co-op anyway. And soon enough, UT04 was swimming in interesting models.
On a side note, my second favorite Q2 model was probably Beavis & Butthead. Yes, singular. Sometimes, ridiculous is just fun.
Anyway, thanks for the fun memories!
The Unreal Tournament 2003 model got as far as the mesh and skeleton stage, but what stalled it was two things,: 1.) confusion about the animation list, as there was no clear documentation on the list of necessary actions; or how th is a lunanimation blending was supposed to work, and 2.) The making of a custom rag doll; as the info was also sketchy. Epic Games was under no obligation to provide that information, but they did in the collectors edition, with tutorials on... vehicles. UnrealEd4 had a better shader system., and the current InrealEd is a complete game authoring platform.
I am rusty at character work these days, though.
I am rusty at character work these days, though.
Not really planning on making any game models, especially when E-Sports has made it that most games are closed systems, to prevent cheating. So there isnt much opportunity for custom character models any more. I do need to do character work, but it would be for myself, as a way to maintain skills that have gotten rusty when i switched over to hard Surface Modelling.
Here it is on Steam.
https://store.steampowered.com/app/233860/Kenshi/
And here is their website.
https://lofigames.com/
https://store.steampowered.com/app/233860/Kenshi/
And here is their website.
https://lofigames.com/
It is. It is a very unforgiving game. At the start of the game pretty much everyone else is stronger than you so you have to survive by your wits (and running away)
That said it's possible to get cashed up reasonably quickly if you are willing to risk the ancient ruins. Cracking open a safe in an ancient lab and finding it full of ancient science books and CPU cores makes the half hour of dodging blood spiders worth it.
That said it's possible to get cashed up reasonably quickly if you are willing to risk the ancient ruins. Cracking open a safe in an ancient lab and finding it full of ancient science books and CPU cores makes the half hour of dodging blood spiders worth it.
Thank you! The funny thing is, strict limitations made the job a lot easier. 1 texture map for the model, and a fixed frame animation catalogue. I did work on Unreal Tournament 2003 models, but the more complex shaders and higher polygon counts, as well as having to make a custom skeleton nmesh andnancustom rag doll slowed things down considerably. I have images of that Lupine, a male this time, in my gallery. Other than that, there was some skins for other models, and much later vehicles and aircraft for Second Life. I may look at high poly characters soon, as
Silverone is cajoling me to try it n
Silverone is cajoling me to try it n
Wow, I remember this one~!
Reminds me of why once I explored my interest in 3D-animation/game design I had a rude awakening that I didnt nearly have the technical chops for the craft, but still, a cool nostalgic thing im glad I dabbled in~.
Still think the animation in this project holds up!
Reminds me of why once I explored my interest in 3D-animation/game design I had a rude awakening that I didnt nearly have the technical chops for the craft, but still, a cool nostalgic thing im glad I dabbled in~.
Still think the animation in this project holds up!
MMD@ was fine, as long as you tossed subtlety out the window, and kept the movements quick and flowing, The vertex boil you would see would be in small, subtle movements. So it benefited from a grander, or more dramatic animation approach. MD@, though were easy, as long as you stuck striictly to the frame count, and planned the interpolation to the 10 FPS save speed, and hoped the 3060 frame display speed would interpolate directly, so straight moves, rather than curved (like Disney likes), kept things snappy. (The werewolf's hand movement pointing forward.) zi would not mind messing around with the format again sometime. I still have most of the tools.
With all my Hollywood friends talking and now possibly switching to Blender 2.0, I may follow suit. The Maya and 3ds Max I am using are from 2013, and I am not fond of the yearly lease model of Software Licensing. So Blender it may be, But first, I need to learn Z0Brush well enough so I can do a good High poly Modelof Asheru, now.
Try here:
http://games.xrst.net.au/quake2/act.....layers/fwwolf/
full list of credits and 9instructions:
http://q2.packetflinger.com/dl/base.....f/fwwvweps.txt
http://games.xrst.net.au/quake2/act.....layers/fwwolf/
full list of credits and 9instructions:
http://q2.packetflinger.com/dl/base.....f/fwwvweps.txt
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