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Making of the Daemon...

Discussion in 'Developer Work and Blog posts' started by Qball, Nov 23, 2015.

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  1. Rince

    Rince Avatar

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    Like it but the face looks too "hairy" for me.


    Flying carpet for sure ;)
     
  2. Ancev

    Ancev Avatar

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    Pretty awesome! Will Chaos Demons or Greater Chaos Demons be able to gate in lesser demonic creatures?
     
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  3. Ronan

    Ronan Avatar

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    [​IMG]
    Bah, the crab. Go this route! He looks mean as he*l!
     
  4. Bowen Bloodgood

    Bowen Bloodgood Avatar

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    That's an awful lot of geometry.. little too busy for my tastes.
     
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  5. Myrcello

    Myrcello Avatar

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    I think the Lord of Darkness is impressed by Qballs work.
     
  6. Ice Queen

    Ice Queen Avatar

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    Me too when I first saw the post. :)
     
  7. Lord Lonn

    Lord Lonn Avatar

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    Ah yes Legend oldie but a goody 1985 Tom Cruise, and Tim Curry as Darkness one of my all time favorites... Lili
     
  8. Sara Dreygon

    Sara Dreygon Avatar

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    I'd go with the Shrike for armor inspiration... best monster ever.

    [​IMG]
     
  9. Ellrynn

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    Very nice , great job !!!
     
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  10. Duke William of Serenite

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    Awesome love the shiny red with the matted black horns. Looking good!
     
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  11. Ice Queen

    Ice Queen Avatar

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    Very cool idea!
    Awesome!
     
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  12. Themo Lock

    Themo Lock Avatar

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    That is the origin of my name, waaay back in the first MUD i played.
     
  13. majoria70

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    Great job as always Qball. Thanks for sharing. I can't wait to see our demon in the game.:)
     
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  14. Qball

    Qball Developer Emeritus Dev Emeritus

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    Hey all here's the update on the demon.
    After figuring out the direction we want to go I have a few choices to make. With a longer process, we can usually take every stage of the creation on one by one. We don't have that luxury here, so we overlap schedules where we can and where we can't cut. For the Demon we are starting with overlapping schedules.

    Rather than have animation wait until we are more finalized with the model, I have blocked in a version with all the key joint positions and sizes I am planning. This can constrain my artistic sensibility but it greatly shrinks the amount of time animation has to wait to get to work. For me this means anything I visually do to the demon from now on, needs to fit on the rig and skin the animators are creating for the proxy. I have been doing this long enough to know how to make this work, so don't worry! :) Just to be clear :THIS IS JUST A LOW POLY PROXY. I have allot of sculpting, and texturing to do yet.
    So here are some shots of what they are rigging to...
    [​IMG] [​IMG]
    Here are a couple close ups of the head with mouth open and closed....
    [​IMG]
    [​IMG]
    From here animation takes over. I have invited our Animation Lead who goes by the name of matpsh into the discussion to go over some of the finer details of animation. Hopefully from now on we will both be adding to this post!

    Thanks all,

    Qball
     
  15. matpsch

    matpsch Developer Emeritus

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    Greetings, demon friends. I'd like to share the next step in the Demon's pipeline: Creating the Rig.
    A rig is the set of bones that lie under the surface of the skin and controls that manipulate the bones. We use this rig in animation to move and pose the character.

    [​IMG]

    [​IMG]

    The Demon has a slightly more unique rig than your standard bipedal character due to having 6 appendages: legs, arms, and wings. To rig the wings, we basically treat them like another set of arms with the fingers extending down the lengths of the membrane. So as they spread open and close, you can think of them as a hand opening and closing.

    [​IMG]

    After the rig is complete we skin the beast to all of the joints so that when the joints move, the geometry of the character moves with them deforming the body the same way that our joints deform our own skin.

    To make sure everything in the rig is behaving properly, it's nice to push the character into some extreme poses.

    [​IMG]

    [​IMG]

    Once we feel that the rig is working the way we want it and the character is deforming smoothly, we can move on to Animation!
     
    Last edited: Dec 3, 2015
  16. Katrina Bekers

    Katrina Bekers Localization Team

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    I'd love a longer, bulkier, more menacing tail; usable as a weapon against backstabbers (hint hint)...
     
  17. Themo Lock

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    How big is this wonderful thing? Troll sized?
     
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  18. Fredrick FlameGrinder

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    Can you put a Human figure next to it so we can see it's size, similar to when the Troll was being designed?
    Thanks.
     
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  19. Lained

    Lained Avatar

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    Code:
    [IMG]http://d2sx9mrt4zumaq.cloudfront.net/wp-content/uploads/2015/12/rig01.jpg[/IMG]
    [IMG]http://d2sx9mrt4zumaq.cloudfront.net/wp-content/uploads/2015/12/rig03.jpg[/IMG]
    [IMG]http://d2sx9mrt4zumaq.cloudfront.net/wp-content/uploads/2015/12/rig02.jpg[/IMG]
    [IMG]http://d2sx9mrt4zumaq.cloudfront.net/wp-content/uploads/2015/12/rig05.jpg[/IMG]
    [IMG]http://d2sx9mrt4zumaq.cloudfront.net/wp-content/uploads/2015/12/rig04.jpg[/IMG]
    Fixed broken image paths.
     
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  20. matpsch

    matpsch Developer Emeritus

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    Shoot, sorry about the image links. Thanks, Lained.

    As for the size of the Demon, I'll let someone else give an official answer because I'm not 100% sure, but I think he will be as tall or slightly taller than the Troll.
     
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