[WIPz] Iguanas

Post » Sun Sep 26, 2010 12:00 pm

100% fantastic buddy, keep it up :)

are you useing 3dmax or something else?... id ask for a tut for 3dmax or ask you to do some work for me :P

see im a moder & use resources rather than makeing the resources???... anyhoo a tut would be fantastic all the same...


can give you an idea of why i want it, well its a small spoiler... seen that you go onto mothership zeta & theres astronaughts & some 500yearold cowboy... i figure that well these aliens have been takeing stuff from our planet for a while, then when you go into the cargo area theres supermutants & stuff in there?...

without wanting anyone copying my story i cant give to much, but i have everything from pre war cows, pigs, to dinosuars and the like?... i about 5% into that side of things but im also working on my veichles at the moment aswell as finishing off the custom models for building locations & stuff.

sooo any help is welcome :)

ps: just saying again that youv done a fantastic job of them im well impressed ;)
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Jessica White
 
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Post » Sun Sep 26, 2010 6:07 pm

@DarkUncleBoh
No problem: :foodndrink:

@jaypak
I simply got lucky with this model that it fits so perfectly with the molerat skeleton. I personally use Blender. One of the main tutorials I used you can find http://www.fallout3nexus.com/articles/article.php?id=196. But there are a lot of other helpful articles on nexus.
The Iguana was my first try to make a new creature and I did it only as a test if I am able to make something like that complicated. As I said I was lucky it turned out so well.
Normally I am the guy who loves to script. So sorry no chance that I make another creature in the near future. It's a lot of work. From a little side project the Iguana has grown to a full mod and my other big mods (FNNCQ, some unpublished ones, Friendly...) also need attention.
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Syaza Ramali
 
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Post » Mon Sep 27, 2010 1:28 am

cool, im on that one too :D... im on all the tuts, for a trex thought theres no vanilla im gona wrap that around, so its back to storm's :)

ty for the help & thats a good mod you got hear ;)
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Becky Cox
 
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Post » Sun Sep 26, 2010 10:28 am

:celebration:
Good news! I think I am ready now. I did the last play test 5 min ago (with FWE and MMM) and all turned out as I have planned. I am so sorry that I haven't used FRAPS while testing. To watch a tiny yellow Iguana hunting a Yao Guio which had a little (MMM related) confidence problems was simply hilarious. :rofl:
Now its time to complete the documentation, pack the file and up to nexus. It's 5 o clock in the morning here and I have to sleep a little before I do this.
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Chase McAbee
 
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Post » Mon Sep 27, 2010 12:43 am

Woo Hoo!!! Can't wait to check this one out!!! :goodjob:
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Stay-C
 
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Post » Sun Sep 26, 2010 11:28 am

Awesome news!!! I can't wait to test this out :celebration: Get your well deserved rest, you really deserve it.
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Tom
 
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Post » Sun Sep 26, 2010 10:10 pm

cool, im on that one too :D... im on all the tuts, for a trex thought theres no vanilla im gona wrap that around, so its back to storm's :)

ty for the help & thats a good mod you got hear ;)


Glad the tut is helpful to some :)
As for custom skeleton, for Blender I found this: http://cs.elderscrolls.com/constwiki/index.php/Blender/Custom_Creature#Adding_the_Armature_.28skeleton.29
It's for Oblivion, but figure it's similar enough. Haven't try myself. (been busy modding other games)
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Louise Lowe
 
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