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Creating a Davvy Jones Model (WIP)

Right now, I think you should stop and actually try to import what you have into the game.

I may sound overly pessimistic here, but if you can't make it work ingame, there's no point of making it at all. At least that's my overly pessimistic opinion - your mileage may vary <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

EDIT: Oh, <b>Pieter</b> suggested the exact same thing in other thread. So, um, never mind then <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
Hey Kazeite!

Thanks for the tip, even if it was a reminder. I did try to import it, and I managed to load it into the Tool fine when i triangulated it... I don't know how I would go about bringing it into the game any further than there... making it a .gm would be pretty useless would it not? I mean it's just a head... then if putting a new model in has been done before, making the body might just make me that much more determined to try to fit it to whatever skeleton is in the game. I mean if it is possible... I dunno - I'll probably get all frustrated when it doesn't work, but in the end the modelling experience is not a bad thing at all. Plus - if I can make a body, and attach it all - maybe if my teacher is really nice he will teach me how to rig it, and animate it in maya. Not super useful here, but it it could be useful to learn to animate. later man! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
well, the smiley-face could be a bit better. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
All changes are fine with me, as long as the final result more-or-less resembles Davy Jones. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

3DS MAX can import VRML files. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Awesome! Thanks guys - and so far it looks like Maya is working out - which is particularily awesome 'cause I already know how to use it. errr... I'm learning to use it rather. By the way - I posted this in the burning brig too but I did an animation for school, and I finished the rough. Check it out!

<a href="http://www.youtube.com/watch?v=zP8hh1BMk0s" target="_blank">http://www.youtube.com/watch?v=zP8hh1BMk0s</a>

happy pillaging!
 
Wellsir,you'remaking a dream come true. With every picture I see, I become more excited. Ever since I saw PotC 2 last year, I've always wanted to be Davy Jones on his ghostly Flying Dutchman. Once you're done, I'll be one Flying Dutchman short of fullfilling my dream. Thank you so much and keep up your exponential work.
 
jack with a beak reminds me of someone but i can't quite place it. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> no, not jack, someone else.
 
Sauron: Thank you! My goal is to have the model done by the end of this week - then I'll see if I can get that rigged right to import it (wihtout texture) into the game, and then next comes the texture! Actually - I showed my 3D teacher the .ani files that POTC uses, and he think he may know how to get new animations into the game - so I might use him for the 4 weeks left that I have of school, and texture it afterwards. But it's coming!

Morgan: interesting... I wonder who? let me know if you come up with a name. thanks for watching the animation! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
i know! the answer rather surprises me, actually. he reminds me of one of the hens in the robin hood disney film! <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
I suggest you try to put the head you modeled on top of an existing character and try to put that ingame. See what happens. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

There already IS a Flying Dutchman model in Build 14 Alpha 6. It's far from perfect, but it's better than none at all! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Does anybody know if I can use alpha channels to fray the edge of Davy's Jacket? I know that technique is common with hair and I a) do not know how to do it, but will look it up , and b) want to know if the POTC engine would support it. It may be a newer thing.

If anybody has tried this, and either got it to work, or not, please let me know - it could save me valuable polygons while modelling. That said - yes pieter, that is a great idea. I will do that as soon as I finish this side view drawing. this could potentially be awesome.
 
the flying dutchman could definatly use some improving, but it's not bad. it needs stuff stuck on to the model.
 
hmmmm trouble with the rigging... I'm going to see if I can do it in maya instead of tool before importing (appariently the skeleton is carried in through the .VRML files) and if not - I'll just take another mesh, and tweak the vertexes until I've got me a Davy Jones. I'll have to do a new UV texture for it, and in order to not distort the animation I would probably just use Extrude Face all over the place so the poly count might be a titch higher than it has to be - but I'll get it in there. I swear it will be possible. I'll properly export a body by choosing SWAP Y<->X on the next one too so that should keep the default skeleton.

Morgan: lol okay I can do that afterwards - when I fail at this, it will make me regain some confidence in myself hahahaha. unless I fail at that too - then I'll just need a sympathetic keyboard to cry on. hahaha
 
hmmm okay - I decided to try stitching it to a character that I exported properly therefore it would maintain the skeleton. It seemd to work well enough except for a few animations that had him crunch into a ball (is that standard for all models?) and that I had strange triangle-like panels that he seemed to be running on every now and then. not sure what those are - and I cant tell you if they make it in the game yet, because I dont know how to use the model in game with the new (and much appreciated) ability to choose your clothes from the menu screen. okay - lol night guys! err.. morning? stupid sun.
 
ARGH! We need the help of High Sea Lass and/or Inez Dias! Or perhaps Nathan Kell or Cataline the Pirate. These are the only people I know who have messed around with things like this. Perhaps you can try PMing them. With a LOT of luck, one of them might answer. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

The game does use alpha maps, but I don't think it works on characters. I recall someone once said he tried, but on characters the alpha map doesn't make the character transparent. Instead the alpha map makes the character gray. This seems a bit useless and is a limitation of the game engine, I'm afraid. So no luck there. But you can try anyway: Just take the tga.tx file of an existing character, add an alpha map and see what the result is ingame.
 
Hey guys

Sorry that I have been gone for a bit. Homework started picking up again, and then there has been a whole bunch of other stuff going on that needed time. Not necessarily a bad thing <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />. Anyways, I'm working on this right now as we speak, but I figured I'd throw another shot of the model in progression so that you know that I'm still alive, and I haven't abandoned the project yet.

As per Pieter, and Kazeite's request, I tried sewing the head onto the another body and seeing if I could get it to work. I had enormous difficulties connecting it to the rigging (although I DO understand tool.exe waaay better now), but I am going to try to finish the model - or at least get almost done by the end of today. If the skeleton really is exported with the VRML files - I'm hoping that I can import a model, delete the model part, and then connect the skeleton to my model, and import it in the game. I have an enormous amount of faith in my 3D teacher, and hopefully he'll be able to figure something out. Here is where I have gotten to so far. Cheers guys!

As for the Alpha channels - darn that sucks - I haven't tried it yet, but I will test it out soon. Thank you very much once again Pieter!

*oh and one last note. There is one part that is sticking out - just ignore that - I pulled out the vertexes there so that I could see what was underneath. I'm just going to have an over lap so there is an actual cast shadow under the jacket on the pants.


<img src="http://img.photobucket.com/albums/v226/new_age_heretik/Skin%20Previews/DavvyJonesPreview5.jpg" border="0" class="linked-image" />
 
Sorry - I can't help but post more as this comes along - sharing it is my way of motivating myself to keep it going forward. I'm very sorry for polluting the forum <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

<img src="http://img.photobucket.com/albums/v226/new_age_heretik/Skin%20Previews/DavvyJonesPreview6.jpg" border="0" class="linked-image" />
 
well, it certainly looks good. remember that the missing leg is that of a crab. that pice that was sticking out gave me an idea actually. it looked like a sheathe. (hint hint <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> )

oh: sorry to say this, but i noticed that with the claw-hand being his left hand, he now still uses that hand for the pistol. is this intentional?
 
I was thinking of a sheat too, even before that picture. When I was working with those hats. We could make a model with a sheat for rapiers, one for sabers, and one for broadswords. Just an idea though.
 
I'm not saying who should make this, but I'm throwing the idea out there.
With Pirates 3 comming out, and having made the <i>Dutchman</i>, the <i>Pearl</i>, and a Jones WIP, all that... we're going to need a Lord Beckett and this:
<img src="http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/Admiral_Norrington.jpg" border="0" class="linked-image" />

<b><i><u>Admiral</b></i></u> Norrington! <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />

Just take Conorrington, change the white waistcoat, lapels, and cuffs and make them buff (tan) and add epaulets on his shoulders!
 
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