Villacher: Wild Hootch

Works in progress and technical screen shots.

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Re: Villacher: Wild Hootch

Postby learning » Sat Oct 03, 2015 7:59 pm

Awesome. Will you share the textures for this one too?
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Re: Villacher: Wild Hootch

Postby wezu » Sun Oct 04, 2015 9:47 am

I'm not sure if they are usable for anything else, but sure, here they are:
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Re: Villacher: Wild Hootch

Postby learning » Wed Oct 07, 2015 12:54 am

Those are more difficult to scavenge, but I think still doable. And after you release and become a worldwide hit, everybody will want those clothes for their characters ;)
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Re: Villacher: Wild Hootch

Postby wezu » Wed Oct 07, 2015 6:36 pm

I'm planning to have all the game assets accessible, all of them will be in common formats (png, dds, plain text, json or sqlite database) or at least in the default engine specific formats (like models in bam or egg) so modding will be easy. If anyone is willing to back-port the cloths from the game back to MH, then I'm all for it.

One of the things I still need to make for the game is a werewolf morph and I'm willing to provide the model for anyone willing to make a MH target out of it (I'm not modeling it in Blender, so all I can provide is a obj or fbx and hope that the vertex order is preserved) - but I first need to make that morph, and I haven't started yet.

There's also a new in game video, but it's not much yet (ignore the text, just watch the scenes):
https://www.youtube.com/watch?v=2VeYXVL ... e=youtu.be
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Re: Villacher: Wild Hootch

Postby duststorm » Thu Oct 08, 2015 8:45 am

That's looking pretty functional already.
Did you make the animations yourself? Perhaps from mocap data or was it all done by hand?
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Re: Villacher: Wild Hootch

Postby wezu » Thu Oct 08, 2015 4:23 pm

The walk is from mocap data, but heavily edited. I left the original rhythm of the legs and arms movement and basically made the rest by hand (head, spine, hips, palms, feet ... boards-with-nails) then edited the hell out of it so the feet stay on the ground and the whole animation loops (there's still one 'dead' frame at the end, but the game engine interpolates between the first and last frame so it still looks ok).

The idle animation is made from scratch.
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Re: Villacher: Wild Hootch

Postby duststorm » Thu Oct 08, 2015 9:39 pm

Good idle animations are tough.
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