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Slenderman Monster
Traggey Offline
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#11
RE: Slenderman Monster

(07-22-2012, 06:46 PM)candlejack131 Wrote:
(07-22-2012, 06:40 PM)Traggey Wrote:
(07-22-2012, 05:57 PM)candlejack131 Wrote: well is their any way anyone could simplify it then like i said earlyer like removing the unnecessary twigs/tentencales from its back?

(07-22-2012, 12:42 PM)Hirnwirbel Wrote: Ah, ok. Hm...well you could theoretically skin and animate it in Max, export it to Maya as fbx and then export as collada from there Big Grin Of course fbx format is notoriously buggy too, so one should probably just do all the skinning and animating in Maya from the start.
well then it is possible?
Judging by your comments your seem to not know anything about modeling, so I'll try to explain it simply for you.

1. No, the animations can not be transfered.
2. For this model to be useable someone would basicly have to recreate the model with a much lower polycount
and then make totally new animations for it.

That's ALOT of work you're asking for and this community is very short on people whom are capable of doing these things, so I wouldn't expect this to happen.
well what about with a simpler model like this one
http://deadlyneurot0xin.deviantart.com/a...-313419932
That model looks like it has tons of polygons in it aswell.
07-22-2012, 09:34 PM
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#12
RE: Slenderman Monster

I tried to have a look at that model, but the download gives you a bunch of exotic .spa , .vpd and .pmd files which neither max nor maya are able to import. I guess they are specific to another 3D program but even if this may make me sound stupid, I've never even heard of those file extensions... :/
07-22-2012, 11:12 PM
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candlejack131 Offline
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#13
RE: Slenderman Monster

hmmm well what about the model from slender

This one still remains to be my favourite
http://www.turbosquid.com/3d-models/free...del/633860 i would take it even if it had no animations and would just remain completely still as long as the still model would chase and attack the player
(This post was last modified: 07-23-2012, 12:01 AM by candlejack131.)
07-22-2012, 11:54 PM
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Kman Offline
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#14
RE: Slenderman Monster

I don't think you understand, that model's polycount is way too high for amnesia, if you even attempted to put it in game Amnesia would crash almost immediately (you probably couldn't even get it in game since you'd probably crash the leveleditor too by trying to place it in a map).

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07-23-2012, 12:30 AM
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candlejack131 Offline
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#15
RE: Slenderman Monster

(07-23-2012, 12:30 AM)Kman Wrote: I don't think you understand, that model's polycount is way too high for amnesia, if you even attempted to put it in game Amnesia would crash almost immediately (you probably couldn't even get it in game since you'd probably crash the leveleditor too by trying to place it in a map).
well how could the polycount be lowered without remaking the model

(07-23-2012, 12:30 AM)Kman Wrote: I don't think you understand, that model's polycount is way too high for amnesia, if you even attempted to put it in game Amnesia would crash almost immediately (you probably couldn't even get it in game since you'd probably crash the leveleditor too by trying to place it in a map).
And like i said earlier how about the model from the slender game it seems pretty low poly
(This post was last modified: 07-23-2012, 12:55 AM by candlejack131.)
07-23-2012, 12:44 AM
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Anxt Offline
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#16
RE: Slenderman Monster

You don't just "lower the polycount." You have to remake it. Simple as that. If it has 2934293728947 polygons that make it up, you can't just go in and delete some. You would have to delete the tiny ones or re-size them, which would make it even more time consuming than making it from scratch. Maybe I'm missing some key technique in modeling, but to my knowledge, you can't just reduce polycount on a whim.

07-23-2012, 01:01 AM
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candlejack131 Offline
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#17
RE: Slenderman Monster

(07-23-2012, 01:01 AM)Anxt Wrote: You don't just "lower the polycount." You have to remake it. Simple as that. If it has 2934293728947 polygons that make it up, you can't just go in and delete some. You would have to delete the tiny ones or re-size them, which would make it even more time consuming than making it from scratch. Maybe I'm missing some key technique in modeling, but to my knowledge, you can't just reduce polycount on a whim.
ah i understand i'm a total noob at this kinda stuff but once again what about the model from slender
07-23-2012, 01:03 AM
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Anxt Offline
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#18
RE: Slenderman Monster

Can't really say if it would work until I see the polycount. That, and the model would still need to be converted from the Slender game's format, or made from scratch anyway.

Slender itself doesn't appear to have actual model files that I can find, so I am not sure you can even import it and alter the filetype.

07-23-2012, 01:22 AM
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candlejack131 Offline
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#19
RE: Slenderman Monster

(07-23-2012, 01:22 AM)Anxt Wrote: Can't really say if it would work until I see the polycount. That, and the model would still need to be converted from the Slender game's format, or made from scratch anyway.

Slender itself doesn't appear to have actual model files that I can find, so I am not sure you can even import it and alter the filetype.
well theres this one
http://garrysmod.org/downloads/?a=view&id=131212 and this one [url]http://garrysmod.org/downloads/?a=view&id=131018[/url] i've just been trying to find as much slender models as possible for use
07-23-2012, 01:28 AM
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Anxt Offline
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#20
RE: Slenderman Monster

Forgive me, but I am not going to just download a bunch of random models just on the off chance one of them is what you are looking for. Download them, find a way to open them in a model editor of some sort, and find out how many polygons they are. If they are more than 10-15% over what the current Amnesia monsters are, I would advise against using it.

07-23-2012, 01:42 AM
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