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Tuesday, January 26, 2010 - 09:18

Ah, I never paid attention to the AA filter settings. Gauss was on my default scene and I never touched it.

Tuesday, January 26, 2010 - 09:14

I'll do this before too long.  I didn't want to draw too much attention to it while it's still so early alpha.

Monday, January 25, 2010 - 17:44

His zombie limping walk is far too slow for an action RPG. I tested in my game engine at the movement speed I wanted and he was gliding along the ground :)

I will probably keep the limp in the .blend file but add a new animation and update this asset. I'm also thinking of adding an "emerge from the dirt" animation.

Monday, January 25, 2010 - 17:39

Thanks Grandmaster B. I'm a bit embarrassed to post some of these because they have concessions not usually made for 3D games (e.g. manifold meshes and UV mapping).

My RPG is a very dark Diablo style game and I'm not (currently) using dynamic lighting, so that's why my renders are so dark. Your mod is a great neutral-lighting version. I should probably make and post my models that way and then darken them just for my own game.

Friday, January 15, 2010 - 09:51

I may use the same basic technique to create lots of ground effects for spell casting in my game. To create more of these I can just edit the rune mesh to a new style and color and re-render.

Friday, January 15, 2010 - 09:32

Excellent work!

When you posted the first of these my initial reaction was "wow very neat, but it'll be hard to match that style". Little did I know you have a graphic for EVERYTHING already! I'm very impressed with this collection.

Sunday, January 10, 2010 - 21:32

Oops you're right. Uploaded a fixed version.

Sunday, January 10, 2010 - 08:55

Yes, .blend file now attached.

Saturday, January 9, 2010 - 11:05

Rigged just means it has an armature and can be posed, right?

Friday, January 8, 2010 - 00:59

bart pointed this out. Perfect sound effect source for the head explosion: http://opengameart.org/content/2-wooden-squish-splatter-sequences

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