7heDubz
Posting Freak
Posts: 1,329
Threads: 40
Joined: Feb 2013
Reputation:
41
|
RE: ~Cinematic Main Menu Mods - Finished: 1
Is this usable in an IFC? and by that i mean can i use the first one? (Main Hall)
Not sure if I would, but it would sure seem cool.
(This post was last modified: 03-13-2013, 01:06 AM by 7heDubz.)
|
|
03-13-2013, 01:06 AM |
|
Statyk
Schrödinger's Mod
Posts: 4,390
Threads: 72
Joined: Sep 2011
Reputation:
241
|
RE: ~Cinematic Main Menu Mods - Finished: 1
I would rather you not do that because 1) It's an environment from the original game, therefore would probably NOT be a relatable area in your IFC. and 2) I want these to remain unique to everyone and not a resource for users to use in their stories.
Thanks =]
|
|
03-13-2013, 04:38 AM |
|
7heDubz
Posting Freak
Posts: 1,329
Threads: 40
Joined: Feb 2013
Reputation:
41
|
RE: ~Cinematic Main Menu Mods - Finished: 1
just asking for general knowledge for everyone. I'm sure others had an idea to use it so
|
|
04-07-2013, 09:27 AM |
|
7heDubz
Posting Freak
Posts: 1,329
Threads: 40
Joined: Feb 2013
Reputation:
41
|
RE: ~Cinematic Main Menu Mods - Finished: 1
Bumpity Bump Bump!
Any news as of late?
Also someone wanna remind me how long it takes before a thread becomes "dead' and shouldnt be revived?
|
|
06-14-2013, 10:42 AM |
|
VeNoMzTeamHysterical
Member
Posts: 240
Threads: 36
Joined: Dec 2012
Reputation:
3
|
RE: ~Cinematic Main Menu Mods - Finished: 1
(06-14-2013, 10:42 AM)WIWWM Wrote: Bumpity Bump Bump!
Any news as of late?
Also someone wanna remind me how long it takes before a thread becomes "dead' and shouldnt be revived? Yea, there should be a tutorial how to make it so people get inspired and make more cinematic menu's.
|
|
06-14-2013, 11:27 AM |
|
Statyk
Schrödinger's Mod
Posts: 4,390
Threads: 72
Joined: Sep 2011
Reputation:
241
|
RE: ~Cinematic Main Menu Mods - Finished: 1
(06-14-2013, 10:42 AM)WIWWM Wrote: Bumpity Bump Bump!
Any news as of late?
Also someone wanna remind me how long it takes before a thread becomes "dead' and shouldnt be revived? It really doesn't matter most of the time. As long as the reply is on topic and not just something off-topic/random, it's fine.
(06-14-2013, 11:27 AM)VeNoMzTeamHysterical Wrote: Yea, there should be a tutorial how to make it so people get inspired and make more cinematic menu's. I would but it takes a bit of explaining... If you're interested on how it works, just open the map file or the model file and see how it's set up.
And I've been working on other things at the moment. I haven't touched anything Amnesia related in like a month or more. Sorry guys!
(This post was last modified: 06-16-2013, 08:06 AM by Statyk.)
|
|
06-16-2013, 08:00 AM |
|
OriginalUsername
Posting Freak
Posts: 896
Threads: 42
Joined: Feb 2013
Reputation:
34
|
RE: ~Cinematic Main Menu Mods - Finished: 1
Just curious: are you going to continue this? I've been using this for a while now and I'd love to see more
|
|
07-15-2013, 11:25 PM |
|
Statyk
Schrödinger's Mod
Posts: 4,390
Threads: 72
Joined: Sep 2011
Reputation:
241
|
RE: ~Cinematic Main Menu Mods - Finished: 1
Was thinking about making another recently, yes.
I've got to figure out which one I would do, though... Perhaps Transcept, or Cistern Entrance. Perhaps I'll make a tutorial along with it so people who would like to make their own can learn from it and make something for their own custom stories.
(This post was last modified: 07-17-2013, 01:17 AM by Statyk.)
|
|
07-17-2013, 01:13 AM |
|
No Author
Posting Freak
Posts: 962
Threads: 10
Joined: Jun 2012
Reputation:
13
|
RE: ~Cinematic Main Menu Mods - Finished: 1
Oh dear God plz make that happen
|
|
07-17-2013, 06:20 AM |
|
Statyk
Schrödinger's Mod
Posts: 4,390
Threads: 72
Joined: Sep 2011
Reputation:
241
|
RE: ~Cinematic Main Menu Mods - Finished: 1
Haha, it's not a hard process, really. The hardest part is re-mapping an area in Maya and finding workarounds to things like particle systems and fog.
Sometimes you will need to include new textures and such. For example, to simulate fog areas, not global fog, would require you to make stacked planes of translucent color for a gradual look. Since Fog Areas cannot be attached to the model nor rotated, you could not apply a fog area to the model, nor would it look correct if you could. These small technicalities need to be thought out before you begin mapping the area in Maya.
Another Example would be something like Rain. A particle system will always go in a specific direction, or spawn in a specific location. So... If you attached a rain particle to the model, and the animation "rotated" the camera, the rain would essentially precipitate to the side, and become unrealistic and unnatural. While the world spins, the rain always appears to go straight down to the camera, not straight down to the world. To fix this, you'd have to make a texture that puts rain in spots, then have that material use a UV pan animation to make the large cluster of planes added into the model to simulate rain. Or with a torch, if the animation of the map plays, the flames will follow behind, making the world appear to move, not the camera move about the area. IT'S HARD TO EXPLAIN... Which is why I will give visual examples in a tutorial.
The rest is just taking care in a clean model, having organized materials, animation, and using the Graph Editor to make things smooth. If I get around to doing another, I'll surely find a way to turn it into a tutorial.
(This post was last modified: 07-17-2013, 07:33 AM by Statyk.)
|
|
07-17-2013, 07:21 AM |
|
|