Shub-Niggurath
Whilst creating Shub-Niggurath for use as a monster in the Invasion gametype featured in Unreal Tournament 2004 I decided to
press record and leave it running. Everything from me setting up the image planes to construction, unwrapping, rigging, skinning and
animating this monster can be seen in the videos. Remember that if you are creating a model for Unreal, in 3ds Max make sure it is facing
the positive X axis.
You need 7-Zip to extract the videos.
This is what the final model looks like. I created 2 different textures for the model. It was textured in ZBrush. If I had more time or if UT2004 supported normal maps I would of liked
to have added more detail on the front of the model.
Please note that this model is not supposed to be a direct copy of the monster in Quake, but more of a variation. I modelled, rigged, animated and textured
the model in less than a day.
Image Planes & Construction of Shub-Niggurath
| Part 01 Setting up the image planes and units for Unreal Tournament 2004. | 00:01:17 |
3.35 mb |
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| Part 02 Box modelling Shub-Niggurath. Boxing out the main bulk of the monster. | 00:14:25 |
88.4 mb |
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| Part 03 Mirroring and welding the model to complete the monsters basic shape. | 00:10:15 |
80 mb |
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| Part 04 Pushing vertices around to add more form and shape to the model. | 00:10:08 |
78.8 mb |
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| Part 05 Adding even more form, exploring various smoothing modifiers and experimenting with the Unwrap modifier. | 00:16:17 |
146 mb |
Unwrapping & Rigging Shub-Niggurath
| Part 06 Unwrapping Shub-Niggurath using the Unwrap modifier and Pelt tool. | 00:20:39 |
205 mb |
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| Part 07 Creating the bone setup for Shub-Niggurath. | 00:31:35 |
83.4 mb |
Skinning/Weighting Shub-Niggurath
| Part 08 The skinning process usually takes the longest time. I explore several techniques and methods that can be used with the Skin modifier. | 00:18:12 |
94.5 mb |
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| Part09 Skinning continued. Focusing on the lower torso and feet. | 00:18:12 |
136 mb |
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| Part10 Skinning continued. The tentacles are given some attention in this video. | 00:20:19 |
131 mb |
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| Part11 Skinning continued. The upper torso and base of the tentacles are looked at. | 00:19:34 |
208 mb |
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| Part12 Skinning continued. Final skinning tweaks of the entire model. | 00:17:18 |
132 mb |
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| Part13 I decide to add extra bones to serve as place holders for things such as spawning effects. | 00:04:50 |
20.5 mb |
Animating Shub-Niggurath
For UT2004, the model should be facing in the positive X axis. Unreal requires the model should always move on the spot. The engine handles in game position changes. However it is possible to remove the Position/Rotation changes from the Origin bone before you export the animation.
| Animation Part 01 The "Idle" animation. | 00:19:23 |
60 mb |
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| Animation Part 02 The "Walk" animation. | 00:08:17 |
33.3 mb |
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| Animation Part 03 The "Melee01" animation. | 00:08:38 |
28.6 mb |
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| Animation Part 04 The "Melee02" animation. | 00:09:18 |
27.8 mb |
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| Animation Part 05 The "Melee03" animation. | 00:05:48 |
19.8 mb |
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| Animation Part 06 The "Charge" animation. | 00:13:29 |
29.7 mb |
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| Animation Part 07 The "Spin" animation. | 00:06:28 |
13 mb |
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| Animation Part 08 The "Pain" animation. | 00:02:47 |
5.11 mb |
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| Animation Part 09 The "Death" animation. | 00:12:08 |
40.5 mb |
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| Animation Part 10 Importing the mesh and animations into the Unreal Editor. | 00:04:25 |
6.99 mb |