Retrospective on bambo the deer model porting + Download
by Shoter_Aredein
Digital Artist
6 years ago
Here's a story:
long ago, I played the game Deer Avenger 4, and I found the game rather short, so there was nothing much to do in it, but I liked the character. Because I'm furfag.
So I decided to try to delve into blender editing. After binging required tutorials, I learned 2.79b version of blender a bit.
I was learning blender, by figuring out the puzzle on how to bring him to functional state in blender.
I had to use super old .DFF plugin for GTA:SA, which thankfully worked on Deer Avenger 4 .DFF Bambo model, unlike with his Jeep, which refused to get imported.
As GTA:SA and DA4 are different games, so are their .DFF models - which resulted in broken model state. I tried all settings of plugin, which didn't made any better results.
So as you see on the right bottom side - a Bambo model in it's initial importing form. Meaning his action pose, is the T-pose for it. As you see many black crosses around him, I can assume, it's his broken bone data.
I can't remember how I solved it, but fingers were crushed, legs and arms were assymetric, whole body was a bit stretched here and there, original texture facing mesh was broken, like his left eye, UV maps had wrong coordinates on certain spots(as in the original game), thankfully the UV maps in itself were fine.
As I put the main goal to make the authentic restoration of the model - I was puzzled if I should leave the original mistakes.
But now I think, that those mistakes were made on rush, so I decided to fix them.
I also added facial expressions and made cuts on his lips, so they could be shut without moving his teeth.
So I added quite a good portion of artistic visions from myself into this model.
For extra accuracy, I was taking many ingame screenshots and also was observing the model ingame. It was needed, to be sure where each bone joint is located in approximate location. Thankfully, the game has console commands that let me edit camera view ingame, so I could take closeup shots from various views. commands also included the character animation speed command, so I could observe his animation slowly. I can say that stars of lucky coincidence happened to align for me.
I was spending a lot of time watching how character moves. How each of his polygon is extending and contracting. This knowledge was later used for more accurate weight painting.
I cannot remember exactly how long it took, but I'm sure it took full 4 months, if I will be also taking extra time on model porting into Resident Evil 4(2007 PC port), Half-Life 1(Gold-Source), Garry's Mod, Which they had their own troubles, like some guy who replied in RE modding forum with link of modding tools backup, as the original poster's links became dead.
Figuring out how to port him into garry's mod was exceptional pain, because I didn't know what, how, why things should work.
Now here it is. Done and ready for use and possibly future upgrading. I hope someone will pick him up and make him even cooler looking.
Links to the model:
Protip: right click the "download" button and click "save link as" to bypass the ad.
GMOD PORT (ready for use in GMOD. You can use Crowbar software to decompile it into SMD/DMX to use it in other 3D editors with SMD/DMX plugin)
GMOD Steam Workshop (If you fancy subbing to addons)
Newest Blender Version
Older Blender Version with plugin
Resident Evil 4 version(2007)
Half-Life Goldsource
Sven Co-op
I strongly recommend getting the Deer Avenger 4 game. For file usage purposes.
long ago, I played the game Deer Avenger 4, and I found the game rather short, so there was nothing much to do in it, but I liked the character. Because I'm furfag.
So I decided to try to delve into blender editing. After binging required tutorials, I learned 2.79b version of blender a bit.
I was learning blender, by figuring out the puzzle on how to bring him to functional state in blender.
I had to use super old .DFF plugin for GTA:SA, which thankfully worked on Deer Avenger 4 .DFF Bambo model, unlike with his Jeep, which refused to get imported.
As GTA:SA and DA4 are different games, so are their .DFF models - which resulted in broken model state. I tried all settings of plugin, which didn't made any better results.
So as you see on the right bottom side - a Bambo model in it's initial importing form. Meaning his action pose, is the T-pose for it. As you see many black crosses around him, I can assume, it's his broken bone data.
I can't remember how I solved it, but fingers were crushed, legs and arms were assymetric, whole body was a bit stretched here and there, original texture facing mesh was broken, like his left eye, UV maps had wrong coordinates on certain spots(as in the original game), thankfully the UV maps in itself were fine.
As I put the main goal to make the authentic restoration of the model - I was puzzled if I should leave the original mistakes.
But now I think, that those mistakes were made on rush, so I decided to fix them.
I also added facial expressions and made cuts on his lips, so they could be shut without moving his teeth.
So I added quite a good portion of artistic visions from myself into this model.
For extra accuracy, I was taking many ingame screenshots and also was observing the model ingame. It was needed, to be sure where each bone joint is located in approximate location. Thankfully, the game has console commands that let me edit camera view ingame, so I could take closeup shots from various views. commands also included the character animation speed command, so I could observe his animation slowly. I can say that stars of lucky coincidence happened to align for me.
I was spending a lot of time watching how character moves. How each of his polygon is extending and contracting. This knowledge was later used for more accurate weight painting.
I cannot remember exactly how long it took, but I'm sure it took full 4 months, if I will be also taking extra time on model porting into Resident Evil 4(2007 PC port), Half-Life 1(Gold-Source), Garry's Mod, Which they had their own troubles, like some guy who replied in RE modding forum with link of modding tools backup, as the original poster's links became dead.
Figuring out how to port him into garry's mod was exceptional pain, because I didn't know what, how, why things should work.
Now here it is. Done and ready for use and possibly future upgrading. I hope someone will pick him up and make him even cooler looking.
Links to the model:
Protip: right click the "download" button and click "save link as" to bypass the ad.
GMOD PORT (ready for use in GMOD. You can use Crowbar software to decompile it into SMD/DMX to use it in other 3D editors with SMD/DMX plugin)
GMOD Steam Workshop (If you fancy subbing to addons)
Newest Blender Version
Older Blender Version with plugin
Resident Evil 4 version(2007)
Half-Life Goldsource
Sven Co-op
I strongly recommend getting the Deer Avenger 4 game. For file usage purposes.
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