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Published: 2008-06-11 09:06:45 +0000 UTC; Views: 13392; Favourites: 40; Downloads: 889
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I managed to rip the beta Alyx, get it into Max and make it into a t-pose. I've done the same with some of the other characters that didn't make it to retail, and rigged threm as replacement NPC's but the eyes go all retarded and faceposer is difficult to get working...Related content
Comments: 9
predattak [2015-01-01 23:53:02 +0000 UTC]
Do you still have this ? Can you release the model pls?
👍: 1 ⏩: 0
flippedoutkyrii [2011-02-12 15:13:13 +0000 UTC]
Awesome!
I think this kicks the crap out of the current Alyx model :3
Any plans to still release this?
👍: 1 ⏩: 0
ClaytonBarton [2008-07-23 05:22:43 +0000 UTC]
Great work . Are you going to release them in a pack or somthing?
👍: 1 ⏩: 1
Erghize In reply to ClaytonBarton [2008-08-04 15:16:58 +0000 UTC]
Yeah, probably at some point. My original intention was to remake some parts of the beta using the old characters, but its a lot of work to rip, rig and flex them all.
👍: 0 ⏩: 1
ClaytonBarton In reply to Erghize [2008-08-06 00:13:34 +0000 UTC]
I've been building some models based on the earlier concept art from HL2: Raising the Bar, using the programs 3DS MAX 9 and ZBrush 3.1.
Would you be able to point me in the right direction for a good tutorial on rigging a replacement model for a HL2 character such as Alyx? The users on FacePunch Studios seems to make NPC replacements all the time, however I'm yet to find a good tutorial on how to actually rig it all up and get it into HL2 or Garry's Mod.
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someone3333 In reply to ClaytonBarton [2009-05-01 15:03:20 +0000 UTC]
I do know of a mod with a remade Alyx Beta skin, the mod is called Half Life 2: Substance GOLD.
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Erghize In reply to ClaytonBarton [2008-08-06 01:59:11 +0000 UTC]
[link]
This tutorial should get you started on the basics of what you need to know to rig a character model
If you're looking to make an NPC replacement like I did with Alyx, all you need to do is extract the model from the GCF files (use a program called GCFScape for that) and decompile it. Then when you have all the animation and reference SMD's, import the reference one into Max, delete the mesh but keep the bones in tact and rig the skeleton using the same techniques taught in that guide to your own custom mesh.
Doing this does sort of limit you however, if you change the bone structure it means you have to edit each animation for it to work proplerly (I think at least). I've never tested it out myself, but all my NPC replacements have been the exact same size so I never had the need to try it out
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