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Radioactive-DK — Risky Boots for SFM and GMod

#risky_boots #garrysmod #riskyboots #shantae #sourcefilmmaker #sfmsourcefilmmaker #gmodgarrysmod #shantae_and_the_pirates_curse
Published: 2017-10-21 06:02:41 +0000 UTC; Views: 18069; Favourites: 169; Downloads: 402
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Description A character model of Risky Boots from the "Shantae" series by WayForward.

Workshop versions available here: steamcommunity.com/sharedfiles… , steamcommunity.com/sharedfiles…

Modeled and rigged entirely in Blender. The model's design is most heavily derived/influenced from the game "Shantae and the Pirate's Curse". In-game screenshots and Steam card illustrations were used as a main reference. Contains 4 different skins and multiple facial flexes, both mono and stereo. Also utilizes Source's procedural/"jiggle" bones (has 26 total), and can be used as a ragdoll and playermodel in GMod. The model's skeleton also follows the conventions of a TF2 bipedal character model, and therefore can be used with both rig_biped_simple and Doc/Revzin's puppet script (steamcommunity.com/sharedfiles…).

Please feel free to offer any feedback/suggestions or report any bugs you find with these models. Check the README file included in the downloadable archive for details.


Special Thanks:
Pte Jack whose series of YouTube tutorial videos taught me pretty much everything I now know regarding how models behave and are exported in the Source Engine. I cannot thank him enough.

The Valve Developer Wiki.

WayForward for making a great game.


Includes:
player\Radioactive_DK\risky_boots_arms.mdl
player\Radioactive_DK\risky_boots_beach_player.mdl
player\Radioactive_DK\risky_boots_player.mdl
Radioactive_DK\risky_boots.mdl
Radioactive_DK\risky_boots_beach.mdl
Radioactive_DK\riskys_hat.mdl


Notes:
This archive contains separate models and playermodels, the latter being indicated by the suffix '_player'. This was done for two reasons. First, the IK rigging needed for the playermodels caused the legs (and to a lesser extent the arms) to distort when playing back custom embedded animation sequences. As a compromise, the skeletal animation sequences were kept in the ragdolls and dropped from the playermodel, which instead uses only the standardized "Half-Life 2" animation set. Second, the playermodels have been scaled properly to be the same size as a female "Half-Life 2" character to best fit the animation set. The ragdoll on the other hand is slighty larger, as it is meant to be in proportion with the other Shantae ragdolls. In general, only the models that do not contain a '_player' suffix should be used for ragdoll posing.

In order for this model to work within SFM, files and directories must be copied/moved into the game folder maintaining the same file hierarchy as in this folder. Any game folder could be used, though I personally use "usermod". Note that if you download and place these files within a game folder in addition to subscribing to the workshop, one version will take precedence over the other depending on how the installed mods/games are ordered. By default, "usermod" overrides the "workshop" directory.
   
Unless you are simply subscribing to a Garry's Mod addon file obtained via the workshop, for this to work within Garry's Mod, you will need to subscribe to Rubat's Extended Spawnmenu script in the Steam GMod Workshop (steamcommunity.com/sharedfiles…). Then place the files and directories in a custom folder (say named "Risky Boots") within the "garrysmod\addons\" folder, maintaining the same file hierarchy (this includes files associated with the playermodels as well). The models can then be found and spawned from the "Legacy Addons" section in the spawn menu (Q) when launching GMod. Check the workshop page for additional details.

I did not create the normal map for the hair. This was copied from the files for an EqG model originally modeled by user creatorofpony.deviantart.com/. All other textures were created by me using GIMP.


Known bugs:
Not a bug with the model per se but with SFM. The jiggle/procedural bones will not bake properly when the model is spawned in a current session. Instead of baking the dynamic animations, the process will bake the jiggle bones' default positions. For the baking to properly work, you must save the session after spawning the model, close the current SFM session, and then reopen it. Baking the procedural animations will then work properly now that the model is saved within the SFM session.
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Comments: 12

Nitwitsworld [2017-11-01 02:56:13 +0000 UTC]

Nice 3D models.

👍: 1 ⏩: 1

Radioactive-DK In reply to Nitwitsworld [2018-09-19 14:36:42 +0000 UTC]

Oh my gosh, why did I never respond to this?!? Then again I had left DA for quite a while.

Anyway, thank you so much! I hope I can find time to resume making more.

👍: 1 ⏩: 0

Flipsideart3111 [2017-10-22 21:00:01 +0000 UTC]

wow, this feels like it was done fairly quickly. Who's next?

👍: 0 ⏩: 1

Radioactive-DK In reply to Flipsideart3111 [2017-10-25 03:57:29 +0000 UTC]

Sorry to disappoint, but I'm actually not that quick; these took me months to complete, though to be fair I was learning things as I went. I released these rapid fire because I was developing three character models simultaneously.

I unfortunately can't say who's next. I currently have nothing prepared character-model wise, not even the 2D orthographic reference images (although I do have some Indivisible sheets on my hard drive). A few months will pass before I can finish another hominid character-model. I wish it didn't take that long, but such is the nature of doing these in my spare time outside of a full-time job. At least by now my process is much faster than it was when I started.

At this point I'm even debating continuing with Shantae characters or moving onto something else. I certainly am able and willing to continue with Shantae characters, and there are those who would appreciate that. At the same time however, a lot of the Steam users have been spoiled by Rafaknight's high-quality version, and are expecting future Shantae submissions to be on par with that. From an artistic standpoint, I cannot compete with that.  I need a week or so to decide who's next.

👍: 0 ⏩: 1

Flipsideart3111 In reply to Radioactive-DK [2017-10-25 04:06:27 +0000 UTC]

I was just asking

👍: 0 ⏩: 1

Radioactive-DK In reply to Flipsideart3111 [2017-10-25 04:17:40 +0000 UTC]

It's alright.

👍: 1 ⏩: 1

Flipsideart3111 In reply to Radioactive-DK [2017-10-25 04:36:13 +0000 UTC]

ok

👍: 1 ⏩: 0

myroflknife117 [2017-10-21 10:57:34 +0000 UTC]

gotta say, you work damn fast!

👍: 0 ⏩: 1

Radioactive-DK In reply to myroflknife117 [2017-10-25 03:08:59 +0000 UTC]

Not really. These things actually take me months outside of a full-time job. I was just developing three character models simultaneously.

👍: 1 ⏩: 0

ghostoftime1 [2017-10-21 06:09:56 +0000 UTC]

Workshop upload soon?

👍: 0 ⏩: 1

Radioactive-DK In reply to ghostoftime1 [2017-10-21 06:37:21 +0000 UTC]

Should already be there. (steamcommunity.com/sharedfiles… , steamcommunity.com/sharedfiles… ) Admittedly it's been up there for few days. I just made it public 30 minutes ago, so maybe it doesn't appear in the recent queues.

👍: 1 ⏩: 1

ghostoftime1 In reply to Radioactive-DK [2017-10-21 07:01:00 +0000 UTC]

Aha! There it is!

👍: 1 ⏩: 0