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PhineasWynd

Moa

8 posts in this topic

OK, so I've been working on a Moa. For anyone who doesn't know, it's a New Zealand native, flightless bird which is sadly extinct. They got up to 3.6m tall. I may have overdone the height slightly, I realised after I made him that he's about 4.2m tall, I hope that's not a problem!

Here's a drawing of what they would have looked like:

Moa.png

Here are some screenshots of the Moa model: (The rod is as high as a minecraft player, or 0.8m)

Moa1.pngMoa3.png

Moa2.pngMoa4.png

Moa_v2.png

Moa_v2.MCModel

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I'd say the size difference is not a big deal.  Bioxx should be able to scale it down if necessary.  I like it overall.  My own opinion, is that for these long extinct animals, we should feel free to take some liberties with coloration at the very least.  I wouldn't be opposed to a larger beak for more menace, though their feet would be their main weapon.   Some sort of feather crest that raises when they're angry might be interesting.  Just some thoughts.  As for technical criticisms:

- the body and tailfeathers boxes overlap a bit, with z fighting.  One needs to be made slightly smaller.  Somehow the top leg boxes seem to be avoiding z-fighting the body, even though they're co-planar near as I can tell.  I'd suggest moving them either inward or outward at least .5 pixels just to be safe.

-The slanted R1b box on each leg isn't necessary, nor the Belly box.  You'll need a plane under the ragged tail to conceal the lower portion of the Rump box.

- The L4 and R4 claws are pretty puny compared to the other 3 claws, I'd suggest either making them 2x2 so they're more substantial, or just nixing them.  I realize they're probably supposed to represent spurs, but minecraft just does such a bad job of spurs, due to the flat ends.  They just look like anemic toes to me.

Those things aside, I like it.  The texture is very detailed.    Hopefully we can somehow have an attack animation eventually.    It doesn't lend itself as well to the imagination as mobs that have their jaws at about player height.

 

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1 hour ago, Darmo said:

the body and tailfeathers boxes overlap a bit, with z fighting

I've made a transparent patch in the texture to avoid z-fighting, you can see it if you move the body box away. It z-fights when you select it, but that's only with the coloured overlay that appears.

1 hour ago, Darmo said:

Somehow the top leg boxes seem to be avoiding z-fighting the body, even though they're co-planar near as I can tell.  I'd suggest moving them either inward or outward at least .5 pixels just to be safe.

They're already moved 0.1 pixels outwards, if you look at Leg_L1/R1, you'll see that the root leg piece isn't the top one, it's the middle. I originally had just a straight, thin leg, but it didn't look good. I hope I don't have to shuffle the leg hierarchy around.. It all makes logical sense if you look at the hierarchy on the right. L1a and L1b are extra bits on the L1 part.

1 hour ago, Darmo said:

The slanted R1b box on each leg isn't necessary, nor the Belly box.  You'll need a plane under the ragged tail to conceal the lower portion of the Rump box.

It looks sort of okay-ish without the slanted leg boxes and belly, but looks more chicken-like and square. I know we want to keep the mobs square-ish, but because it's such a big mob, maybe extra detailed/slanted bits wouldn't go amiss? I invoke rule 3 of the guidelines :P Powerful legs are sort of the moa's thing, right?

1 hour ago, Darmo said:

The L4 and R4 claws are pretty puny compared to the other 3 claws, I'd suggest either making them 2x2 so they're more substantial, or just nixing them.  I realize they're probably supposed to represent spurs, but minecraft just does such a bad job of spurs, due to the flat ends.  They just look like anemic toes to me.

Agreed. I'll just get rid of them.

1 hour ago, Darmo said:

Hopefully we can somehow have an attack animation eventually.    It doesn't lend itself as well to the imagination as mobs that have their jaws at about player height.

Maybe a jump slash attack? I think this mob should be able to jump high and be very fast, faster than a sprinting player.

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Ah, hadn't noticed that transparent patch.  Clever!

2 hours ago, PhineasWynd said:

 if you look at Leg_L1/R1, you'll see that the root leg piece isn't the top one, it's the middle.

Ah, that explains it.  I was assuming the top section was the parent, and wasn't seeing any decimals. All good then.

2 hours ago, PhineasWynd said:

It looks sort of okay-ish without the slanted leg boxes and belly, but looks more chicken-like and square. I know we want to keep the mobs square-ish, but because it's such a big mob, maybe extra detailed/slanted bits wouldn't go amiss? I invoke rule 3 of the guidelines :P Powerful legs are sort of the moa's thing, right?

Well, I'm letting the slanted rump stay, and also the neck with more sections than I'd allow on a smaller animal - both due to the large size of this one.  The leg pieces won't be missed at all I think.  They're just part of a slippery slope. 

The belly, part of the problem I have is the corner that hangs down under his rump feathers.  The size means there's a good chance this will be seen a fair amount, in addition to the normal death animation, and personally I think it's odd having that corner, and the tail feathers hanging around it.  But, examining it again, I see that with the belly gone, the rump box corner is still going to hang down too much to cover with a simple plane, given the height of the transparent feather area.  In light of that, and assuming Konlii is right that in actual minecraft, the reverse side of the feathers will render, let's just hope that obscures the belly corner enough.  So belly can stay, but still need to remove those leg pieces, unless Bioxx likes them as-is.  I'll admit that this decimal box sizes thing allow more finesse of slanted boxes than was previously possible, and smoother transitions.  But for now I'm sticking with the minimal slopes guideline unless Bioxx instructs otherwise.

As for the animation, I was just musing an issue with larger-than-player mobs.  The animation is purely up to Bioxx and what is actually doable in 1.9.  You're free to suggest of course, but I have no say in it.

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OK, I removed the slanted leg pieces and the defective toes. I moved the lower leg bits forward a pixel, it looks better I think.

Moa6.png

Bonus: pic of neck extended downwards, could be an animation for interaction with the player, taming or some such.

Moa5.png

Moa_v3.MCModel

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Looks good.  I'd suggest angling the belly box as high as possible while still covering the bottom corner of the rump - about -7 degrees or so - so that as little of the belly as possible is visible between the hanging tail feathers.

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This frightens me... in a good way.  I scrolled down to the first screenshot and my mind automatically filed it under "things to run away from."

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