WolfeClaw

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About WolfeClaw

  • Rank
    Likes Models. The Digital Kind.
  • Birthday 11/08/1997

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  • Website URL
    http://wolfe-art.tumblr.com/

Profile Information

  • Gender
    Man
  • Interests
    3D Modelling & Concept Art

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  1. WolfeClaw

    Mash's secret project.

    I'm just going to drop in and say that holy crap, amazing work. Mash deserves all of the hugs.
  2. WolfeClaw

    General Creativity

    I've been busy with college, bla bla bla, here's some recent real-time renders in Unreal 4. And a WIP look at the environment itself. Finally, here's my Artstation in case anyone wants to follow the 3D work I do. Keep up the good work everyone!
  3. I'll try to keep this 'update' relatively short. So after MisterInSayne's last post, he sorta just dropped off the radar and we never really talked about the mod, or at all. Despite this, he does still appear online on Steam, so I'll ask him about things when he's next on, provided I can catch him. In terms of the mod, there have been no additional updates, information or even planning in the background, so everything discussed and revealed by InSayne and myself in this thread is everything that makes up the current build of the Companion mod. It's a shame, honestly, however I've had a reason for not continuing my work on the mod's assets. I'm currently 18 and in college studying Games Development, something that I take pretty seriously. Put simply, I'm dedicating as much time as I can in order to receive the highest possible marks on the course, all the while ensuring my portfolio is done to a professional quality in preparation for University (which is coming up very soon). It wouldn't be as bad if I wasn't so intent on maxing out my grades in college, but I've almost done it so to stop giving 110% now would just be silly. Lots of work, no time for modding. The time that I do have free is put towards modelling and texturing more game-ready 3D assets that can act as additional content for my portfolio, which once again, I deem a tad more important over modding. Despite this, I do have a practical unit on my course that is coming up at some point (Estimated around March or April) that involves people working together on a modification for an actual game. I'm still debating with myself on whether or not to return to PZ modding when this comes around, so we'll see how that turns out. Modding for PZ and getting graded for it is a win-win situation, however realistically something more challenging would benefit me in the long run. We'll see. I'm going to go on a whim and say that the mod is NOT dead, but the chances of it being continued are slim to none. Worst case scenario is that I give out all of my assets and hope that it can be used by the community in some way, shape or form, similar to what I did with my 3D Models thread. I'm a bit late, but I hope you all had a happy new year with fun times and such! I'll pop back in every now and then, it's hard to stay away from such a great community and development team.
  4. WolfeClaw

    broke leg animation

    This is likely to be added when the animation update roles out (likely around build 34 - 35, but no ETA's).
  5. WolfeClaw

    Changing the zombie respawn system

    Yeah, my friend lost a character to a zombie spawning inside our safehouse, losing hours worth of skills. A tad annoying, but the technical limitations are understandable.
  6. WolfeClaw

    The zombie system is a plain annoyance

    *Coughs, points at username.* Every chance I get I mess up names, even after all these years.
  7. WolfeClaw

    The zombie system is a plain annoyance

    I love it when ANDY OR ANY DEV tells it how it is. It's oddly very satisfying to read. Well said.
  8. As of right now, I'm focusing on refining the dog animations to make them fluid enough to match my ridiculously high standards. Put simply, nothing new animal-wise too soon, but I'll try. You'll have to bear with me.
  9. Pretty much this. It seems very likely that this is to be included when the animation update hits.
  10. Top banter is the most important thing in life.

  11. WolfeClaw

    Hordes Destroy Fences

    From a technical stand point I can't see it being too hard to implement. If a certain amount of zombies are on the border of a chain-link fence, lower HP of fence. Of course, it should have quite a lot of HP since they aren't easy to just tear out of the ground. Keep in mind I'm not programmer. It'd also be really cool to see the fence become gradually less stable, perhaps even having it physically shake back and forth. Could be done pretty easily in 3D without the use of too many polygons, provided it fits in with the other fences that aren't 3D graphically. Here's a quick mock-up because I have Maya open for some reason. It's only 150 triangles for a single fence, which is low considering the current shotgun model in-game is around 500~. It could be made much lower poly as well without much of a visual difference. (+1, sorry )
  12. The procedural house generation is damn nifty, I can't wait to see second stories and more added towards it. Also, I'm hyped for build 33, but what I'm REALLY looking forward to are those new animations. Every time I'm playing I keep imagining how smooth and fresh everything will look, as well as how different it will be to move around. The hype is real.
  13. WolfeClaw

    New Moodle: Suffocation

    I'm all for this.
  14. WolfeClaw

    Zombies Falling Down Stairs

    I think I remember having a conversation on this before, or at least something like it. Overall, it just seems like a bad idea to die or get injured from pure RNG, even if your player is intoxicated and such by your own choosing. I fully support the idea of zombies being able to fall down stairs from being pushed, but most humans (even those that are clumsy and intoxicated) would probably be able to at least realize that they're falling backwards, especially if pushed. Climbing up stairs in any state shouldn't be a risky action, but that's just my opinion.
  15. WolfeClaw

    [Moodle] Something smells rotten around here...

    If I get my way, then yes As others have mentioned, bad smell is not in itself dangerous so primarily this would be for flavour - but that said, feeling horribly sick because of a disgusting smell can debuff things like perception and therefore, as others have said, encourage the cleanup of corpses from your safehouse etc. Furthermore, if we go with negative "bad smell" moodles, then on the flip side, "nice smell" should be a positive moodle. Cook something tasty? Nice smell. In multiplayer, a nice smell of bacon could lead you to realise a house which looked empty is, in fact, occupied. So if you're trying to stay away from potential raiders, you might actually *want* to scatter some corpses around the streets outside your home to mask that smell of tasty bacon cooking... Never thought of it that way, that'd be reaaally smart. You could even go as far as having a randomised wind direction so you'd have to plan ahead to ensure you don't cook food that will blow down wind into a horde's direction. There's even cologne and such already in the game, could be added to it somehow. Regardless, sounds awesome! Let's hope everyone else likes the idea.