Source Filmmaker

Source Filmmaker

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Pumpking (Terraria)
   
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Universe: Original IP
Model
Models: Creature
Tags: SFM
File Size
Posted
11.520 MB
26 Oct, 2016 @ 6:06pm
1 Change Note ( view )

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Pumpking (Terraria)

In 1 collection by Astute
Terraria 3D Content
24 items
Description
"BOO!"


Pumpking, the final challenge of the Pumpkin Moon. A twisted blade-wielding pumpkin-helmeted spectre that prowls the night skies during Halloween. His carved visage changes expressions throughout the fight, and with each change he switches up his patterns to try and trip up unwary foes. It is unknown what, if anything, he is king of.

After the five month trip down modern medicine lane, I'm back with another model for the SFM workshop. This happens to be the first time I targeted GMod first, and then worked it back over to SFM. It shouldn't really make a difference, and models I make tend to turn out better after I've tested them in GMod.

If you are wondering where I've been, I've been sick with a really strange illness that has yet to be diagnosed. I'm still working on that, but I'm slowly easing myself back into workshopping. There probably won't be many SFM releases next month, as I'm hoping to focus on small projects, largely related to GMod.

As far as Pumpking is concerned, he's not the greatest thing I've ever produced, but he did come together quite nicely at the end. He has some minor issues, but it's within tolerance for your average SFM model. The notes will explain in detail.


Notes


-For simplicity, I've subdivided Pumpking into three separate models, named based on their facial expression. Sinister is the jagged teeth and evil glare. Mad is the disgruntled look like he's been punched in the face. Terror is the wide open mouth with fangs.

-Each model has a "head" and "small head" variant. The head variant is simply each head separated from the body. The small head variant is them as regular-sized pumpkins.

-Each head has a second skin, which enables the interior illumination effect.

-Each head has mouth movement support, specifically the jaw. You can open and close it.

-Each head has a set of bodygroups related to visibility. You can select Full Head(0), Half Head(1), or None(2).

-Each head's pumpkin stem can be toggled on or off. There is also a bone for the stem, though I cannot think of a reason you would need to pose it.

-The cloak has jiggle bone support, and requires that you bake procedural bones before posing. The choker is also poseable, but this was added more as an afterthought. It clips poorly when transformed.

-The cloak has issues clipping with itself. Though it's generally not noticeable, occasionally you'll get the interior of the cloak clipping into the exterior. I was unable to find a reasonable fix for this. It really shouldn't come up unless you are using it in extreme cases.

-Pumpking has the ability to spin his head, which changes the expression and combat pattern he's using. This double-sided face problem was difficult to tackle, hence the reason why there are so many versions of the heads. The process involves setting Pumpking to his "half head" bodygroup, and then attaching another "half head"ed Pumpking to the other side. As an example: You load in boss_pumpking_sinister, set his head bodygroup to 1, load in boss_pumpking_mad_head, set his head bodygroup to 1, set his stem bodygroup to off, attach this mad_head to pumpking_sinister(bip_head), rotate it 180 around so it fits to the backside, and then you have a double-sided head.

-The half head solution works only partly, Despite lining the heads up perfectly in Blender, they do not translate correctly to SFM. I'm not sure if this is a rotational issue with SFM, or maybe it is bone related. Regardless, they may not fit snuggly together. You'll have to fudge the two halves a bit to get them to line up. For the most part, the seam between the two is barely noticable, at least when I was testing it.

-I've included glowing energy blades. They should lock to the hand bones of Pumpking.

-A custom IK script will be provided for his rig.

-One last thing, apparently having the word "error" in your material file name causes SFM to not want to upload. I had to change the name of the material "boss_pumpking_terror_head" to "boss_pumpking_ter_head" to get it to upload properly. Took me two hours to figure that one out.

-He was scaled against the wrong boss when he was created. You'll have to scale him down to mini-boss size.



The original concept and design of "Pumpking" is the intellectual property of "Re-Logic".


Includes:
terr\models\bosses\boss_pumpking_energy_blade.mdl
terr\models\bosses\boss_pumpking_mad.mdl
terr\models\bosses\boss_pumpking_mad_head.mdl
terr\models\bosses\boss_pumpking_mad_head_small.mdl
terr\models\bosses\boss_pumpking_sinister.mdl
terr\models\bosses\boss_pumpking_sinister_head.mdl
terr\models\bosses\boss_pumpking_sinister_head_small.mdl
terr\models\bosses\boss_pumpking_terror.mdl
terr\models\bosses\boss_pumpking_terror_head.mdl
terr\models\bosses\boss_pumpking_terror_head_small.mdl

Links




15 Comments
Biggest Boss 10 May, 2020 @ 1:41pm 
horseless headless horsemann's brother
MegaManFan198708 5 Apr, 2019 @ 2:58pm 
This looks like the Ghost of The Horseless Headless Horseman(HHH), I think.
VMan_2002 17 Jun, 2018 @ 10:38pm 
ok
Astute  [author] 12 Jun, 2018 @ 9:19am 
I'm not currently making any revisisons to my workshop items at this time. However, you can add a scale slider to the bip_head bone and scale it down to 0. That should work for now.
VMan_2002 11 Jun, 2018 @ 5:27pm 
can there be bodygroups for the head?
Astute  [author] 19 Jan, 2018 @ 10:48pm 
It should be in your addons list(far left tab). It's not under NPCs or anything like that, as it's just a ragdoll.
jööbel 2 Jan, 2018 @ 4:49am 
im making movie with pumpkins thanks man!
Seabroom 1 Dec, 2017 @ 11:33am 
You should make Devourer of Gods
plant 20 Nov, 2016 @ 11:40am 
The player idea would be easyish, you could just do a single model with a bunch of bodygroups and coloring customization, and just add the armor sets. I look forward to that day.
Waldston SFM 20 Nov, 2016 @ 11:10am 
@Astute

NPCs and Player Characters would be amazing.