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N3mo 05-25-2013 11:27 AM

Grim Fandango Fanmade Reboot 2013
What can I say? It's 2013, if only someone had the right team, there would be infinite possibilites.

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YouTube Video

Sallim 05-25-2013 05:33 PM

This is so epic! I really love it! I wanted to see Manny go out the door :D Pretty neat man, good work!

Mike Andrews 06-11-2013 05:59 PM

I'm currently working on Android version of "just plain walking" on that corridor. Still have some issues with the elevator openable door and touch controlling of Manny.

Chord 06-14-2013 11:04 PM

Incredible! I can't wait to see more. How was this made?

Mike Andrews 06-16-2013 02:28 PM

Thanks. I used Cinema 4D to create all models and Unity 3D to make it work. I created my own Manny model but I replaced it later with the original one ripped from the game, mesh was easier to animate it without any bugs. But I had to use some tools to make it look more smooth, make more complicated. Animations did in 3ds max.

megarock58 06-16-2013 11:28 PM


MeddlingMonk 06-21-2013 08:58 PM

I'm curious what sort of bugs you ran into with your own model. It's just idle curiosity, but still.

Also, slightly philosophical technical question, does a skeleton need a separate skeleton for animation purposes?

Mike Andrews 06-26-2013 10:29 AM

Actually Manny doesn't have bones except hands and wrists and of course head and neck;) Everything is combined together. The skeleton seen in the video is only an animation skeleton from 3ds max that moves a model.

The original Manny from game was too simple, to angular so i.e. moving arms was causing a major mesh distortion after combining all parts together (every part was separated - shoe, leg, hip, arm, forearm etc.). I decided to make it more round, make the mesh more complicated so all moves will be more subtle and natural.

This is my first animation in 3ds max, I choose this program because I like the way how bones behave, interact with each other. You can literally model the skeleton like a puppet or a doll, grab the hand and move it up or down and the other bones will follow.

The problems I had with animation were more connected with the mesh. I had to edit the shape of animation bones to fit exactly to the objects mesh. Beacause when its done wrong some parts of model stay in the same place, albeit the other part moves.

Amerpoison 09-26-2013 11:29 AM

It seems great :)

Mike Andrews 10-04-2013 04:50 PM

Okey. Simple demo for you guys. It's not perfect so don't be suprised that there will be some bugs etc.

And you need to install unity web player to run it. Have fun:)

Sallim 10-05-2013 03:53 PM

AMAZING! IT runs a bit slow for me ( might be my pc or the web version of unity ) but damn, really really impressive. Good job Mike!
Glottis face is hilarious if you approach him :D

Mike Andrews 10-07-2013 11:21 AM

Also have android version of it if anyone interested. Actually two versions with different controls and camera action.

Davidfall3 11-06-2013 11:27 AM

That's so cool! Hope they do the whole game.

Mike Andrews 03-13-2014 04:21 AM

Hi. I had to change my server for my Grim Fandango Reboot. So here is the link for the Unity WebPlayer based demo:

And here's something new. It's still kinda poor but let's treat this as a basic draft of something thats gonna be bigger and better. Thinking of making the whole floor but I need to check "measures" and proportions. Also I plan to extend the floor space and add some things that werent in the game. I will post some ideas and hope for you to share yours for that matter:)


After this floor will be finished I will try to connect it with the hall by the elevator. Did you also had the impression that architecture of the floor where manny's office is placed do not quite match the main hall? I mean that the elevator is located strangely considering the garage elevator.

Sallim 03-16-2014 07:23 PM

Great work Mike! I like the office atmosphere so far. I am still surprised the music glitches while moving in the DOD Hall. Measures and proportions can be a really headache at times, but I believe in your skills, especially what I have seen so far!
Hope to see the cigarette in Manny's hand in the office soon :D

You'e got a fan here, keep up the great work ! =)

Mike Andrews 03-18-2014 05:29 AM

Just started a blog where i will post any progress of myFandango project. Take a look from time to time - it may be something new:)

Sallim 03-21-2014 02:55 PM

Thanks, checking it out right now. The pattern on the pipes look a bit different, but its not bad. Looking forward to the updates =)

Mike Andrews 03-24-2014 06:01 AM

Actually I already changed this pattern now. It's a little bit tricky to make proper reflections and other light behaviour that You can see on this visialization and transfer it to Unity. I own a free version of Unity 3D so I don't have lot of useful options and plugins (unfortunately). The real time lighting, some camera/screen behaviour and filters and also mirror reflections that would make this thing more interesting. But still it's only just the beginning and I hope in the future I will have more resources and people to work on my project:)

simstosh 04-21-2014 12:56 PM

Little question:
How do you export/import the models/textures from the original GF?

I thought to do the same thing you're doing (I use Unity for research/studying purposes for some time), but maybe doing the scenario inside of Unity itself (using ProBuilder, a "BSP like" editor used in Source/Unreal)

I got some programs to export the content from .LAB files, but haven't found what can I do with the .3do files D:

(I searched and some people say that 3ds max 8 or before opens this kind of file, but haven't tested yet)

simstosh 04-21-2014 10:15 PM

Nvm. I got some models that the "Model Viewer" creator put in his topic and with the "GrimReaper" tool (don't know who have created but I've found in this forum) I was able to extract the textures selecting the mat files and his respective patterns (cmp files).

Anyway, I'm not a "Photoshop god" but I'm recreating HD textures (1024x1024 for most files, 512x512 for Jaw expressions and maybe 256x256 for finger/hand) using the original images as a base, and I'm getting nice results. I have used an old script I've created in Unity (change material textures in runtime) to make the mouth animations and looks really great. Maybe some tweaks for a final use but nothing very difficult.

If someone wants to test the "talking script", I made a Web Player with some basic interface to simulate the effect (of course, isn't perfect):

@Mike Andrews - I really want to make part of this project if you want some help. I've sent you a PM. :)

Mike Andrews 04-22-2014 06:32 AM

This looks very good:) I've found you on Skype and send request for adding you to contacts. Let's talk:)

Sallim 04-25-2014 07:06 AM

Love the dialog here =) Wish you all the best guys!

Mike Andrews 06-06-2014 06:25 AM

So it looks like this now:)

simstosh 06-13-2014 11:56 PM

Just updating. This is the URL of the new website. :)

Sallim 06-14-2014 08:52 AM


Originally Posted by simstosh (Post 2849842)
Just updating. This is the URL of the new website. :)

Very nice indeed. The walking animation looks fine too! Good work!

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