Monthly CC Challenge
#51
Posté 08 août 2010 - 08:17
#52
Posté 09 août 2010 - 08:42
Yes! I completely agree with this. The game has always needed more ordinary commoner clothes (as opposed to fancy outfits coloured beige and brown to make them look common).the_isolator wrote...
Something I always thought was needed are a wider range of normal clothes, for commoners and such. I'm thinking simple tunics, shirts, etc. Nothing quite as grand as the usual armour additions. Perfect for creating rural villagers and townsfolk.
#53
Posté 09 août 2010 - 09:51
Normally I'd suggest that might be a bit demanding for first timers what with the slightly convoluted PLT system and all, but looking at the great entries for the current challenge so far I'm inclined to say go for it.the_isolator wrote...
Something I always thought was needed are a wider range of normal clothes, for commoners and such. I'm thinking simple tunics, shirts, etc. Nothing quite as grand as the usual armour additions. Perfect for creating rural villagers and townsfolk.
Although if we did try that, would it be a requirement to have all race and gender combinations? They're next to useless for most folks if not, but it's a lot more work to get everything working right (particularly with skinmeshes) that way.
Modifié par _six, 09 août 2010 - 09:53 .
#54
Posté 09 août 2010 - 10:07
As for skinmeshes, they're only really needed for robes, right? If we're doing robes, I'd be the one needing a tutorial! Otherwise, all you really need is to make the item for male and female human and then run NWN Armory on it (then make whatever little tweaks are usually necessary on a race-to-race basis).
#55
Posté 09 août 2010 - 10:14
_six wrote...
Normally I'd suggest that might be a bit demanding for first timers what with the slightly convoluted PLT system and all, but looking at the great entries for the current challenge so far I'm inclined to say go for it.the_isolator wrote...
Something I always thought was needed are a wider range of normal clothes, for commoners and such. I'm thinking simple tunics, shirts, etc. Nothing quite as grand as the usual armour additions. Perfect for creating rural villagers and townsfolk.
Although if we did try that, would it be a requirement to have all race and gender combinations? They're next to useless for most folks if not, but it's a lot more work to get everything working right (particularly with skinmeshes) that way.
Conversion for all races is a breeze with NWNArmoury if there is a male and female version of the clothing part. I seem to remember some options in NWMax to do conversion from one gender to another but no idea how that works and probably would need some hand tweaking to make them look good. I'll happily handle the conversions, if I can do heads for Estelendis, clothing parts should be much easier, the scale factors are pretty well known and documented by Elglio..
The only difficult proposition is robes, and I don't *think* that was the intent of that idea.
#56
Posté 09 août 2010 - 10:18
Estelindis wrote...
Yes! I completely agree with this. The game has always needed more ordinary commoner clothes (as opposed to fancy outfits coloured beige and brown to make them look common).the_isolator wrote...
Something I always thought was needed are a wider range of normal clothes, for commoners and such. I'm thinking simple tunics, shirts, etc. Nothing quite as grand as the usual armour additions. Perfect for creating rural villagers and townsfolk.
I'd suggest downloading Feanor's midievil armour Est. It has some interesting commoner type clothes in there.
#57
Posté 09 août 2010 - 10:23
Robes can be processed from within max, although painfully as scene files rather than models (and thus need manual naming/exportification). They still need a lot of tweaking usually, but for tunics etc - or in fact any "primary" clothing item at all in my opinion - "robes" are the optimum implementation since they move far more naturally.Calvinthesneak wrote...
Conversion for all races is a breeze with NWNArmoury if there is a male and female version of the clothing part. I seem to remember some options in NWMax to do conversion from one gender to another but no idea how that works and probably would need some hand tweaking to make them look good...
...The only difficult proposition is robes, and I don't *think* that was the intent of that idea.
#58
Posté 09 août 2010 - 10:28
If one of us is going to run the entries through the Armoury for the Vault, that takes care of race issues; we can all just model human male and human female pieces. I refuse to model anything for pheno 2 though (ugh); don't recall if the transforms for those are known?
Would we all be creating a full outfit, or only individual/specific pieces? Given the mix-and-match part system, either approach is probably still useful.
#59
Posté 09 août 2010 - 10:31
And thanks for the reference to Feanor's armoury, Calvin. I had it in my head that the clothing was mostly, well, armour. Must give it another look!
Modifié par Estelindis, 09 août 2010 - 10:32 .
#60
Posté 09 août 2010 - 10:58
_six wrote...
Robes can be processed from within max, although painfully as scene files rather than models (and thus need manual naming/exportification). They still need a lot of tweaking usually, but for tunics etc - or in fact any "primary" clothing item at all in my opinion - "robes" are the optimum implementation since they move far more naturally.Calvinthesneak wrote...
Conversion for all races is a breeze with NWNArmoury if there is a male and female version of the clothing part. I seem to remember some options in NWMax to do conversion from one gender to another but no idea how that works and probably would need some hand tweaking to make them look good...
...The only difficult proposition is robes, and I don't *think* that was the intent of that idea.
Hmmm I'm pretty sure that I've dumped robes fairly efficiently if they use a standard supermodel Six.
Go to the Robes/Armour/Skin rollout and use the armour maker, there should be an ini for robes in there. You load up your human robe and then run the maker, and I think it does all the work for you. Use the sc_manakin_robes.ini. It doesn't handle custom animations for different races, so things like a_fa_skirt you can either cheat and use a standard supermodel which makes the robe not as pretty or you can fiddle with animationscale in the model.
So it's not completely manual....
EDIT: Six is right that you need a max file to work from, though with mass import it's not that hard.
Modifié par Calvinthesneak, 09 août 2010 - 11:10 .
#61
Posté 09 août 2010 - 11:01
#62
Posté 09 août 2010 - 11:14
I think I may be overreacting to that anyway. I'm used to working with robes like the open hauberk for Q, and we have to make close to 50 versions of everything to account for custom animation sets - as well as which for some of the ACP sets and especially the 1.69 horse animations you really do have to make major edits for robes with detail on the pelvis and leg areas to look right. Now I come to think about plain old NWN for a minute it shouldn't be too hard.Calvinthesneak wrote...
Six is right that you need a max file to work from, though with mass import it's not that hard.
#63
Posté 10 août 2010 - 08:21
(Note: I'll no longer keep original's idea poster, because it becomes tedious once a few people refine/expand an idea, and in a Community project sense its kind of counterproductive to forward anyone's name in particular (not sure that make sense to anyone besides me, but since I started that on my own, I'm ending it the same way XD )
- Field war hospital, after the battle (need a better description)
- Magi scrying devices, and wondrous miscellaneous items of power
- Airships
- Missing gender armor parts addition
- New "better" weapons
- Commoner's clothing
- Bucanneer/Pirates custom content
Let me know how you feel about the "open last week of month poll" idea to choose next theme, or if you have an idea to chose the next one. Or I'll throw a dice and pray that modellers follow XD
Modifié par Jez_fr, 11 août 2010 - 01:13 .
#64
Posté 11 août 2010 - 12:44
A poll seems like a good idea, it'll give an impression of what people would get the most use out of, at least.
#65
Posté 23 août 2010 - 06:34
Modifié par ShaDoOoW, 23 août 2010 - 06:35 .
#66
Posté 23 août 2010 - 06:42
ShaDoOoW wrote...
If I may suggest a theme, here it is: "Post-apocalyptic themed CC"
I second this notion! Even if I am slightly biased...
#67
Posté 24 août 2010 - 08:10
P.S. More updates on these threads please, it inspires me to go on with the Blender tutorials, I have a very very long way to go yet but seeing what others can do gives me the push that I so frequently need.
Modifié par Tyndrel, 24 août 2010 - 09:23 .
#68
Posté 24 août 2010 - 11:43
Be well. Game on.
GM_ODA
#69
Posté 24 août 2010 - 03:19
#70
Posté 27 août 2010 - 01:14
Please try to give fairly precise themes! thanks! ^^
#71
Posté 27 août 2010 - 01:27
So, are we having a poll or what? Or are we just stating our preferences? Personally, I like the idea of the field hospital. If we ended up doing that, I'd make body parts with bandages / wounds / scars, which I know I have a use for in my module anyway. So I guess I'm kinda prejudiced that way! Honestly, I think all the ideas are good. The only one I couldn't see myself doing next month is an airship, because it would be too much work for me in September.
#72
Guest_invisig0th_*
Posté 28 août 2010 - 01:30
Guest_invisig0th_*
Perhaps holy symbols would be better for a one day type of thing, or a weekend challenge? Or perhaps some awesome & talented individual will get inspired and make a batch of them?
As for the theme of the challenge, as much as I love modern and sci-fi stuff, the fact is that non-modern stuff will honestly get more actual use in the community. Kudos on the great idea for this challenge, and thanks for driving it forward. Some really beautiful stuff so far.
#73
Posté 28 août 2010 - 02:18
As I'm a bit late (sorry about that, playing games is way too time consuming XD), and we'd rather have a minimum of votes I think, we'll wait a week to see the result if everyone's cool with that. So, the chosen will be the one with the most vote by September 04 at midnight (or September 05 at 0.00 as you like XD )
Vote away!
@Invisig0th: thanks for the support
#74
Posté 28 août 2010 - 03:48
Now, for this poll...
#75
Posté 30 août 2010 - 10:12





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