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September 2010 CC Challenge: Pirates!


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#51
Estelindis

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I also agree! With such a great variety of different types of custom content in this month's challenge, it'll be a near-complete package for those who want to build a pirate-themed module. :-)

#52
_six

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Those of us doing clothing items or robes, what numbers are you going to be using? Just to avoid the unlikely event of overlapping. I'm probably going to be adding robe116.

#53
_six

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As requested...

http://nwn1cc.com/si...it/pirateoutfit

#54
Eradrain

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Looks pretty darn good, Six.

Only thing that stands out is that the chest-to-shirt transition seems a bit too unnaturally sharp,  presumably because they're just differently textured parts of the same model. Is there any way the collar of the shirt could be modeled apart from the chest, or the texture darkened nearer the skin? It just looks a little too....angular and sudden, I guess.

Modifié par Eradrain, 18 septembre 2010 - 08:58 .


#55
Kendaric Varkellen

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Nice work Six. Any chance of the custom content challenge stuff getting added to Project Q?

#56
_six

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Kendaric Varkellen wrote...

Nice work Six. Any chance of the custom content challenge stuff getting added to Project Q?

Well if I have my wicked way, any created by myself or morikahn will eventually. As for the rest, it's up to the authors who created it, if they'd like it to be - though Q mostly only deal in art assets. And of course I'm sure nobody would mind the content going into other folks haks.

Anyway. I've pretty much finished (touch wood) the Ghoul Pirate, which you can download in it's completed (touch wood) form from here, along with a portrait and 2da references. The robe model version of the coat is still a work in progress.

http://nwn1cc.com/si...t/ghoulpirate_f

Modifié par _six, 18 septembre 2010 - 10:35 .


#57
Shadooow

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awesome hat!

#58
Frith5

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Very nice, _six! Seeing that swab would make me want to walk the plank!

JFK

#59
Builder_Anthony

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Maybe some rips in the cloth or pacthes missing would be nice.Bah....its not bad i just like things that looked like they been thrown in the dirt,and put threw hell.

Modifié par Builder_Anthony, 19 septembre 2010 - 01:49 .


#60
Jez_fr

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ShaDoOoW wrote...

Hmm I wanted to make Dread Pirate prestige class, now just started and I find out that this prestige class is already completed by Kaedrin for NWN2. Have it any sense to make it for NWN1 then, maybe a bit differently?


That would be a nice addition, sure. But please if you include Kaedrin's work, be sure to ask him first, then credit him, as teamwork, and also it would need a guide to include this in a module of course. Other than that that would be real nice to have other things than models too.

In that same thinking 1 or 2 (male, female) pirate soundset would be excellent and very usefull. I know there's some good sound FX modders around. we'd need writers to write appropriate pirates sentences, then some voice actors to act and record, and the sound engineer to edit the sound properly. Any takers? =)

@Six: scary =)
Could we have buckled shoes please? :D

we are going somewhere now, that's great! :wizard:

#61
Shadooow

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Jez_fr wrote...

ShaDoOoW wrote...

Hmm I wanted to make Dread Pirate prestige class, now just started and I find out that this prestige class is already completed by Kaedrin for NWN2. Have it any sense to make it for NWN1 then, maybe a bit differently?


That would be a nice addition, sure. But please if you include Kaedrin's work, be sure to ask him first, then credit him, as teamwork, and also it would need a guide to include this in a module of course. Other than that that would be real nice to have other things than models too.

Im doing it from scratch, I won't bother to porting as I have never messed with NWN2 2das yet. I just borrowed the prestige class description from Kaedryn so I didn't had to rewrite it from the pdf manual I have (where is is scanned image, cannot be copied). But otherwise I changed it quite much to make it more powerfull and friendly. I don't include any custom icons and there won't be any "automatic" feat that needs to have code somewhere in module to allow as easier importing as possible. I added sneak attack but for this reason Im adding BG's version, so the BG/pirate combo won't work very well, but it allows sneak stacking for rogue/pirate combo which is more usual. So user have to just merge three 2das - classes, feat, spell, tlk and import erf with few scripts.

Still quite hard to do, so I will surely add installation instructions. Don't worry.

#62
Rubies

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I was working on a placeable cannon as my first attempt at a "from scratch" placeable, but I think I might've overdone it on the polys, and now I'm too embarassed to post it. :P

Modifié par Rubies, 19 septembre 2010 - 04:22 .


#63
Jez_fr

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Rubies wrote...

I was working on a placeable cannon as my first attempt at a "from scratch" placeable, but I think I might've overdone it on the polys, and now I'm too embarassed to post it. :P


Don't. how many polys?
Just post a screenshot, so we can see it. Don't be shy =)

#64
Rubies

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Posted Image

It's 480 polys, and has a 'firing' animation of 30 frames, still currently untextured but I've already made a dark metal for the cannon and a silver for the framing. :lol:

Main culprit for the high poly size is the barrel itself, and I think I should get around to redoing it before I apply the textures. :pinched:

Modifié par Rubies, 19 septembre 2010 - 05:03 .


#65
Eradrain

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Cool.

480 polys isn't remotely too much for a placeable, by the way. That's about the appropriate amount for a weapon.

I've seen popular, widely used placeables run into the thousands of polys and do just fine.

Modifié par Eradrain, 19 septembre 2010 - 05:03 .


#66
B_Harrison

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Yeah, 480 is nothing to worry about. Looking good so far!

#67
Jez_fr

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Rubies wrote...
It's 480 polys, and has a 'firing' animation of 30 frames, still currently untextured but I've already made a dark metal for the cannon and a silver for the framing. :lol:

Main culprit for the high poly size is the barrel itself, and I think I should get around to redoing it before I apply the textures. :pinched:


No, don't cut the polycount on the barrel (I'm personnally fed up with cubic style in NWN >.> ). To the countrary, I would add more to the squared base. I think that it lowers a lot the overall look wich is a shame since the rest is really nice.

and trust me at 480 polys you are really deep into the "green light", as an exemple look at this http://img203.images...tj02v030000.jpg
I can tell you the game doesn't notice the tenths of thousands of polys here. Sure it depends on the computer, but still, you're pretty safe with 480 or even a few thousands.
(Please you who want to reply an off topic answer on that picture, please DON'T, thanks)

BTW Thanks to join the fray Rubies =)
(oops and I would at least double the width of the wheel to support the weight of such a bronze gun if you don't mind me :P)

Modifié par Jez_fr, 19 septembre 2010 - 05:19 .


#68
_six

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Yah, that cannon body should be fine (and looks really great, by the way). If anything I'd suggest redoing the base and particularly the wheels - giving them a solid rim, for instance, rather than the present mix of differently sized triangles just sorta sitting there. While the current wheel design looks very nice and ornamental, I'm not sure it'd actually hold the weight. A Torus object with a series of internal Cylinders may be the best approach for a more realistic wheel style.

Modifié par _six, 19 septembre 2010 - 05:39 .


#69
Rubies

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I'll put a bit more detail into the base, then! I was scared if I was pushing on the edge of accepted poly amounts. :)

And as odd as it sounds, making these models is a nice break from the weeks of clothing models and parts, having a ton of fun with it. :P

Edit: Hum, I'll take a look at the wheels too, then. :P

Modifié par Rubies, 19 septembre 2010 - 05:36 .


#70
Rubies

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Posted Image

Not sure if that's any better! ^_^

...I tend to have a habit of over-cutifying stuff, I know. :P

760 polys with the added little bits.

Modifié par Rubies, 19 septembre 2010 - 06:26 .


#71
_six

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Well I'm certainly feeling it. Though if I may I might suggest moving the wheels further back along the barrel (or making the gun barrel longer) as it looks a wee bit off kilter as is.

#72
Rubies

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Posted Image

Slightly lengthened the barrel, and moved the wheels back a tiny bit.

Modifié par Rubies, 19 septembre 2010 - 06:55 .


#73
Dark Defiance

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Please spare the CC n00b from walking the plank! I'm new to this, especially being I can't model and I'm "average" in photoshop (using CS1, lol!).

The standard pirate flag is weak compared to the flags (models) from 1.69. So I may come up with a few variations. This is just one I whipped up today.

I used the DLA flags from 1.69 as the base model hoping I edited it manualy in txt format right. The texture is based on screen grabs of the rapier and skeleton heads. Steer me in the right direction if I'm doing something wrong. :-)

Posted Image

Modifié par Dark Defiance, 06 mars 2011 - 02:54 .


#74
Rubies

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Looks good to me, Defiance!

#75
Rubies

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Posted Image

Would love some feedback on it, and thanks for the suggestions so far. I think it's about done, though! :P

Total poly count: 916.

It's quite... a lot more than I expected, if I'm honest. :unsure:

Modifié par Rubies, 19 septembre 2010 - 10:03 .