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November's 2010 Custom Content Challenge: Ancient Civilizations


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#101
Zwerkules

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Hi Lass!



I have finished those tiles, but the gate that was rotating wildly before is still causing troubles.

The animations are fixed now, but the walkmesh for the gate doesn't work. Everything is fine when it is closed, but when it is opened I can walk right through the wood of the gate. The dwk is there and it looks okay in gmax. I have absolutely no idea why I can still walk through the gate.


#102
_six

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Download.

Just human male for now. Guess I'll have to get the other races processed some time next week, which will probably get bunged in a later Q update. Not sure about a female version of the model any time soon as it'd require fairly complex model rework - call it payback for the dozens of female only robes currently lying around :P

Modifié par _six, 06 décembre 2010 - 06:33 .


#103
Estelindis

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Amazing work on the tiles and armour, Zwerkules and Six. They are pure love! :-D

I've got a bracelet done for males and females. I've also got another necklace, but it's unbelievably difficult to get it as I want it without clipping, particularly when the variations for all genders and races have to be taken into account. Won't make the extended deadline with all genders and all races though, sorry. :-( I'll just have to keep working away. Here are some pics anyway!

Image IPB

I did see the feedback earlier in the thread about the neck texture. It's just the standard Bioware texture and mapping for now; I will wait until I have other things done before I see if I can improve it. :-)

EDIT: a big mistake in the knotwork on the bracelet is staring me in the face.  I thought I'd fixed that!  Kudos to anyone who spots it.  :-)

EDIT THE SECOND: Fixed the knotwork mistake.  (Each strand is supposed to go over and then under, alternating with every second crossing.  I'd had a couple of strands go over twice in a row, tsk.)

Modifié par Estelindis, 07 décembre 2010 - 01:16 .


#104
gutwrench66kg

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Estelindis:



WOW!!! Great stuff! My girlfriend saw the screenshot and flipped out, as her character apparently is lacking in the jewelry department.

#105
Estelindis

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Glad you and your girlfriend like them - thanks. :-)



As a side-note: the cord on the necklace above is set to Leather 1, but there are a few metallic colours in all palettes, and when set to silver it looks reasonably like a chain. Now, to work more on the awful clipping issues! You see, the necklace cord has to be reasonably close to the skin of the torso to avoid the "floating in mid-air" look, but too close and it disappears into the skin... Problematic when females have such a different rig to males. (Seeing the work involved, I really admire the NWN team for going to the effort, and understand why the DA:O team didn't - though I gather they're rectifying that for DA2.)

#106
Gleym

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Holy crap, that looks sublime.

#107
Builder_Anthony

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How do you export from nwmax 6-8 in 3ds max.I see a couple file types but honestly im lazy right now.
Ill probally shoot over the model for someone to texture.Till then i guess ill look into normal maping it.JUst minor touch up.Its a model of a low poly key.

Modifié par Builder_Anthony, 09 décembre 2010 - 02:28 .


#108
TheSpiritedLass

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Gleym wrote...

Holy crap, that looks sublime.


*Sleepy grins while offering a drool towel.*  Around this group, I've learned to keep a stack of those on hand.  As well as the occasional bucket due to a certain tileset maker.

*Playful nudges to the couple of artists who haven't sent in their goodies yet.*  Thanks to those that have already sent them in. =)  If I can't get this posted today, it will be Monday before I have a chance to work on it again. 

-- Mistress, will be glad to get all our Christmas shopping done, wrapped and in the mail!  *grunts*

#109
Jez_fr

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Super stuff in here =)

Lovely jewelry Este. It just miss some incrusted gemstones really XD

#110
Shia Luck

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I actually just came to post how wonderful it is you are all doing this. I think it is great and the work is amazing.

... but (with huge apologies to everyone else for quite this intensity) . Estelindis!! I want Jewellery!!!
OMG I want Jewellery *grinning* . That looks wonderful! :wub:

ummm (see the advantage of screenies? *grin* )  Anyway.. ahem ..,

Truly, to all of you .. thanks and keep doing what you do :wub:  You don't get enough appreciation.

have fun :)

#111
Estelindis

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You will get jewellery soon, Shia, I promise! I am working hard on getting it to not clip with the standard torso for all races and genders. (The difference between races is, I find, even more pronounced with female characters. NWN Armory is great for reducing duplication work, but it can't do everything a human can.) Thank you very much for the enthusiasm - it's a great motivation for me to get this tedious stuff done. :-D (Obviously, the fun bit is making the initial model and texture. After that, it gets to be a bit of a slog - at least for neck parts.)



And Jez, once I have this fiddly work done, adding variations (e.g. with jewels) should be pretty easy. :-)

#112
Zwerkules

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I got a last minute addition to the roman city tileset: the pantheon.



Image IPB


#113
TheSpiritedLass

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Sheesh, just when I thought it was reasonably safe to toss the drool towels into the washing machine! *Frantically grabbing for some kleenex or something!*



I'm hard at work on getting the vault posting ready. Still missing files from two people. *Lobs several snowball at them.* I have a whole yard full of snow so you might want to get those files to me quickly before you end up looking like a snowman. *Evil grin*

#114
Renzatic

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Zwerkules wrote...

I got a last minute addition to the roman city tileset: the pantheon.

<picture here>


That looks pretty damn good. Though if I were to suggest one thing, I'd say paint in some shadows. You've got a good base texture going on, but right now it looks more like a diffuse texture in a newer engine waiting for a normalmap. The colors are good, but you need something to bring it out a little more, and break up the monotony of the stone.

#115
Estelindis

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Jewellery done. Download here. (EDIT: Deleted link as I've fixed the bugs and want to repost the content under the same package name.)  Please see the last paragraph for an important point and a request for testing help.

Image IPB

Tweaking the models of the amulet-style necklace for both genders of all races turned out to be extremely time-consuming. It taught me that this style of necklace is inherently problematic, because it only sits nicely on some torsos. There will inevitably be some clipping (or some "floating") with some torso choices. Some robes obscure it completely!

There were things I wanted to get done for this challenge that I did not: some armlets, for instance, and texture-matching the skin of the neck to be relatively seamless with the skin of the torso. Also, on the torc, I started off thinking that reversing the gold rope from right to left made it look better, but now I'm thinking I should have kept the same twist all the way from left to right. I have a UVW map ready to go if others agree.

My biggest problem, however, seems to have only just surfaced. I try to test my work a lot to keep it relatively bug-free. Accordingly, I've been checking out these various body parts on NPCs in the toolset and on PCs and NPCs in the game at various points during the creation process of this content. Just today, however, when I was running my final checks on the content, I found that swapping these items in and out of the inventory can cause NWN to freeze indefinitely. It doesn't do it always (and, for me at least, it's only been with females). But even one game lock-up is unacceptable. I'd appreciate it if some folks (hopefully including some who are more experienced at modelling than I am) would take a look at the parts and try to figure out what's going on. It could be because of polycount (which is honestly a little absurd on the neck parts). I just don't know. This is a bit of an anti-climax after weeks of work. :-( Thanks in advance for any help!

Modifié par Estelindis, 23 décembre 2010 - 07:50 .


#116
TheSpiritedLass

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Now THERE is a pretty sight to wake up to. Very nice looking Este. I like the torc how you have it. Then again I liked the first version too. Perhaps post side by side pictures for people to compare? What is the traditional Celtic style?

No clue on the lock up issue. The "biggest" issue I've seen with equipping gear is more script related so that is no help. =(

#117
Estelindis

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Sure, here's a comparison! The torc twist in the current version is actually as it was from the start, because I thought it looked better that way. It's only now that I'm starting to think it'd look better if the twist isn't reversed half-way. (I mean, obviously it looks better at the back if it's not reversed, but I had thought that the improvement at the front was sufficient to make up for this.  Like I said, I'm no longer convinced of this.)  I think you'll see what I mean here:

Image IPB

Modifié par Estelindis, 17 décembre 2010 - 11:19 .


#118
Zwerkules

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The game lock-ups I had so far all had to do with shadows. I don't know how it happened, but once one object with a transparent texture had the shadow activated. I usually don't turn shadows on for those. This caused a game lock-up. After deactivating the shadow for that object there were no more game lock-ups.

I had another game lock-up when I had a tiny gap in an object that cast a shadow. That shouldn't cause lock-ups, but I don't know what else it could have been. After I adjusted the vertices and welded them, everything was fine.


#119
TheSpiritedLass

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You did a great job merging the change in direction together in the back. Very nice, Este. When looking at the fronts, it actually took me several looks to really see the difference.

#120
The Amethyst Dragon

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Estelindis:

I really like the torc without the twist reversal.  It makes it look more like the jewelry maker started with a straight piece, then twisted the entire thing as one piece, rather than welded two different pieces together.

#121
Estelindis

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Thanks for all the feedback!

Re. texture-mapping twist, I'm glad my feelings were confirmed. I don't know what I was thinking when I first mapped it that way! Will switch to the alternate (proper) mapping. Should only take a few minutes to fix that.

Re .bugginess: I should have known it would be shadows, since I understand so little about them in general! I actually meant to make the anatomy parts shadowed and the neck parts separate non-shadowed objects parents to the anatomy parts, but I got so obsessed with adjusting verts to make the parts not clip (with at least some torsos) that I forgot to do it in the end. Will do that too; similarly, it will take only a few minutes because all different parts can easily be selected by smoothing group. Not sure about the "tiny gap." My sanity checks fail on welding grounds almost constantly when I'm working at a very fine level of detail, so I've learned to ignore them on such models.  (Seriously, I see failed verts, yet when I select all verts and go to weld I am told that there's none that need welding.) Do you remember where this gap was? Anyway, will fix the issues I can fix and throw up the result ASAP. :-)

Modifié par Estelindis, 20 décembre 2010 - 12:52 .


#122
Zwerkules

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Hi Estelindis!



I didn't want to point you in a wrong direction. The examples I gave were lock-ups I had with other content, not with your jewellery. I just wanted to tell you that all the lock-ups I had so far had to do with shadows. That doesn't mean your lock-ups have to do with shadows, too. But they could. I didn't however see any tiny gaps in your jewellery.

Maybe someone else had the game freeze for a different reason than shadow problems.


#123
TheSpiritedLass

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The first installment of the files is on its way to the Vault. If it goes live before I leave in the moring to squish myself into a tiny airplane seat, I'll post a link here. If not could someone do that, please?



A second installment is planned as some of us (myself included) did not get everything done by the deadline. The demo module file still needs some work (I'm not happy with a couple bits - surprise surprise) and dressing up with placeables. I'll get to that when I get back from the holidays, sometime around the 5th of January (but no sooner than that). Dark Defiance and Este, does that give y'all enough time to wrap things up? And yes Z, that gives you more time to make me squeal like a 3 year old and dance around some more, should you want it. *chuckles*

#124
Estelindis

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Zwerkules: Oh, I see! Sorry, I misinterpreted your post. Indeed, splitting off the high-poly stuff and making it non-shadowing did not actually get rid of my problem. But at least it makes the models more efficient (I guess) and I improved the torc texture-mapping while I was at it.

Here is the resulting package.  (EDIT: Link removed as I've fixed the problems. See post further below for proper DL link.)  I would appreciate it if anyone more experienced at modelling than myself could take a look and see what I might be doing wrong.

SpiritedLass, sorry that this has ended up taking so long. Thanks for putting up the rest of the stuff and hope you have a great holiday.

Modifié par Estelindis, 23 décembre 2010 - 07:52 .


#125
TheSpiritedLass

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*sleepy noogies for Este* No worries.



Here is a link to the first installment of goodies:

http://nwvault.ign.c....Detail&id=8006