Topiary Guardian
#1
Posté 16 mai 2011 - 12:26
#2
Posté 16 mai 2011 - 12:57
#3
Posté 16 mai 2011 - 02:38
#4
Posté 16 mai 2011 - 03:31
Thanks for the request/idea. I'm sure the druids in my PW will appreciate such creatures once they're available in-game.
Shouldn't take more than a couple days. Going to retexture a few critters with brand new textures, test them out, and throw them on the Vault when they are ready for general use.
I'll probably do some seasonal variants (autumn and spring) if the summer ones turn out looking good.
#5
Posté 16 mai 2011 - 04:10
#6
Posté 16 mai 2011 - 07:05
#7
Posté 16 mai 2011 - 09:10
Some creatures are straight reskins, some have some model adjustments done.
Triceratops, Dire Boar, Lion (from reference picture): ready for in-game testing tomorrow
Bear, Deer, Dire Wolf: ready for in-game testing tomorrow
Me: off to bed because it's now after 2am...
#8
Posté 16 mai 2011 - 09:20
Jedijax wrote...
Nah!, she just made it up!
I'm just askin' since I've got access to the Monster Manual featuring topiary guardians?
#9
Posté 16 mai 2011 - 07:11
I meant I couldn't find anything like it in the vault or available to the community.
#10
Posté 17 mai 2011 - 09:17
#11
Posté 17 mai 2011 - 10:11
Karvon
#12
Posté 17 mai 2011 - 12:23
if you havent posted them already I would offer one suggestion to make them really 'wow'
maybe add a VFX to them like what the standard forest tileset has for its falling foliage (leaves)
I think one or two of those VFX on the model itself will lend to that 'living bush'
if not no biggie, these are still awesome and will def. be added to my own PW as almost all your stuff is!
#13
Posté 17 mai 2011 - 02:10
Good idea. I'll have to try that and see how it looks.lordofworms wrote...
awesome work as usual AD!
if you havent posted them already I would offer one suggestion to make them really 'wow'
maybe add a VFX to them like what the standard forest tileset has for its falling foliage (leaves)
I think one or two of those VFX on the model itself will lend to that 'living bush'
if not no biggie, these are still awesome and will def. be added to my own PW as almost all your stuff is!
#14
Posté 17 mai 2011 - 05:42
as I said, def. going to be using them for my druids in my PW...maybe even give ol' draygoth a link as i am sure he could put them to good use as rideable mounts!!
link: http://nwvault.ign.c...&comment_page=2
#15
Posté 17 mai 2011 - 06:07
#16
Posté 17 mai 2011 - 10:23
Holy fraking hell those look good, AD.The Amethyst Dragon wrote...
Coming soon to a Vault near you...(once I get it packaged and sent in tomorrow sometime)...
#17
Posté 17 mai 2011 - 11:42
Working on playing with leaf emitters in between lots of family stuff today. I hate the fact that you can't really see emitters in gmax, so it's tinker > put in hak > open mod in NWN to test > tinker some more > put in hak > restart NWN to test again (since new art resources often require a full program restart).. It might be tomorrow before I get them sent to the Vault.
#18
Posté 17 mai 2011 - 11:51
Modifié par Builder_Anthony, 17 mai 2011 - 11:53 .
#19
Posté 18 mai 2011 - 03:32
I also tend to work with toolset loaded, and max, and game at same time. Edit in max, export, go to toolset and reload the area to see if it loads correctly, don't even have to reload the mod, just that specific area, hit f9 and test. Exit, ad-infinitum.
EDIT: Note, that the game totally ignores SUB-Folders inside of the override as well, I currently have something on the order of 30 sub folders inside override. Original source files, 1.69 folder, different tilesets I may be working on etc, just move the individual files from the sub folders into override and viceversa whenever I need to work with something else. By using sub-folders, it is also MUCH easier to load source files from those sub folders while working within the main override folder... IE: In max, I just use nwmax to browse to a sub folder to grab a source file, load it, and reset it's output folder back to main override, that way I am actually working on a copy instead of the original.
Modifié par Bannor Bloodfist, 18 mai 2011 - 03:35 .
#20
Posté 18 mai 2011 - 07:43
Builder_Anthony: So far, the only giant worm creature that I think would be suitable to work from (I'm not much of an animator at all) would be the large purple worm model that comes up out of the ground. However, I'm not really happy with that model because it just looks too blocky. I used it for a while in my PW because there was nothing better, and I'm not skilled enough with skinmeshes yet to try to remake that beastie. For now, I think I'll stick with the 8 creatures I've got now, since they're also more reasonably sized and look like they were created in a garden.
lordofworms: I got my emitter working, so these creatures now drop a small green leaf every second or so.
All: I just submitted the files to the Vault a few minutes ago. I'll post the link as soon as I see it's available for download.
Personal Note: I'm not really happy with the triceratops animations, but I don't have the skill (or time to figure out how) to make them look better (particularly the walking/running animations). If anyone ever feels like changing the animations for the bulette (which this model uses as a basis for animations), then the triceratops will inherit those new animations.
Modifié par The Amethyst Dragon, 18 mai 2011 - 07:47 .
#21
Posté 18 mai 2011 - 05:01
#22
Posté 18 mai 2011 - 05:39
The Amethyst Dragon wrote...
Builder_Anthony: So far, the only giant worm creature that I think would be suitable to work from (I'm not much of an animator at all) would be the large purple worm model that comes up out of the ground. However, I'm not really happy with that model because it just looks too blocky. I used it for a while in my PW because there was nothing better, and I'm not skilled enough with skinmeshes yet to try to remake that beastie.
Whats the max poly count for NWN that a creature maker can get by with. I took the purple worm model form NWN, made a new skin and cleaned up the aniamtions, but the skin mesh is 1800 polies.
#23
Posté 18 mai 2011 - 05:59
#25
Posté 18 mai 2011 - 09:06





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