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Topiary Guardian


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36 réponses à ce sujet

#1
Jenna WSI

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Can't find this one... has anyone seen it before?




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#2
Builder_Anthony

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I never seen anything like that before.

#3
Jenna WSI

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Aw. Guess we'll have to barkskin a creature and use our imaginations.

#4
The Amethyst Dragon

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On it. :ph34r:

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
Gleym

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Not sure whatcha mean by 'can't find'.. you mean you can't find it in the books or?

#6
Jedijax

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Nah!, she just made it up! ;)

#7
The Amethyst Dragon

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Nevermind on the spring and autumn versions. They look nice with summer/green leaves, but don't look right with flowers of any sort or with leaves all in fall browns/oranges.

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
Gleym

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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
Jenna WSI

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Oh my god, you're awesome AD.

I meant I couldn't find anything like it in the vault or available to the community.

#10
The Amethyst Dragon

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Coming soon to a Vault near you...(once I get it packaged and sent in tomorrow sometime)...

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#11
Karvon

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Very nice work!

Karvon

#12
lordofworms

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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!

#13
The Amethyst Dragon

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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!

Good idea.  I'll have to try that and see how it looks. :)

#14
lordofworms

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Thats what I love about Amethyst! He is always willing to take advice and one of the remaining few builders out there that not only produce top notch stuff but is always willing to share it right away!

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
OldTimeRadio

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Wow- those are looking very nice!

#16
TSMDude

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The Amethyst Dragon wrote...

Coming soon to a Vault near you...(once I get it packaged and sent in tomorrow sometime)...

Posted Image

Holy fraking hell those look good, AD.

#17
The Amethyst Dragon

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Thanks, folks.

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
Builder_Anthony

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Could you do that giant worm they have also?In dungeon magizine there was a module called age of worms and they had green giant worms.I think its a planar creature its like the size of a building.

Modifié par Builder_Anthony, 17 mai 2011 - 11:53 .


#19
Bannor Bloodfist

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Backup your override and work from there. I do ALL my development that way to avoid having to rebuild/update haks, system works fine that way. Just rename your current override folder, create a new one named override and build away, when you want to go back, just rename the new override to new_override or whatever name you wish, and rename your backed up version back to override.

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
The Amethyst Dragon

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Bannor Bloodfist: Thanks for the tips.

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
Aleron

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This work is just amazing. Kudos to you Amethyst.

#22
Hellfire_RWS

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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
Bannor Bloodfist

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There is no real maximum as it depends on individual computer power. Practical is 10k, and that is only for single creatures. 1800 is fine.

#24
Hellfire_RWS

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I would be happy to package this up for the NWN peeps

I don't how good it will look without a normal map though

#25
_six

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Heh, we've got a couple of 7000 poly creatures rangarok_mr4 made in Q, and nobody's complained. I would love to get my paws on that worm too, it's awesome.