Creation of a new character model for DA:O --
Hi everyone, I've never posted here before and I apologize if this post is something I should have found already or seen on the forum. For a school project I am going to try to add a new creature to the game in a small module I create. I've found great tutorials about the basics of importing characters and their textures but I was wondering if people could link information about things like..
Poly counts
Texturing
Animation Loops
Anything you think I might need to know in order to create a brand new monster to insert into a module. I have a few really helpful forum topics saved thus far, this website has a great community.
Thanks, and sorry again if I should have seen this info
-Justin
Custom Creature Creation
Débuté par
Berreck
, juin 27 2011 01:49
#1
Posté 27 juin 2011 - 01:49
#2
Posté 27 juin 2011 - 06:19
The first thing I would suggest is find an existing vanilla animation set to use. Import the model of whatever creature that uses that animation set and then use its rig as a basis to build over. You'll need to use Max/GMax as the DA model format import/export vector via Eshme's script. You could possibly also use Blender, but the script for it is nowhere near as powerful as Eshme's.
DA NPC and biped creature body meshes are in the order of 5-10K polys and heads an additional 2-5K, so 10-15K polys (tris) is probably what you should budget.
Modelling and texturing are fairly standard affairs. You'll want separate diffuse, spec and normal maps. DA uses its own format for the normal map - more info here - http://bg2redux.stud...Textures#Normal I would advise against excessive use of alphas, as the game does not handle overlapping alphas at all well.
You'll want to refer to the documentation for Eshme's script regarding model hierarchy, collision objects, MAO setup, etc. There are related pages on the wiki as well, for certain aspects at least.
You may also want to browse our forum for hints and tips, as we are in the midst of adding a variety of custom creatures to the game and have probably flagged a number of potential landmines - http://forum.bg2redux.com
DA NPC and biped creature body meshes are in the order of 5-10K polys and heads an additional 2-5K, so 10-15K polys (tris) is probably what you should budget.
Modelling and texturing are fairly standard affairs. You'll want separate diffuse, spec and normal maps. DA uses its own format for the normal map - more info here - http://bg2redux.stud...Textures#Normal I would advise against excessive use of alphas, as the game does not handle overlapping alphas at all well.
You'll want to refer to the documentation for Eshme's script regarding model hierarchy, collision objects, MAO setup, etc. There are related pages on the wiki as well, for certain aspects at least.
You may also want to browse our forum for hints and tips, as we are in the midst of adding a variety of custom creatures to the game and have probably flagged a number of potential landmines - http://forum.bg2redux.com





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