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Arms and Armor
Débuté par
Ambaryerno
, nov. 21 2009 07:45
#126
Posté 29 mars 2010 - 10:32
#127
Posté 16 avril 2010 - 11:14
For those of you still watching this thread, there's a new one:
http://social.biowar...5/index/2290176
http://social.biowar...5/index/2290176
#128
Posté 21 avril 2010 - 11:27
Just a quick little teaser:

The Cousland Family Longsword in action!

The Cousland Family Longsword in action!
#129
Posté 21 avril 2010 - 11:49

And the arming sword variation. Right away you should notice the SIGNIFICANT difference in scale. The longsword is approximately the length of the game's "vanilla" longswords, while the arming sword is rescaled to a much more correct size for a single-handed weapon.
I need to fix centering, as the hand is gripping a tad too far forward (it's over the guard right now) but otherwise it works out quite well.
#130
Posté 23 avril 2010 - 03:24

Another one is in the game: The standard arming sword. This one gives an even better in-game idea of the difference in scaling on the new one-handed swords.
#131
Posté 27 avril 2010 - 05:16

Duncan's Sword
Keeping in the design aesthetic of the existing Warden Sword, Duncan's blade features the same pommel design with griffin detail, although with a slightly different hilt highlighted by a gaddhjalt-style guard.
This is the third DLC weapon to be modeled, this one from Return to Ostagar. A third Warden sword can be found in Warden's Keep which will also receive a new model.
#132
Posté 28 avril 2010 - 12:23

Updated version of the Family Sword's hilt detail.
#133
Posté 13 mai 2010 - 04:00
A little bit of sword porn for you all.

Current progress on the Arming Swords. Those swords with textures have been successfully brought into the game. They may need some minor tweaks to textures and smoothing groups, but otherwise are good to go.

Current progress on the Arming Swords. Those swords with textures have been successfully brought into the game. They may need some minor tweaks to textures and smoothing groups, but otherwise are good to go.
#134
Posté 13 mai 2010 - 01:26
OMG those are awesome pron indeed cant wait to test this
#135
Posté 14 mai 2010 - 04:32
Some of the DLC is going to be tricky to handle going forward. Starfang was relatively easy because it defaults to a unique slot on the Variations sheet. However other weapons, such as Duncan's Sword and Asturian's Might use the same meshes as other weapons (I don't have Awakenings yet so I have NO idea how much more work THAT'S going to add).
There's a workaround, but it would be nice if someone has found a way to manually load DLC items into the toolset if we're not going to get access to them from another toolset update.
There's a workaround, but it would be nice if someone has found a way to manually load DLC items into the toolset if we're not going to get access to them from another toolset update.
#136
Posté 14 mai 2010 - 05:15
This one isn't on the full Arming Swords pic yet:

Early peak at Asturian's Might.
The two Warden Swords (Warden and Duncan) were based on Viking-pattern designs. As the sword of the Warden Commander Asturian is a more ancient weapon, I chose to draw on the Migration Period swords, direct forerunners of the Viking pattern, for inspiration.
I LOVE Migration Period swords. These swords are some of the most beautiful works of art I've ever seen. You can expect Asturian's Might is going to be one of the most ornate and intricate of all the swords I'm doing, as there's going to be a LOT of surface detailing. The grip is carved ivory, the pommel is going to be engraved, and as you can see the blade possesses the same "Serpent in the Sword" pattern welding design as the Warden and Duncan.

Early peak at Asturian's Might.
The two Warden Swords (Warden and Duncan) were based on Viking-pattern designs. As the sword of the Warden Commander Asturian is a more ancient weapon, I chose to draw on the Migration Period swords, direct forerunners of the Viking pattern, for inspiration.
I LOVE Migration Period swords. These swords are some of the most beautiful works of art I've ever seen. You can expect Asturian's Might is going to be one of the most ornate and intricate of all the swords I'm doing, as there's going to be a LOT of surface detailing. The grip is carved ivory, the pommel is going to be engraved, and as you can see the blade possesses the same "Serpent in the Sword" pattern welding design as the Warden and Duncan.
#137
Posté 17 mai 2010 - 06:03
A closer look at the development of Asturian's Might's hilt. External link since the Bioware forums reduces the size of images too much...
Asturian's Might
This is, by far, the most elaborate texture job I'm likely to be doing, and is turning into a REAL labor of love (ironic as the sword itself is probably relatively insignificant, even if you have Warden's Keep). As I said, the artistry of Migration Period swords is unparalleled, and they may be THE most beautiful swords ever crafted (sorry, katana). I'm putting every effort into doing the style justice.
The runic inscription around the pommel is the Gray Warden motto rendered as near to accurately as is possible with Elder Fuþark (it's a phonetic alphabet, so I had to cheat a little on some sounds). The central disk of the pommel is a Celtic/Germanic-style griffin, as is the dragon figure on the grip. The spiral pattern radiating from the griffin, and in particular the triple-spiral motif encircling the top of the grip nearest the guard figures very prominently into early Germano-Norse artwork. The braided knot design around the guard and parts of the grip is also a very common pattern in Celtic and Germanic art.
There's a still a LOT of detailing left to do on the guard and pommel, all of which will also be normal-mapped.
Asturian's Might
This is, by far, the most elaborate texture job I'm likely to be doing, and is turning into a REAL labor of love (ironic as the sword itself is probably relatively insignificant, even if you have Warden's Keep). As I said, the artistry of Migration Period swords is unparalleled, and they may be THE most beautiful swords ever crafted (sorry, katana). I'm putting every effort into doing the style justice.
The runic inscription around the pommel is the Gray Warden motto rendered as near to accurately as is possible with Elder Fuþark (it's a phonetic alphabet, so I had to cheat a little on some sounds). The central disk of the pommel is a Celtic/Germanic-style griffin, as is the dragon figure on the grip. The spiral pattern radiating from the griffin, and in particular the triple-spiral motif encircling the top of the grip nearest the guard figures very prominently into early Germano-Norse artwork. The braided knot design around the guard and parts of the grip is also a very common pattern in Celtic and Germanic art.
There's a still a LOT of detailing left to do on the guard and pommel, all of which will also be normal-mapped.
Modifié par Ambaryerno, 17 mai 2010 - 06:04 .
#138
Posté 17 mai 2010 - 11:43
Very very cool. But please give it some good stats to justify the use of the sword. Wouldnt want such a gorgeous piece of art go to waste.
#139
Posté 17 mai 2010 - 01:56
The sword already exists the in the game, so there's really not much I can do about that as I'm not tweaking stats (the exception is the Family Sword, which I'm considering a means of upgrading throughout the game to convince players of the Human Noble origin to actually ROLEPLAY their character...).
#140
Posté 24 mai 2010 - 02:44

The hilt of Asturian's might in-game. The normal mapping came across just PERFECTLY. I studied a lot of carved ivory pieces and the effect that resulted looks almost exactly right. If you right-click and select View Image you should get a bigger image.
#141
Posté 24 mai 2010 - 05:55
oo yes that is some nice detail. Nice work!
#142
Posté 24 mai 2010 - 08:17
Very nice
#143
Posté 24 mai 2010 - 10:33
very much looking forward to seeing this mod in action!
I don't suppose you'll be making new icons for your new weapons? In any case, keep it up
#144
Posté 26 mai 2010 - 05:03
Icons are on the to-do list.
#145
Posté 26 mai 2010 - 09:24
ah sweet
i know the icons project got decent enough results by taking a screenshot and photoshopping in a sort of soft glow to tie it with the other icons in DA. sadly, it never released any weapon icons
#146
Posté 26 mai 2010 - 02:30
Amazing. If you ever need help with the icons I would be pleased to help you out. But according to the level of detail that you give to your weapons I guess that it will be no problem.
I offer the help anyway.
Keep it up and thanks for sharing your work.
I offer the help anyway.
Keep it up and thanks for sharing your work.
#147
Posté 26 mai 2010 - 07:14
The icons won't be an issue, but thanks.
What I still need help with is modeling and texturing--the volume of the work needed stretches what one person can do--and creating new animations.
What I still need help with is modeling and texturing--the volume of the work needed stretches what one person can do--and creating new animations.
#148
Posté 26 mai 2010 - 10:16
what're the new animations for? i ask out of curiosity, im afraid i have no expertise in that field.
#149
Posté 26 mai 2010 - 10:39
Talents and new attack animations for the two-handed swords (longswords, bastard swords and greatswords).
#150
Posté 22 juillet 2010 - 04:25
Hey all, sorry I've been quiet of late. Been kind of side-tracked with Real Life issues.
Anyway, I've encountered a problem and wanted to see if I can get some information:
What are the original file names for the two Chasind Mauls in the toolset? One was the Chasind Crusher, and I can't remember the other. I need the:
gen_im_wep_mel_xxx_xxx
of both to fix a stupid mistake on my part.
Anyway, I've encountered a problem and wanted to see if I can get some information:
What are the original file names for the two Chasind Mauls in the toolset? One was the Chasind Crusher, and I can't remember the other. I need the:
gen_im_wep_mel_xxx_xxx
of both to fix a stupid mistake on my part.





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