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Arms and Armor


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#126
Ambaryerno

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Nothing yet.

#127
Ambaryerno

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For those of you still watching this thread, there's a new one:



http://social.biowar...5/index/2290176

#128
Ambaryerno

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Just a quick little teaser:



Posted Image



The Cousland Family Longsword in action!

#129
Ambaryerno

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Posted Image



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
Ambaryerno

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Posted Image



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
Ambaryerno

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Posted Image



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
Ambaryerno

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Posted Image



Updated version of the Family Sword's hilt detail.

#133
Ambaryerno

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A little bit of sword porn for you all.



Posted Image



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
Mjelnir

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OMG those are awesome pron indeed cant wait to test this :D

#135
Ambaryerno

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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.

#136
Ambaryerno

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This one isn't on the full Arming Swords pic yet:



Posted Image



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
Ambaryerno

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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.

Modifié par Ambaryerno, 17 mai 2010 - 06:04 .


#138
Mjelnir

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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
Ambaryerno

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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
Ambaryerno

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Posted Image



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
Eshme

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oo yes that is some nice detail. Nice work!

#142
Mjelnir

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Very nice

#143
mikemike37

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very much looking forward to seeing this mod in action! :D I don't suppose you'll be making new icons for your new weapons? In any case, keep it up :)

#144
Ambaryerno

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Icons are on the to-do list.

#145
mikemike37

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ah sweet :D 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
Taniwha

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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.

#147
Ambaryerno

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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.

#148
mikemike37

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what're the new animations for? i ask out of curiosity, im afraid i have no expertise in that field.

#149
Ambaryerno

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Talents and new attack animations for the two-handed swords (longswords, bastard swords and greatswords).

#150
Ambaryerno

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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.