Aller au contenu

Photo

Monster PC heads


  • Veuillez vous connecter pour répondre
145 réponses à ce sujet

#1
Carcerian

Carcerian
  • Members
  • 1 108 messages

One thing Nwn is missing is monsterous subrace options...

 

1114980345fullres.jpg

 

Kinarr's Masks are a good start, but IMO PC heads are really the way to go, they can be controlled by scripts, and dont require the filesize that fully dynamic subrace phenotypes do, as well as supporting new armor mods much easier.

 

(Kinarrs Greycloak's 2002 Masks: http://neverwinterva...n1/hakpak/masks)

Full PLT colorable heads would be the most favorable, but even simple monster heads scaled and linked to a pc head node would work just fine even with a regular DDS or TGA i'd think...

 

(starts experimenting)

 

[Spoiler: Final DL @ http://neverwinterva...d-monster-heads]


Modifié par Carcerian, 13 janvier 2015 - 11:49 .


#2
Carcerian

Carcerian
  • Members
  • 1 108 messages
Having no idea what I'm doing, I'm just gonna try and wing it...

Looking thru standard OC toolset...

Hmmm Mindflayers, been done...

Beholders, nah....

OOOOOH Ettercaps!!!!!

(I always hated the funky troll animation they had, but the noggin has some serious monster-head potential...)

Posted Image

Hmmm... Dang, I forgot how tall Ettercaps are were...

Modifié par Carcerian, 17 mai 2012 - 11:59 .


#3
henesua

henesua
  • Members
  • 3 858 messages
The ogre head might be cool too.
  • Carcerian aime ceci

#4
Carcerian

Carcerian
  • Members
  • 1 108 messages
Carcerian: "For my next trick watch me cut the head off this ettercap, and place it upon this elf..."

Shamino: "What????"

Carcerian: "Trust me, this won't hurt a bit..."

Loads NwExplorer, and Extracts files for Ettercap and Male Elf Head 1, places in mesh folder and loads NwMax...

Modifié par Carcerian, 17 mai 2012 - 10:53 .


#5
Carcerian

Carcerian
  • Members
  • 1 108 messages

henesua wrote...

The ogre head might be cool too.


*Nods*

#6
Shadooow

Shadooow
  • Members
  • 4 465 messages

Carcerian wrote...

Carcerian: "For my next trick watch me cut the head off this ettercap, and place it upon this elf..."

Shamino: "What????"

Carcerian: "Trust me, this won't hurt a bit..."

Loads NwExplorer, and Extracts files for Ettercap and Male Elf Head 1, places in mesh folder and loads NwMax...

You can call the result "The Predator", I know about appropriate spell projectile (three red dots) for some supernatural ability like to make things explode :devil:
  • Carcerian aime ceci

#7
Carcerian

Carcerian
  • Members
  • 1 108 messages
Loads "pme0_head001.mdl" into NwMax (Gmax12 Ver)...

Posted Image

#8
Carcerian

Carcerian
  • Members
  • 1 108 messages

ShaDoOoW wrote...

Carcerian wrote...

Carcerian: "For my next trick watch me cut the head off this ettercap, and place it upon this elf..."

Shamino: "What????"

Carcerian: "Trust me, this won't hurt a bit..."

Loads NwExplorer, and Extracts files for Ettercap and Male Elf Head 1, places in mesh folder and loads NwMax...

You can call the result "The Predator", I know about appropriate spell projectile (three red dots) for some supernatural ability like to make things explode :devil:


Heh actually ur not too far off, lol...

#9
Carcerian

Carcerian
  • Members
  • 1 108 messages
Hmmm, ok, as far as basic nwn model theory goes, we just need the node, so we freeze the existing head to be a guide for scaling, import an ettercap, slice off his head, scale and link to the existing node...

Posted Image

Dang thats one big ettercap!!!

Clicking on his head, we can see thankfully its an islolated object, so no need to slice and weld and so on.

Deleting the ettercap body, we can then scale its head  to 25% original size, delete the original guide head, and finally link it to the base node...

Theoreticly its ready to test, so loading it it nwm, lets see how it looks... (as ive never done this before, im expecting were gonna have a textured ettercap head on an elf, and later were gonna have to learn to plt it to in order have it skin color/hair compliant...)

Modifié par Carcerian, 17 mai 2012 - 12:07 .


#10
Carcerian

Carcerian
  • Members
  • 1 108 messages

Shamino: "Avatar????"

Carcerian: "Trust me, i lnow what im doing..."

sb61s8.jpg

(After all, who wouldn't want eyes in the back of his head...)


Modifié par Carcerian, 30 mars 2015 - 04:42 .


#11
Carcerian

Carcerian
  • Members
  • 1 108 messages
Hmm, funky, so it looks like we got the Ettercap head, but still have the elf head plt.

(Wonder if we can color it...)

Posted Image

Sweet! (Unexpectedly, now the "Elfercap" even has both eyes and fangs that use the hair color slot)

While not excactly what i was expecting, still pretty cool, so saving for later.

Let's try another...

Modifié par Carcerian, 17 mai 2012 - 01:50 .


#12
Carcerian

Carcerian
  • Members
  • 1 108 messages
Hmmm, i always loved the hook horrors, they got that whole dark-crystal-skexie thing going on...

Posted Image

Heh, perhaps a Kenku race?

(insert heckel and jeckel joke here)

Modifié par Carcerian, 17 mai 2012 - 01:04 .


#13
Carcerian

Carcerian
  • Members
  • 1 108 messages
Finishing up the list of aberrations, a few Crab-People...

Posted Image

Ant men?

(this one got a bit tricky, as i had to group the head parts, which then refused to be scaled properly, so thus had to edit the mdl file in notepad and adjust position and scaling manually...)

Modifié par Carcerian, 17 mai 2012 - 01:52 .


#14
3RavensMore

3RavensMore
  • Members
  • 703 messages

Carcerian wrote...
 


Those are seriously weird, but pretty cool as well.  Weird is good.  Weird scares unsuspecting players.  :alien:
  • Carcerian aime ceci

#15
The Amethyst Dragon

The Amethyst Dragon
  • Members
  • 1 873 messages
The weird use of the elf head .plt for the ettercap head comes from file naming and body part models.

For your head, it needs to have a .plt with the same exact file name as the model (but with .plt on the end instead of .mdl). Since you're using the default elf head model name as an override, the game engine is just pulling the default head's .plt.

The weird coloration placement is due to the differences between the elf head texture and the ettercap head texture. If you overlay them in gimp or photoshop, you'll see why the parts are being colored the way they are.

This all goes with the umber hulk and vrok heads as well.

Modifié par The Amethyst Dragon, 17 mai 2012 - 03:40 .

  • Carcerian aime ceci

#16
Carcerian

Carcerian
  • Members
  • 1 108 messages

The Amethyst Dragon wrote...

The weird use of the elf head .plt for the ettercap head comes from file naming and body part models.

For your head, it needs to have a .plt with the same exact file name as the model (but with .plt on the end instead of .mdl). Since you're using the default elf head model name as an override, the game engine is just pulling the default head's .plt.

The weird coloration placement is due to the differences between the elf head texture and the ettercap head texture. If you overlay them in gimp or photoshop, you'll see why the parts are being colored the way they are.

This all goes with the umber hulk and vrok heads as well.



Thanks AD, Figured was something like that,  anyone know of any quick ways/tutorials to make a TGA into a PLT?

Modifié par Carcerian, 18 mai 2012 - 12:37 .


#17
Carcerian

Carcerian
  • Members
  • 1 108 messages
Found a way (tho not the best im sure...)

Converted TGA to BMP, opened in Paintbrush, copied to clipboard, and pasted into plt editor (since it didn't want to import my BMPs itself...). Saved as a plt, made heads non-overriding and Voila!

Posted Image

Posted Image

Posted Image

Not quite as polished looking as i would hope for, but still progress, we got something to work with now...

Modifié par Carcerian, 18 mai 2012 - 01:53 .


#18
Carcerian

Carcerian
  • Members
  • 1 108 messages
After Using PLT Editor to color in eyes as hair color, and lightening up texture a bit so they match skin tone...

Posted Image

Modifié par Carcerian, 18 mai 2012 - 03:12 .


#19
Leurnid

Leurnid
  • Members
  • 271 messages

Carcerian wrote...

After Using PLT Editor to color in eyes as hair color, and lightening up texture a bit so they match skin tone...

Posted Image


Those fellas have some serious creepy 'bug man from mars' horror movie schtick going on... the oversized heads with mandibles remind me of those paper-mache monster heads from the old 50's and 60's horror flicks.

And that is a good thing :P

Modifié par Leurnid, 18 mai 2012 - 03:25 .


#20
Carcerian

Carcerian
  • Members
  • 1 108 messages
@ Leurnid Heh, thx...

Next, our Skexies...

Posted Image

#21
Carcerian

Carcerian
  • Members
  • 1 108 messages
And our Elfercaps...

Posted Image

#22
Leurnid

Leurnid
  • Members
  • 271 messages
you have reached totally new levels in budget cool. I love that this was so relatively easy for you (or at least you made it look easy), and generated such great results.
  • Carcerian aime ceci

#23
Karvon

Karvon
  • Members
  • 243 messages
Really like the concept and basic look, but think the heads are a bit oversized yet, making them look rather unbalanced and top heavy. I'd prefer them scaled down about 25-33% more myself.

Nice work though, and certainly useable as is.
  • Carcerian aime ceci

#24
Carcerian

Carcerian
  • Members
  • 1 108 messages

Karvon wrote...

Really like the concept and basic look, but think the heads are a bit oversized yet, making them look rather unbalanced and top heavy. I'd prefer them scaled down about 25-33% more myself.

Nice work though, and certainly useable as is.


Thx! Here they are scaled down a bit...

Posted Image

Posted Image

You can change scale just by setting the Scale line in mdl file as well.

Modifié par Carcerian, 18 mai 2012 - 07:33 .


#25
Carcerian

Carcerian
  • Members
  • 1 108 messages
Colored in the extra eyes too...

Posted Image