Monster PC heads
#126
Posté 12 septembre 2012 - 11:15
#127
Posté 13 septembre 2012 - 12:20
- Carcerian aime ceci
#128
Posté 11 janvier 2015 - 06:16
Just a (bit left field) thought but did anyone consider turning some of those (at least the larger ones) into head aligned vfx? Might come in handy for some story lines.
Also, are there any PC sized cat heads in there? Great for Egyptian story lines.
TR
#129
Posté 12 janvier 2015 - 03:20
Um, why would you want them to be vfx and not standard heads? They would no longer be plt colorable...
Yes, there are a few different feline heads.
#130
Posté 12 janvier 2015 - 10:52
For a quick change a la Scoobie Doo
when the villain is unmasked.
TR
#131
Posté 12 janvier 2015 - 01:20
I'd think would be better as helmet heads?
#132
Posté 12 janvier 2015 - 06:24
Quite possibly but could that be used for multi-level quick change i.e. remove one face to reveal another face which is also false which when removed... But as I said in my original post of this thread in a thread it was just a thought.
TR
#133
Posté 13 janvier 2015 - 01:03
Practically speaking, head aligned vfx dont remove existing heads (Like the CEP JenX ponygirl head on a neck part, it would overlap on top of the existing head) and they would require a single static color model manully scaled for 12 sizes (1 mdl for all 6 races x 2 genders x each color), not very practical (unless you wanted to separate parts like the Drow Valsharess Headband, or Bugbear Earrings...)
(When i made head aligned VFX, it took me a full 8 hour day to make 3 sets of vfx, as I had to manually position mdls for male and female demihumans)
I'd suggest that you just make them CEP/Sinfar* Style Helmet Heads, Its less work, since helmets scale to al dynamic player races for a single item by 2da settings automatically for each race, and have better color options, (you can still PLT color them like helmets), and wear like a "mask" if you want to just take on and off as a helmet, for disguises, as opposed to having to script removing a head entirely, then putting on a single color head VFX...
(you just have to plt the inventory gfx, like the CEP Dragon/Rakshasa/Mummy/Zombie/Bear Helmet Heads Have
)
Or just make a system for your project that lets you change heads and body parts (dynamic wildshape) on the fly with scripts (no extra content needed)
Example = The Hat of Disguise (Disguise Kit/Silly Putty): Change Head on use by menu (allowing only script approved heads, and remove, to restore PC head)
(BTW 99% of them have been converted to Sinfar Helmet Heads aka Heads_v2, you have my permission to use all my converted heads, at least
)
As far as i am concerned, anything I have posted on the Bioware forums and NeverwinterVault (IGN/Org) are public domain (unless otherwise noted, still respecting any source artists permissions content may be based on) so feel free to fold, spindle, mutilate, evolve, rip or de-construct as fit your needs.
(The only heads faces i made myself were the female vampiress skin (mdl was nwn ch 1yuan-ti) and the hooded lord of worms "wormfaced" version.)
(*I think the original 2002 Helmet Head "Masks" were actually pioneered by Kinarr Greycloak, if i recall...)

http://neverwinterva...n1/hakpak/masks
#134
Posté 13 janvier 2015 - 07:56
Uploaded on Vault: http://neverwinterva...d-monster-heads
(Also contained in Animal Stuff and New Player Option CCC's)
- Proleric et boodah83 aiment ceci
#135
Posté 13 janvier 2015 - 12:27
By request, officially donates/submits all project content to both CEP and Q, (if they have the room
)
- boodah83 aime ceci
#136
Posté 13 janvier 2015 - 04:44
Thank you for helping me to understand a bit more about head models. Now I am about to be very cheeky here. Any chance of some heads done to what I call Gerry Anderson scale. In the early puppet shows the heads were actually not to the same scale as the rest of the puppets. A couple of example pictures -


As you can see, the heads are disproportionately large. As it's the 50th anniversary of the first broadcast of Thunderbirds this autumn I thought I might as well ask. As I said before, this is a bit cheeky and to be honest I am not really expecting a positive outcome but if you don't ask...
TR
#137
Posté 14 janvier 2015 - 09:12
For "Bobble Heads" If you want to do that its easy, just change model SCALE, and tinker with position XYZ till they look right.

(You can just edit a uncompressed ASCII model with a simple text editor like notepad, and decompress models with NwExplorer if needed)
- NWN_baba yaga aime ceci
#138
Posté 15 janvier 2015 - 06:56
Now that i see those umberhulk heads separated from the creature model why didnt they use that one as a base for their ugly ettercrap model. I mean... whatever!
- Carcerian aime ceci
#139
Posté 16 janvier 2015 - 06:59
Cause our friends at Bogleech can show us the artwork of the 3E EttercapNow that i see those umberhulk heads separated from the creature model why didnt they use that one as a base for their ugly ettercrap model. I mean... whatever!
Now, why it doesn't look much like that I don't know, but that was what they were trying for
- Carcerian et NWN_baba yaga aiment ceci
#140
Posté 16 janvier 2015 - 07:55
Cause our friends at Bogleech can show us the artwork of the 3E Ettercap
Now, why it doesn't look much like that I don't know, but that was what they were trying for
Hmm... i dont like the concept of that silly looking ettercap either but what they tried to "create" is to me the ultimate insult to any d&d creature anyway. Well, i´m happy i did my own ones ehehehe
I think that purple one is the best ettercap design ever done. Dont fix whats not broken Gawd damn ![]()
- Carcerian aime ceci
#141
Posté 16 janvier 2015 - 11:33
Baba's ettercaps are denifantly far better than the Stock ones (If only ppl like Baba/Merrick/Six/Worms worked for Bioware when they made nwn1) ![]()

I still like 2e's ettercap most, just as a fey/goblinoid/magical creature that has a fondness for spiders, and not a generic arachnoid humanoid.

(You could see drow bossing these guys around, and using them at guards, as opposed to the more Grey-rendery 3e ones or 4e dark sunnish vers)
- Jedijax aime ceci
#142
Posté 17 janvier 2015 - 10:22
Funny thing about the ettercap is that i only used and reshaped the troglodyte model for the body and the head of the aranea. Then just used photoshop to get the skin done. That was the whole work... not that i´m not proud but gotta be honest it was the average take this and that and create another "frankenstein" ehehehe!
- boodah83 et Jedijax aiment ceci
#144
Posté 18 janvier 2015 - 06:47
#145
Posté 18 janvier 2015 - 10:05
Whatever your methods, the end result is very professional looking, they look impressively close to the original concept art ![]()
#146
Posté 19 janvier 2015 - 08:26

(others converted from content by Bioware, Ryuujiin, SixesThrice, Paganini, Lord of Worms, and other NWN Immortals, credit were credit is due
)
- NWN_baba yaga aime ceci





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