To put it simplest: Whether it is a cube or a 1000-tri sphere, considering how small the model will be on the screen it won't make a difference to the viewer. Economy is better in that situation.
Taking Model Requests
Débuté par
B_Harrison
, mai 21 2012 10:15
#26
Posté 31 mai 2012 - 10:27
#27
Posté 02 juin 2012 - 05:24
Rubies wrote...
As a small note I already did hats like the top hats mentioned back as one of my first model sets, though BH might be able to do them to a better standard.
http://vnmedia.ign.c...999_fullres.jpg
Those are amazing! It´s strange I couldn´t find them. I tried nwvault and google too with no positive results. But anyway, those hats are amazing news! Could you please send me a link for that hakpak?
P.S.: Sorry for OT guys.
EDIT: Found them! Thank you all!
Modifié par EolwynRanger, 05 juin 2012 - 09:04 .
#28
Posté 11 juin 2012 - 12:29
An animate placable of a hand and part of an arm, half-transparent and exhibiting a grabbing motion (if possible only when someone comes close enough)--- imagine going through a room full of grabbing ghostly hands.
I'd also ask for better-looking hands for PC models than are out there or better-looking elven heads, but having an idea of the amount of work involved.... I'll stick to my first request for the time being.
I'd also ask for better-looking hands for PC models than are out there or better-looking elven heads, but having an idea of the amount of work involved.... I'll stick to my first request for the time being.
#29
Posté 11 juin 2012 - 06:22
Gibbering Mouther LOL or has it been done?
#30
Posté 11 juin 2012 - 06:45
ehye_khandee wrote...
Gibbering Mouther LOL or has it been done?
For nwn2 it can be found here:
http://nwvault.ign.c...ts.Detail&id=54
...strange creature and a hard to animate it seems.
#31
Posté 11 juin 2012 - 09:01
The gibbering mouther, in my opinion would work better as a mesh with "mouth particles" that appear, animate, and disappear randomly at various vertices on the mesh. But I am speaking from non-NWN experience about that. Is that possible in NWN?
http://bigotherbigot...zel-sandman.jpg
Thats the visual I have in mind: Azazel from the Sandman comic.
http://bigotherbigot...zel-sandman.jpg
Thats the visual I have in mind: Azazel from the Sandman comic.
#32
Posté 11 juin 2012 - 09:27
<not bothering...>
Be easier, I think, to create a "vine/tentacle"-like effect and apply it to the impact node of a specially shaped torso, I think. But yeah, that would be particles from an emitter. Chain them and you might even have mouths on tentacles growing at random spots around the torso. Hmmmm, giger-type texture would work well...
Intriguing idea :-)
<...to keep his mouth closed>
Be easier, I think, to create a "vine/tentacle"-like effect and apply it to the impact node of a specially shaped torso, I think. But yeah, that would be particles from an emitter. Chain them and you might even have mouths on tentacles growing at random spots around the torso. Hmmmm, giger-type texture would work well...
Intriguing idea :-)
<...to keep his mouth closed>
#33
Posté 12 juin 2012 - 02:19
Yeah... I wasn't thinking about how mesh's animate in NWN as I've never imported any animations for it. So since morph targets are likely out, I imagine you are right that an effect like you describe would be more convincing.
You can typically record scaling from a bone in a key frame animation. And I've used that to good affect before. Not in NWN though so I'm just speaking about what one can do generally not what one can do in NWN.
You can typically record scaling from a bone in a key frame animation. And I've used that to good affect before. Not in NWN though so I'm just speaking about what one can do generally not what one can do in NWN.
#34
Posté 12 juin 2012 - 03:04
What I tried a while back for gibbering mouther was a skinmesh glob with blocks for animating as bones (like the gelatinous cube), and then I put a scrolling texture of eyes and mouths of various sizes, shapes on it. But, it didn't look all that great.
#35
Posté 12 juin 2012 - 06:27
<filling in...>
I don't really want to hijack this thread, but another idea occurred to me...
Create the body with mouth holes. Create funnel-shaped gibbering mouths behind the holes.
Create wart/bump objects covering each mouth.
Animate the covers sinking into the torso (revealing the mouths) and rising back to the surface (hiding them). Add an animated texture to the mouth part and you might have something pretty demented.
Sorry, Ben. Back to you :-)
<...the holes>
I don't really want to hijack this thread, but another idea occurred to me...
Create the body with mouth holes. Create funnel-shaped gibbering mouths behind the holes.
Create wart/bump objects covering each mouth.
Animate the covers sinking into the torso (revealing the mouths) and rising back to the surface (hiding them). Add an animated texture to the mouth part and you might have something pretty demented.
Sorry, Ben. Back to you :-)
<...the holes>
#36
Posté 12 juin 2012 - 09:50
What I wanted, but wasn't sure it would really work, was to model mouths and eyeballs onto the ends of my moving bones, and have them push out against the skinmesh, hoping to deform it into a similar shape. But I never got it very good. I don't know enough, and my time is too limited.
#37
Posté 19 juin 2012 - 09:26
Sorry guys, haven't had as much time for computer stuff lately, and I have a few non-NWN projects currently on my blog, so I haven't made any progress on anything from the thread since my last post here.
For a gibbering mouther, emitters attached to a skinned blob would probably do the trick (already suggested, I think), but again it's something that would require lots of game-specific testing and it's not a project I can see myself tackling in a realistic time scale.
I did think about remaking all or most of my existing public NWN content (which is of relatively poor and inconsistent quality), but I have no idea how or if most of those resources are used by the community. So it might not be a project anyone would benefit from, taking into account CEP implementation etc...
For a gibbering mouther, emitters attached to a skinned blob would probably do the trick (already suggested, I think), but again it's something that would require lots of game-specific testing and it's not a project I can see myself tackling in a realistic time scale.
I did think about remaking all or most of my existing public NWN content (which is of relatively poor and inconsistent quality), but I have no idea how or if most of those resources are used by the community. So it might not be a project anyone would benefit from, taking into account CEP implementation etc...
Modifié par B_Harrison, 19 juin 2012 - 09:27 .
#38
Posté 22 juin 2012 - 12:14
Nice to see you checking back in, Ben.
Hope life is treating you well.
Hope life is treating you well.





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