July 2012 Custom Content Challenge: Player Customization
#126
Posté 07 juillet 2012 - 02:26
#127
Posté 07 juillet 2012 - 03:08
Yeah. I really need to get on the template scenes for Torso-aligned VFX ;-P Quivers and scabbards and backpacks, oh my!Carcerian wrote...
...
Nice icons, if anyone is wants to try TaVFX (Torso-Aligned VFX) TAD's Quivers could make a great starter base...
<...for more>
#128
Posté 07 juillet 2012 - 03:14
I'm kinda hoping to put together a template scene for TaVFX like we did for heads, so the dummy torso/head/arms (to show clipping) are positioned *just so* and the impact node and template aurorabase is at 0,0,0.The Amethyst Dragon wrote...
For anyone that likes those quivers, I plan on updating them in the very near future now that my model-making skills have improved. They'll just be getting some improved shapes (mostly just more rounded and slightly higher-poly), so it'll be easy to drop the new models into haks and just overwrite the current ones that are a little boxy.Carcerian wrote...
...if anyone is wants to try TaVFX (Torso-Aligned VFX) TAD's Quivers could make a great starter base...
And yes, those quivers might make a good starting point for positioning new VFX. In your modelling software, open up a default human/dwarf/etc. model (some of the NPCs have nodes in the right places). Then import a matching race+gender quiver and move the aurora base for the quiver to the exact coordinates of the impact node for the humanoid model. Make your model, then move your aurora base for the VFX back to 0, 0, 0 (after deleting out all the stuff for the humanoid model). This should get you a properly positioned VFX for that race+gender.
Then Makers could load the template scene (save it under a new name!), unhide the race/gender they are working on, build their model at 0,0,0, link it to the template base (and rename base) and export it out.
Unlink it from that base, hide that template, unhide the next race/gender template, adjust, link, rename, export. Rinse. Repeat ;-)
What do you think?
<...innocently>
#129
Posté 07 juillet 2012 - 03:22
Big C! Dude! You are so awesome! It's the *7th* and I can't even keep up with the content!
And that wormy head! I've been wanting a Lord of Worms avatar for the CCC (as soon as he emails me his content! *nudge*) and, with his permission/cooperation, that would be so cool =)
Really liking the flowers, too. Sylvi'a will use those in her Spring aspect, I think. Far better than the crown of thorns I built into her model for Winter :-/
<...and stealing carerian's silver shoe buckles>
#130
Posté 07 juillet 2012 - 04:31
Modifié par Carcerian, 07 juillet 2012 - 04:59 .
#131
Posté 07 juillet 2012 - 05:13
Carcerian wrote...
Dryad Rose Crown HaVFX
cool idea but... that must somehow hurt a bit:D
#132
Posté 07 juillet 2012 - 05:23
#133
Posté 08 juillet 2012 - 05:34
#134
Posté 08 juillet 2012 - 12:42
Modifié par valasc, 08 juillet 2012 - 12:45 .
#135
Posté 08 juillet 2012 - 12:55
- Guy Fawkes mask
- false beard/mustaches
- piercings
#136
Posté 08 juillet 2012 - 04:29
Modifié par 3RavensMore, 08 juillet 2012 - 04:32 .
#137
Posté 08 juillet 2012 - 04:33
Modifié par NWN_baba yaga, 08 juillet 2012 - 04:34 .
#138
Posté 08 juillet 2012 - 04:34
oh and buckler!3RavensMore wrote...
Suggestions for non head accessories: wrist/hand jewelry - bracelets, bangles, cuff bracelets, gauntlets, rings.
#139
Posté 08 juillet 2012 - 05:16
Unfortunately, unless we can find a way to re-use the monster nodes, we have only two VFX nodes to attach things to - Head and Impact (torso). All other customization needs to be implemented as bodyparts/armor. Edit: or robes, tails, wings or cloaks.
<...when his blanket is wet>
Modifié par Rolo Kipp, 08 juillet 2012 - 05:16 .
#140
Posté 10 juillet 2012 - 09:05

...perhaps with a matching....
http://t1.gstatic.com/images?q=tbn:ANd9GcQEYDq_g0RlYIRt-rEFk2dlBz58r5ZoAJYMC6u0DcfJ_wyhW1puqC5dUYf39Q
(Gnomepunk Workshop)
Modifié par Carcerian, 10 juillet 2012 - 09:10 .
#141
Posté 10 juillet 2012 - 09:41

Tinker-Gnome Jetpack

(Proto-type made from recycled vorpal blade parts)
Modifié par Carcerian, 10 juillet 2012 - 11:19 .
#142
Posté 10 juillet 2012 - 02:23
Lovely!
#143
Posté 10 juillet 2012 - 03:05
#144
Posté 11 juillet 2012 - 05:14
#145
Posté 11 juillet 2012 - 05:17
Carcerian wrote...
Very ModYup look like same tiefling horns moved to the side of head.Jenna WSI wrote...
You guys made me curse when I saw the horns and kiseru. Seriously.
These are the side horns I saw in CEP.
They might also look cool moved to face foreward as well,
the more options builders can give players the better i say
#146
Posté 12 juillet 2012 - 07:11
I've uploaded version 0.02 (Human Male & Female only so far) of the Torso-aligned VFX Template to the CC Maker's Reference. Anyone want to make some TFX, give it a try ;-)
Load the scene.
Hide all but the race/gender combo you want to work on.
Build your TFX.
Link it to the tfx_xxxxxxxx_*race/gender initials* aurorabase
Unlink the aurorabase
and
Save the aurorabase.
Feedback *essential* ;-)
<...to body parts>
Modifié par Rolo Kipp, 12 juillet 2012 - 07:13 .
#147
Posté 13 juillet 2012 - 01:24
Rolo Kipp wrote...
<doing unspeakable things...>
I've uploaded version 0.02 (Human Male & Female only so far) of the Torso-aligned VFX Template to the CC Maker's Reference. Anyone want to make some TFX, give it a try ;-)
Load the scene.
Hide all but the race/gender combo you want to work on.
Build your TFX.
Link it to the tfx_xxxxxxxx_*race/gender initials* aurorabase
Unlink the aurorabase
and
Save the aurorabase.
Feedback *essential* ;-)
<...to body parts>
Will try out with jetpack
#148
Posté 13 juillet 2012 - 01:45

Idea: VFX Builder Base MDL files.
For gmax (or any other) users, make a simple base node with a guide model set to non-render. (head/torso/race/gender)

That way ppl could just import the mdl into G-Max, rename the node, design the new VFX, and test placement, deleteing the guide mdl when finished.
Also bald HaVFX bases are great for adding hair, but it would also be nice to have ones with the base 1 heads with hair too, for making hats, hood, helmets, etc that reasonably cover short haircuts...
Modifié par Carcerian, 13 juillet 2012 - 11:51 .
#149
Posté 13 juillet 2012 - 06:45

(from d20 Modern, PLT-to-TGA from NW Explorer)
Modifié par Carcerian, 13 juillet 2012 - 06:51 .
#150
Posté 13 juillet 2012 - 07:02
Placement: Heads and Torso/Back only ATM (due to tech limits)
Eye-patches: Attepted to convert four different versions, the main issue is getting them to line up correctly.
Most existing eye-patches are buried into a specific head model, and when converted do not line up on other head models, they are either buried or too far out...
Jewelry : Facial Piercings, Earrings, etc... Tried pirate earrings, simple "studs" , nose piercings, tribal bones-thru-nose, same alignment issues, too much variety in head mdls to align up right beyond base head...
Mustaches, Beards, Eyebrows, Widows Peaks, Hair Streaks, Etc: Same alignment issues.
CODI Dusty Goggles: Thinking of making a "construction kit" for designers, with a plt that designers can use to custom color goggles via nw-explorer PLT functionality.
Quantity: Right now focusing on making as many as possible, so most will be for 1 or 2 races or genders...
Mostly humans ATM, but happy to make variants. Full sets planned for 2.0.
ASAP Designer Goal: Making a Rolo Inspired Builder Base, All races/genders with base 1 heads, + invisible guides for eyes, mouth & center of head to help align new effects easily.
For monster heads I made a simple scale table, were once you have the base male head, you can then just scale and reposition all other race and gender heads by simply by tinkering with numbers in the ascii mdl with a text editor.
Once we have a VFX scale table, it could be automated like the armor scaler
Script Support: As simple as possible.

All ideas/feedback welcome, working on cybernetics next

(Thinking d20 laser scopes might make great Borg-Eyepieces...)
Modifié par Carcerian, 13 juillet 2012 - 10:54 .





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