It'd open up more options for less-desirables such as demons, daemons and demodands.
March 2013 Custom Content Challenge: Heaven and Hell
#51
Posté 09 mars 2013 - 11:13
It'd open up more options for less-desirables such as demons, daemons and demodands.
#52
Posté 13 mars 2013 - 02:54
Hrm, unfortunately one of the limitations of non-dynamic creature appearances is the inability to use PLT. I would normally be able to use environment maps to color the thing, but the model I chose already uses an envmap for the spider legs and AFAIK, I can't add any more. I agree that would be a great way to get variation. I'm going to poke at that a little and see what can be done but the spider model (sword spider) I used (what's left of it) is about 80% or more envmap (on the legs).Nissa_Red wrote...
- without going full crazy on making it a phenotype (I don't think it's the purpose of such a creature), I'd see being able to apply a PLT texture to the skin parts of the "disfavored" as an improvement.
I was thinking about doing this but the existing "pause" animations on the sword spider involve a lot of body movement as it is. That's what's driving the ragdoll floppiness when I'm standing still in the video. If you load one in the tileset and look at it in properties, you'll see what I mean.Nissa_Red wrote...
However, if you have the time and inclination to further improve it with some custom animations, having the hapless "disfavored" (or what remains of it anyway) slightly wriggle while the spider is in a resting position would really make it an utter vision of horror to me, goosebumbs and shrieks of desperation included ^.^
Modifié par OldTimeRadio, 13 mars 2013 - 02:55 .
#53
Posté 13 mars 2013 - 05:32

Sirin is a mythological creature of Russian legends, with the head and chest of a beautiful woman and the body of a bird (usually an owl). According to myth, the Sirins lived "in Indian lands" near Eden or around the Euphrates River.
These half-women half-birds are directly based on the Greek myths and later folklore about sirens. They were usually portrayed wearing a crown or with a nimbus. Sirins sang beautiful songs to the saints,
foretelling future joys. For mortals, however, the birds were
dangerous. Men who heard them would forget everything on earth, follow
them, and ultimately die.
The Alkonost is, according to Russian mythos and folklore,
a creature with the body of a bird but the head of a beautiful woman.
It makes sounds that are amazingly beautiful, and those who hear these
sounds forget everything they know and want nothing more ever again. She lives in the underworld with her counterpart the sirin. The alkonost lays her eggs on a beach and then rolls them into the sea. When the alkonost's eggs hatch, a thunderstorm sets in and the sea becomes so rough that it is untravelable.



Sirin and Alkonost
Gamayun is a prophetic bird of Russian folklore. It is a symbol of wisdom and knowledge and lives on an island in the east, close to paradise.


---------------
I don't know how difficult these would be to make. I suppose bits of exisitng models could be used, but I'm not sure how well that would work.
Modifié par KlatchainCoffee, 13 mars 2013 - 05:46 .
#54
Posté 13 mars 2013 - 08:31
I just did a mockup and it's not too too bad. Geometry gets in the way of making the kinds of breasts which are depicted in the reference art, though. BTW, the feet are much brighter to presumptively compensate for more normal (i.e. darker) in-game lighting conditions.KlatchainCoffee wrote...
I don't know how difficult these would be to make. I suppose bits of exisitng models could be used, but I'm not sure how well that would work.
Screenshot HERE.
Thoughts? Suggestions?
Modifié par OldTimeRadio, 15 mars 2013 - 02:06 .
#55
Posté 14 mars 2013 - 01:42
*going off on a tangent or two...*
1) It is still a dream to have same flying species of bird (of those already made) in the toolset flying at differnt heights, from the usual 'low' to totally out of reach 'high' - only reachable with projectile weapons etc.
2) Everyone knows the very useful placeable called 'invisible chair'. A thought occured to me if something similar can be made for 'lying down on a bed', 'sitting on the floor', 'swimming in water'... and possibly 'perching on a branch'.
*...but not for very long*.
#56
Posté 14 mars 2013 - 02:13
Nice starting model though good luck.
#57
Posté 14 mars 2013 - 05:21
Thanks for the suggestions!
@KC - I smallified the head (although, curiously it really doesn't look like it in the screenshot), put a slightly bigger pair of feet on it from the succubus model (they're a little better poly-wise).
@cervantes35 - I dropped the alpha-shiny for alpha-transparency and while I redid the wings and tail, the BioWare BirdFur™ is still...furry. I've de-furred a bird years ago so I don't know if I have it in me to refeather it, texture-wise. If I get more time I'll try to UV map it better so the trailing edge of the wings has as much rounded birdfeathers as will work with the polys.
To give you guys a sense of scale and other views:
Screenshot HERE.
Modifié par OldTimeRadio, 15 mars 2013 - 02:07 .
#58
Posté 14 mars 2013 - 05:46
#59
Posté 14 mars 2013 - 11:14
I haven't seen six's harpy, so I don't know how much that needs to be modified to transform into these non-evil creatures.
#61
Posté 14 mars 2013 - 09:33
#62
Posté 14 mars 2013 - 10:59
#63
Posté 15 mars 2013 - 02:29
@Shemsu-Heru - Good idea, I'm going to play around wiht that a bit if I have time. Great head.
So out of desperation for actual feather-lookin' feathers, I continued to remap the body with c_wingsbird.dds (also tweaked the UV on the wings) and I'm reasonably pleased with it. I kept the legs dark. I like it that way more. I thought of adding the fur the succubus has on her legs (because now I'm using alpha-transparency) but I'm thinking that's not going to look like I think it might look.
#64
Posté 15 mars 2013 - 03:10
#65
Posté 15 mars 2013 - 07:26
I present you Submer's Razorback Demonettes :
Texture (really low resolution, with few details, as you can see) :
I have some reasonable skills with tweaking models, fixing stuff like walkmeshes, non visible geometry and even animations, but when it comes to proper texturing (mapping complex textures on a model, let alone drawing them), I am unfortunately totally inept >.< If no one else does, I'll probably give it a try myself, but it won't happen before quite some time, and it would be a shame not to take advantage of this CCC to give these sweet monstruosities a quicker chance at returning to haunt us in our games.
#66
Posté 15 mars 2013 - 07:37
OldTimeRadio wrote...
Hrm, unfortunately one of the limitations of non-dynamic creature appearances is the inability to use PLT. I would normally be able to use environment maps to color the thing, but the model I chose already uses an envmap for the spider legs and AFAIK, I can't add any more. I agree that would be a great way to get variation. I'm going to poke at that a little and see what can be done but the spider model (sword spider) I used (what's left of it) is about 80% or more envmap (on the legs).
I am always looking for ways to surprise players with more variations of the "same" (not just by tinting stuff by the way), so a PLT instead of a TGA or an additional animation would have been perfect, but I very much understand the reasons you're not going to go this route. I would like to assure you that your creature looks already very convincing to me as it is, and I will certainly find a good use for it.
Thank you again, OTR.
#67
Posté 15 mars 2013 - 12:35

Or add an Incubus:

Another ideas:
Molydeus
#68
Posté 15 mars 2013 - 06:20

No idea if I'll get done with this guy before the end of the month, but I thought it was decent enough for a WIP shot. Looking over the Halaster model I misjudged some things, like how the hands would look when anything but super dark textures. He does have a nice "menace" going, tho.
Modifié par OldTimeRadio, 15 mars 2013 - 06:21 .
#69
Posté 15 mars 2013 - 06:25
#70
Posté 15 mars 2013 - 06:42
#71
Posté 22 mars 2013 - 04:40
MerricksDad wrote...
Now I am looking forward to all the gods from "Big trouble in little china"
+1
or something from an old school Tsui Hark film.
#72
Posté 22 mars 2013 - 05:27
#73
Posté 23 mars 2013 - 04:26
#74
Posté 24 mars 2013 - 02:50
#75
Posté 24 mars 2013 - 04:50
TR





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