Modifié par MerricksDad, 04 mai 2013 - 03:06 .
Custom Content Challenge: May 2013: Dragon Stuff
#26
Posté 04 mai 2013 - 03:03
#27
Posté 04 mai 2013 - 03:05
Pstemarie wrote...
I've got some of the gore laid in around the stomach and the intestinal "pouch" in place. I've also partially converted the tail to vertebrae and tinted the remaining skin on the bone wing green to match the other wing. The "sail" along the neck has also been shredded.
I'm not too familiar with flex mesh so anyone got any pointers for when I add the chunks of intestine that'll be hanging loosely from the belly?
Edit: oops, sorry for page flip...
Anyway: Awe...thats...nas...sty...
#28
Posté 04 mai 2013 - 03:16
At least you don't have to deal with the necromancer since he became the zombie dragon's first meal. I suppose that's the thanks you get sometimes...
#29
Posté 04 mai 2013 - 03:00
#30
Posté 05 mai 2013 - 11:49

And the holy symbol of Tiamat from "Races of the dragon" too.
Modifié par Shemsu-Heru, 05 mai 2013 - 07:41 .
#31
Posté 05 mai 2013 - 09:05
Blue dragon mounted (unfinished version):

Red dragon mounted (close to final version):

White dragon mounted


These are based on this, which I already released to the vault:
http://nwvault.ign.c...s.Detail&id=468
Info from the vault-page
These are not models like horses! It's one model consisting of dragon and rider!
They are adjusted/corrected versions based on Adam Miller's dragonmodels in his module "Dreamcatcher 3 - Pit of Stars (1.09)", meanwhile part of CEP 2.3(+).
I have to worm myself into that again (it's been a while and i don't remeber, where I left off) and ATM RL keeps me very busy. But I'll give it a try!
#32
Posté 05 mai 2013 - 11:17
#33
Posté 06 mai 2013 - 07:39

The model is tied to the green dragon for animation. I just need to add a few minor details and tweak some geometry and mapping and it'll be good to go.
Since this hasn't taken too long to make, I'm thinking of adding some purple-robed dragon cultists to the mix. Purple-robed? Yes, because AFAIK that's what the Cult of the Dragon from the Forgotten Realms wears - purple robes and maks to conceal their identities.
Modifié par Pstemarie, 06 mai 2013 - 07:43 .
#34
Posté 06 mai 2013 - 10:05
As for the Zmey, turns out there is a DnD equivilent to it, the Gornych, and mine is... Not going to be matching that at all. Legends usually state it has some arms up front, but I think I'll drop those to help differentiate it from the standard dragon (Well, aside from the 3 heads). But there are going to be variants! Some variety of cave dwelling and mysterious space dwelling variants that I'm sure people will get the jokes of
#35
Posté 06 mai 2013 - 08:52
#36
Posté 07 mai 2013 - 06:09
I would love to see a song dragon made available. "Song dragons resemble copper dragons in general shape, but they are more slender and possess iridescent silver-blue scales. This makes them bright and impressive in appearance."
They do not really require a custom model given their simmiliarity to Coppers. A new texture for copper wyrmlings and copper dragons would suffice. Adding a hue of mother of pearl to the new texture would likely be perfect to give it it's iridescent scales.
#37
Posté 07 mai 2013 - 06:47
#38
Posté 07 mai 2013 - 07:41
TR
#39
Posté 07 mai 2013 - 11:44
#40
Posté 09 mai 2013 - 10:22
#41
Posté 12 mai 2013 - 07:54







#42
Posté 12 mai 2013 - 09:24
#43
Posté 12 mai 2013 - 09:30
#44
Posté 12 mai 2013 - 09:38
Mind you, the back legs will be a challenge in themselves. They're all bent up in the 'neutral' pose.
Edit: looks like the model will be just a little over 9000.
Modifié par _six, 12 mai 2013 - 10:09 .
#45
Posté 13 mai 2013 - 11:55

Jade dragon, oriental dragon god; BETA.....
#46
Posté 13 mai 2013 - 02:08
It turns out that the "neutral" pose on a geometry-only model load isn't always the true neutral pose and that NWMax actually loads an initial set of rotational transforms on the mesh objects.
To reveal a hidden neutral pose of a model (and one usually exists if it's in a weird pose when you load it), select the meshes one by one and drop a real (3DS Max) Reset XForms on them, from the Utilities Tab. Then select the X-Form modifier in the stack...and DELETE that modifier. Rinse and repeat for all the parts you need to "unwind".
I think this MaxScript will work for selected objects. I can't test at the moment but it was the latest version in my backup scripts:
This will usually show you the true pose, the pose it was modeled in. For instance, the true pose (IIRC) for a beetle/ant/scorpion/etc. is with the legs stretched out to its sides. For most of the minotaurs, it's a T-pose, like the base minotaur.for obj in selection do
(
ResetXForm obj
deleteModifier obj 1
)
Most of this is from memory but I hope it helps make things easier. The dragon is looking superb.
Modifié par OldTimeRadio, 13 mai 2013 - 02:15 .
#47
Posté 13 mai 2013 - 02:08
Cestus will be doing a celestial guardian Real Soon Now. There's just a few other things I'm working on before I let him loose.
So please do continue with your Jade :-) Already looking good!
<...against the door>
#48
Posté 13 mai 2013 - 02:33
Biggest worry now is actually the hands. For some reason they have position keys, sliding from side to side in the anims, which is causing quite a bit of stretching in certain animation. Might have to re-animate a teensy bit after all.
Modifié par _six, 13 mai 2013 - 06:09 .
#49
Posté 13 mai 2013 - 02:38
She's probably got that mad/sad look because she has to sleep standing up due to horns growing out of her head every which way.Jenna WSI wrote...
#50
Posté 13 mai 2013 - 07:12
_six wrote...
Biggest worry now is actually the hands. For some reason they have position keys, sliding from side to side in the anims, which is causing quite a bit of stretching in certain animation. Might have to re-animate a teensy bit after all.
Sorry if this comment is far below your modeling knowledge already. I am still getting used to everybody here.
I wanted to mention that if the position keys were unintentional, such as those commonly added by Gmax if you use bone-on positional movement to create rotation, that simply deleting all the position keys on selected objects would be sufficient to clean the model. I do that often with some of the scripts I have built.
If this hits the spot, let me know. I can give exact details if you need.





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