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Custom Content Challenge: May 2013: Dragon Stuff


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#26
MerricksDad

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Modifié par MerricksDad, 04 mai 2013 - 03:06 .


#27
MerricksDad

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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?

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Edit: oops, sorry for page flip...

Anyway: Awe...thats...nas...sty...

#28
Pstemarie

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This is actually one of the bosses in my module - the culmination of a harrowing journey through an abandoned keep and the crypts beneath it. In my module he's not exactly your run of the mill zombie dragon, having been a little bit...enhanced...by a deranged necromancer.

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
Shemsu-Heru

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Just a suggestion; What about a sea dragon?

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#30
Shemsu-Heru

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The holy symbol of Bahamut from "Races of the Dragon".

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And the holy symbol of Tiamat from "Races of the dragon" too.

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Modifié par Shemsu-Heru, 05 mai 2013 - 07:41 .


#31
TheOneBlackRider

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Hmm... I hope, I don't lean myself too far out of the window (german saying ;), but I have this "mounted flying dragons" project, which I layed on ice, because my colleague, who did the hosting, which I cannot do (at least it seems so), had to drop out due to RL commintments:


Blue dragon mounted (unfinished version):
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Red dragon mounted (close to final version):
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White dragon mounted
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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
ShadowM

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I was going to start a project like this. I glad to see someone has already start some work into this. I'm going to do the horse way though with a new custom riding flying mount system, custom phenotype. Good job. :)

#33
Pstemarie

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Just about complete...

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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
Mecheon

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Another good thing would be some of the other dragon variants you don't see often. I know I've been kind of wanting some of the Ferrous dragons for a while, what with Hardpoints having just about made every other version

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
TheOneBlackRider

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@ShadowM: Horse-system dragons: I'd like that, too! I could send you one of "my" tweaked models (when I have one in a finalized shape), so you could make them mountable for toons. I think, they are scaled to the right size.

#36
Snugglehoof

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http://images2.wikia...Song_Dragon.jpg

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
_six

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Would a suphur-lake-cave-lair-tileset type thing be too tangentially related?

#38
Tarot Redhand

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@_six has it got a humungous pile of treasure placeable? (^_^)

TR

#39
cervantes35

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Littered with bones and bodies of several brave adventurers as we well

#40
TheOneBlackRider

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Cave lair would be great! If you do so, please make the ceiling high enough. There are models out there, where the ancient dragons stick their heads through the ceiling... :D

#41
Jenna WSI

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#42
_six

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No promises here.

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#43
Pstemarie

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That looks amazing - how high is the poly count?

#44
_six

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Currently 6600 triangles, including the bones, wings (not shown) and neck spines (which are the default, not shown). I still need to do the back legs. Not sure if I can modify the wings: the default ones not only look nasty but are made with a pretty nasty skinmesh setup too - I don't feel too confident about re-animating them so they might stay the standard ones.

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
Shemsu-Heru

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@Rollo: Is the dwarf working with oriental dragons? If he isn't, perhaps I'll try that. However I'm a bit lazy these days....

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Jade dragon, oriental dragon god; BETA.....

#46
OldTimeRadio

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Hey, Six.  You mentioned the legs being bent up in the "neutral pose".  I had to get to the bottom of the funky neutral poses when I was working on my Canisecta models for the Heaven and Hell challenge. 

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:

for obj in selection do
(
ResetXForm obj
deleteModifier obj 1
)

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. 

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
Rolo Kipp

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<piling up spindly furniture...>

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
_six

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Oh, the leg rotations weren't an issue, OTR, just took longer. What I did was a bit cleaner than your suggestion: copied the rotation of each part into notepad, bent the legs into a simpler position manually, modelled and rigged the skinned leg, then bent the legs back using the values I'd copied earlier.

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.


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Modifié par _six, 13 mai 2013 - 06:09 .


#49
kamal_

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Jenna WSI wrote...
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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.

#50
MerricksDad

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_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.