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Calister placeables


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#1
Calister68

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Hi,

After releasing my two first packs (Lab jars and mushrooms), I'm currently working on a new project. I suppose I'll call it "Lights pack", because it'll contain torches, candles and braseros, which, I think, are very important to set a nice atmosphere in nwn2.

Here are some pictures of the placeables already done : gallery
I added two cauldrons I plan to release in a future project.

I think I'll use this thread from time to time to show some pictures of my work. Comments are welcome !^_^

Modifié par Calister68, 06 septembre 2013 - 12:09 .


#2
Dann-J

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We could always use more torch/lamp models, expecially of that quality. Some of the ones already in the game are somewhat less than aesthetically pleasing (understatement of the year).

Having both lit and unlit lamp varieties (the former with glow maps, the latter without) would be the icing on the cake.

#3
Happycrow

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Those are GREAT!

(love the mushrooms, too. If I can somehow become competent, I intend to use them in a module that'll feature a *lot* of fungus)

#4
Dann-J

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Happycrow wrote...

Those are GREAT!

(love the mushrooms, too. If I can somehow become competent, I intend to use them in a module that'll feature a *lot* of fungus)


Is that because you're a fun guy? Posted Image

#5
Calister68

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Yep DannJ, I agree, that's why my lantern already comes in two versions, with one lit. By the way, I really need to retexture this placeable, it's so ugly ! (It's one of the first I tried to model... :lol:)

I'm glad you liked my mushrooms, Happycrow. Did you see I added some new ones recently ?

#6
Happycrow

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I did. Looking forward toall that tree fungus, too, since I"m a... fun...guy....

#7
Calister68

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Small update : I just added a new lantern and made a more detailed version of the great brasero. I would like to add some burnt wood in this one, but it already weighs 864 polygons, more than the 800 limit set for this kind of placeable... maybe it's better to let it like this ?

The next one : a new "glowing lamp" !^_^
(edit : done ! -added to the gallery)
(re-edit : burnt wood finally added - polys count 984...)

Modifié par Calister68, 08 septembre 2013 - 08:54 .


#8
MokahTGS

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Your work...um...working.

300x200https://dl.dropboxusercontent.com/u/9882100/NWN2/Jabberwocky/mushroomjail2.jpg[/img]

300x200https://dl.dropboxusercontent.com/u/9882100/NWN2/Jabberwocky/mushroomkingdom3.jpg[/img]

Modifié par MokahTGS, 09 septembre 2013 - 04:42 .


#9
Calister68

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Nice work ! The second screen is scary :lol:!

#10
Tchos

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This is all really nice and useful work. I hope you keep it up. :)

#11
Calister68

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Thank you for your appreciation. I plan to make some last placeables, and then release the pack.

#12
Eguintir Eligard

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Saves me modelling some of my own for my next idea and mine would been terrible looking. Outstanding.

#13
Calister68

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Thank you, Eguintir, I'm glad to be helpful^_^

#14
Eguintir Eligard

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i meant the shrooms btw woops

#15
Eguintir Eligard

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oh but the lamps work too!

#16
Calister68

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Eguintir Eligard wrote...

oh but the lamps work too!


Ok, I understood ^_^

I just finished a simple hanging brazier, but I'm not really satisfied with the textures, specially the chain. I'll have to find an other one more suitable, and maybe rework the shape of the brazier itself.

#17
Dann-J

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Many people (myself included) prefer to play in Exploration Mode, where the camera is zoomed right out. It's unlikely I'd ever notice much in the way of fine detail during regular game play, unless a placeable has been scaled up a lot, or it's in the foreground of a cut scene. Even then, a detailed normal map can more than compensate for a less detailed diffuse texture.

Also; if someone has the time to zoom in on a placeable and examine it closely, chances are it's a very boring module indeed. Posted Image

Modifié par DannJ, 12 septembre 2013 - 11:49 .


#18
Tchos

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I think that chain is at a good level of detail. I prefer good diffuse maps rather than normal maps. With the way this engine handles them (and especially given the overwrought normal maps in the stock resources), I often prefer to have no normal maps at all.

#19
Eguintir Eligard

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I definitely encourage more "ceiling" based placeables. They are embarrassingly sparse throughout the game. Bird cages, hanging chimes, ceiling murals etc

#20
Calister68

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Finally I juste changed a texture on the brazier itself and kept the chain - it's pretty difficult to find a free nice chain texture on internet.

DannJ : I agree, but I'm not an expert on normal maps, and like Tchos, I prefer to rely on diffuse maps^_^.
Concerning the details level, I would say it depends on the placeable : you're right, it's probably not really useful to add a lot of details to a tiny candle, but I think it's always a good idea for bigger objects. Here is how some of my placeables appear in game in exploration mode. You can still see some details, even on the smaller ones.
While playing, maybe you'll not notice detailed placeables, but for sure you'll not miss the ugly ones !:lol:

Eguintir : good idea for a next pack !

#21
PJ156

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Hello Calister,

Are the mushrooms anywhere but the nexus. I am having trouble getting them of there. It keep hanging on the file transfer to the mirror, not sure what that's about?

When will the lights pack be up?

PJ

#22
Calister68

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Hello PJ156,
Mushrooms are only available on the nexus (not sure if I must upload the pack anywhere else ? the new vault ?). I just dl the file without problem. Have you tried different servers ?

The lights pack will be available soon, There are just a few placeables left I'd like to model :)

#23
kamal_

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Calister68 wrote...
 Here is how some of my placeables appear in game in exploration mode. You can still see some details, even on the smaller ones.

Looks very good.

#24
Calister68

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Thank you Kamal !

I just finished the last brazier for this pack -this one was very difficult to make, and even more to texture, but I think the result is interesting. Although it's too complex (1500 polygons, too heavy), I'll let it in the pack, I'm sure some talented builder will find a nice way to use it^_^

Next one : a new (very special) lantern !

#25
-Semper-

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Calister68 wrote...

Although it's too complex (1500 polygons, too heavy)


your stuff's looking nice ;)
regarding the poly count could you post a wireframe?