Cyclops Request Thread - Hill Giant Head Variant
#1
Posté 04 décembre 2013 - 06:05
The head variant would be a cyclops, basically changing the two eyed model to a single eye version. This couldn't be a simple retexture as that would just look weird and more like a paste on googly eye than a proper model.
Is there anyone that could take this on? I'm specifically needing the creature in Jabberwocky, but I know the community could use it.
#2
Posté 04 décembre 2013 - 06:50
#3
Posté 04 décembre 2013 - 07:00
Modifié par -Semper-, 04 décembre 2013 - 07:04 .
#4
Posté 04 décembre 2013 - 07:40
I had a parallel thought: possibly a cyclops eye could be implemented as a helm that intersects the head mesh. Not sure how well that would work out though, as the eye would be stationary and unblinking. Maybe a visual effect would work instead?
#5
Posté 05 décembre 2013 - 02:33
@Semper: The face bones are two sets, iirc. The problem with keeping one set to use is you *would* need a custom gr2 with the one set *not* offset from center, else the look left/right would be totally borked :-P So you have the choice of static eye or a custom gr2.
@rjshae: We can animate vfx files in NwN1. Vfx in 2 can't have start/loop/end anims? If they do, you could give it a fairly decent (if repetitive and unresponsive) blink and glance loop. The problem I see with the helm approach is the Hill Giant heads I looked at have pretty pronounced eye sockets. Your vfx would also need to fill those in, to some extent.
<...depth perception>
#6
Posté 05 décembre 2013 - 07:04
VFXs can be animated, whether with 3D models (would require a custom GR2 -- see Bigby's Hand) or by an image sequence (I'm relatively certain) depicting an eyeball moving back and forth with an eyelid coming down (wouldn't require anything special).Rolo Kipp wrote...
@rjshae: We can animate vfx files in NwN1. Vfx in 2 can't have start/loop/end anims? If they do, you could give it a fairly decent (if repetitive and unresponsive) blink and glance loop.
Modifié par Tchos, 05 décembre 2013 - 07:04 .
#7
Posté 05 décembre 2013 - 10:59
A cyclops called 'Blinky' might not instill the requisite amount of dread in players.
How is blinking and eye movement normally handled in NWN2? Is it random, or is it part of the standard animations? If the latter, then chances are eye movements are already being repeated in six second increments for the idle animations.
#8
Posté 14 décembre 2013 - 02:13
He's a well fed cyclops.


Modifié par IAmDeathComeForThee, 14 décembre 2013 - 02:16 .
#9
Posté 14 décembre 2013 - 02:34
This will be great to have in game, if a little scary.
PJ
#10
Posté 14 décembre 2013 - 02:51
#11
Posté 14 décembre 2013 - 02:59
#12
Posté 14 décembre 2013 - 03:19
As for his looks, I suppose it is justified by this:
"+4 strength, +4 constitution, -2 charisma. Cyclops are strong and tough, but terrifying of visage. "
I think that relates to the above pics quite well hehe
His clothing will be very similar to this as well, so you'll still get
to see his fugly gut hanging out. War paint will be added here and
there as well.

Here's an xray of his eye in relation to his skull. I based the large
eye off the above icewind dale version that has a place close to me heart.


Anyway, if somone still wants to do a head for the hill giant, by all means go for it. This is more of a personal project anyway.
Modifié par IAmDeathComeForThee, 14 décembre 2013 - 04:22 .
#13
Posté 14 décembre 2013 - 03:35
That is freaking amazing! <and he means the freaking part ;->
Yup. And the amazing part, too.
<...the new guy>
#14
Posté 14 décembre 2013 - 03:38
Here's a full body shot, excuse his neckedness.
Not set on the overall shape yet. I can extend his legs to make them longer, make his belly smaller making him less stocky and the rest of him more power/strength focused, a number of things... we'll see. As it is now, he definitely has some power to him, but uses it to become quite the glutton.
Modifié par IAmDeathComeForThee, 14 décembre 2013 - 04:51 .
#15
Posté 14 décembre 2013 - 04:49
Sorry if that image has scarred anyone...
Modifié par Pstemarie, 14 décembre 2013 - 04:50 .
#16
Posté 14 décembre 2013 - 05:09
Modifié par rjshae, 14 décembre 2013 - 05:10 .
#17
Posté 14 décembre 2013 - 05:16
#18
Posté 14 décembre 2013 - 05:53
IAmDeathComeForThee wrote...
Here's a version I actually happen to be working on for the game.
**snip**
HOLY CRAP!! That's exactly what is needed!!! Screw the head re-do if that is what is in the pipeline!!
Sign me up for one as soon as you have it testable!
Friggin awesome!
#19
Posté 14 décembre 2013 - 08:18
The ugliest the better in such creatures. Good model, can't wait for it.
Never have enough giants populating the wilderness!
#20
Posté 14 décembre 2013 - 10:00
Here is a quick render. Right click and select "View image" to see it in full res.
#21
Posté 14 décembre 2013 - 10:32
I changed it again some 30 seconds afterwards, don't want to scare the kids.
PJ
#22
Posté 14 décembre 2013 - 11:05
#23
Posté 14 décembre 2013 - 11:28
your polypainting's really nice.
IAmDeathComeForThee wrote...
I was planning on rigging and
animating perhaps just either a 1H weapon version for a club, or
unarmed. one or the other depending how much of a PITA animating turns
out to be.
animating is a beast. if you don't want to spend ages on an asset you should just rig your mesh to a fitting skeleton already available. it's way faster and you don't need to wrap your brain around another profession.
Modifié par -Semper-, 14 décembre 2013 - 11:34 .
#24
Posté 14 décembre 2013 - 11:45
#25
Posté 15 décembre 2013 - 01:16
Again, this was my first go at zbrush, so I really wanted to see what I could do and did put in more detail then is necessary then required for the game engine.
As for the eye ridge, it made sense to have a solid bone structure meant as protection for a delicate giant eye. Sure there are wrinkles giving the impression that it opens and closes, but its just solid bone in my eyes and the wrinkles addnto his expression and character, even though they dont really make sense. I found the Iceland dale model to look like ski goggles more than anything.
Also, exuse the veins on the forearms, right now they just look like random squiggly lines and kinda suck. I'll fix them and make em look better.
Modifié par IAmDeathComeForThee, 15 décembre 2013 - 01:37 .





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