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Cyclops Request Thread - Hill Giant Head Variant


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#1
MokahTGS

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We seem to have a lot of CC interest of late and I was wondering if there is anyone that would be interested in creating a new head variant for the Hill Giant pack available on the vault.

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
rjshae

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Would a one-eyed head would need a new gr2 file? That's a bit beyond my skill set at present.

#3
-Semper-

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nah, you can simply load the hill giant pack and use one of the available giant heads as the base mesh. you only need to reskin the head mesh to the skeleton - of course the face bones controlling the eye won't work. additional gr2-files for heads are only needed if you're modding pc models. i never encountered issues with custom monster heads, and even if they arise you can copy and rename one of the gr2 files were the skeleton is used.

Modifié par -Semper-, 04 décembre 2013 - 07:04 .


#4
rjshae

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Okay.

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
Rolo Kipp

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<lacking a little...>

@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
Tchos

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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.

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).

Modifié par Tchos, 05 décembre 2013 - 07:04 .


#7
Dann-J

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Model VFX can only handle one animation, and to have it continue for any length of time it needs to loop continuously (it can't stop and start). That could make the helm/eyeball animation somewhat repetitive, so it'd have to be a long animation sequence not to notice the repetition.

A cyclops called 'Blinky' might not instill the requisite amount of dread in players. Posted Image

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
IAmDeathComeForThee

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Here's a version I actually happen to be working on for the game.  Interesting you'd bring this up at this point in time.  A head for the hill giant sounds easier, but 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.  Anway, need to give him some clothes yet then rig and animate in 3ds.  These are just some high res shots from zbrush.   Still a long ways to go, and the rate I go at isn't overly fast, picking away at things here and there...

He's a well fed cyclops.:lol:  A sheep stealer from local farms we'll say or something like that.  More of a boss cameo type creature due to his unique appearance rather then say a random spawn for an entire area that appears in multiples.

Posted Image
Posted Image
Posted Image

Modifié par IAmDeathComeForThee, 14 décembre 2013 - 02:16 .


#9
PJ156

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He's a looker that's for sure.

This will be great to have in game, if a little scary.

PJ

#10
IAmDeathComeForThee

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Yup.  He was actually indented to be a mafia caricature, just something to help me learn zbrush.  Then along the way I decided to change it up and apply it to NWN2 some how.  I was going for a realistic type look, and the fat body was a byproduct of the original mafia boss concept.  Hopefully hes not so hard to look at once he gets a bit of clothing.:huh::D

#11
kamal_

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Eyeball that size doesn't leave much room for his brain. :-)

#12
IAmDeathComeForThee

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Thanks, no it doesn't and they re not exactly the smartest of giant kin.  There is still some room there however. ;)

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.
Posted Image

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. ;)


Posted Image

Posted Image
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
Rolo Kipp

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<eyeballin'...>

That is freaking amazing! <and he means the freaking part ;->
Yup. And the amazing part, too.


<...the new guy>

#14
IAmDeathComeForThee

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Thanks.:)
Here's a full body shot, excuse his neckedness. :blink:
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. :P   More Cyclops king/chief-esk character.  He'll look more tribal with warpaint, bone neclace and perhaps a bone or a large tooth/claw of some sort through his nose.
Posted Image

Modifié par IAmDeathComeForThee, 14 décembre 2013 - 04:51 .


#15
Pstemarie

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I love it - reminds me of myself when I look in the mirror, save for the single eye ;)

Sorry if that image has scarred anyone...

Modifié par Pstemarie, 14 décembre 2013 - 04:50 .


#16
rjshae

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Wow, that's fantastic! Plus he has the stellar belly of a modern office worker. :D

Modifié par rjshae, 14 décembre 2013 - 05:10 .


#17
henesua

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Reminds me of your run of the mill Union Basher.

#18
MokahTGS

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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
andysks

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Good one rjshae ! :)

The ugliest the better in such creatures. Good model, can't wait for it.
Never have enough giants populating the wilderness!

#20
IAmDeathComeForThee

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Thanks everyone!  Glad to see some interest in this guy despite his ugliness.:lol:

Here is a quick render.  Right click and select "View image" to see it in full res.
Posted Image

#21
PJ156

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Hah, view image did not work for me but I did click set as background.

I changed it again some 30 seconds afterwards, don't want to scare the kids.

PJ

#22
Calister68

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That's a fantastic model, it seems very detailed ! How much polys for this one ?

#23
-Semper-

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that's a screengrab from zbrush and probably around 2mio polys. it's looking good, but i would lenghten the limbs and redo the eyelid. right now it looks like diving goggles :P
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
Kanis-Greataxe

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Outstanding work, cant wait to se it in-game:)

#25
IAmDeathComeForThee

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Yea it's close to 6 million polygons heh. When you paint with the program it paints each vertex which takes on the color. No detail can be added between vertices. So if you have a lower polygon count with fewer vertices to color, you lose a lot of detail. As it is now, you won't see this high amount of detail in an isometric game but the normal map should still pick up a lot of detail.  Final game mesh should be around 2000 polygons. 

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.:P


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 .