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Cyclops Request Thread - Hill Giant Head Variant


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120 réponses à ce sujet

#101
MokahTGS

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I'm curious where this project is as I've finished up an encounter dialogue for this creature.  I could easily change the quest and write him out of the module completely but that would be a shame.  Also, for what it's worth...I would lengthen the legs a bit, but leave the arms as they are.



#102
IAmDeathComeForThee

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OK I'll get back onto this again.  I haven't returned to him since my holidays, been busy landscaping my backyard while summer is still around.  But, I'll hop back on again.



#103
MokahTGS

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OK I'll get back onto this again.  I haven't returned to him since my holidays, been busy landscaping my backyard while summer is still around.  But, I'll hop back on again.

Good to hear.  Jabberwocky is still a mess, but its plugging along.



#104
rjshae

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I wonder what that Cyclops head would look like if it were blended into to the body of Evil Edison's Hill Giants? :) Not that it doesn't look great now. I'm just think of possible variants.



#105
Eguintir Eligard

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This body is much better I don't see the point

#106
rjshae

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Variety. Simple variety. As in more choice for the builder. Plus it's an alternative in case this doesn't seem likely to come off.



#107
MokahTGS

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I wonder what that Cyclops head would look like if it were blended into to the body of Evil Edison's Hill Giants? :) Not that it doesn't look great now. I'm just think of possible variants.

 
This was my original request in the OP, but IAmDeathComeForThee's version is far superior.  Maybe when its done there will be additional options.  For Jabberwocky, I only need one however.



#108
IAmDeathComeForThee

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Yep, definitely doable.



#109
Morbane

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I think it's amusing Mr. One-Eye has a necklace with a three eyed skull.

 

more than one eyeee must dieeeee!!!



#110
4760

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I believe there's an absolute limit set by the MDB file format--the vertices index for a triangle face is a uint16 (4 byte) variable. It's still pretty large: 65,535 vertices, or at least 65535/3 = 21,845 faces. You can do more if the faces share a lot of common vertices.

I inadvertently attached hair and head meshes together, and crashed the toolset (at 30,000 faces!) But splitting them (to have head and hair as two MDB, as usual) fixed the crash issue (hair 14k faces, head 16k faces). Yes, I know, that's way too high (although the engine apparently supports it well, but it's true that I'm working on an i7 processor and an AMD FirePro graphics card).



#111
Eguintir Eligard

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A lot of people really don't seem to get the concept of the limit. Just because a toolset loads it doesn't mean it's acceptable for use

#112
rjshae

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*bump* Sorry to be a pest, but I'm just wondering if this is still in the works? :) It'd be shame not to see him finished.



#113
IAmDeathComeForThee

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If anyone wants to skin the mesh to an IG skeleton, I'll pass the model along!



#114
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The fire giant skeleton doesn't fit?



#115
Eguintir Eligard

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It didn't look right

#116
IAmDeathComeForThee

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I think it was the best fit personally.  I dont have my 3ds 8 going atm to git this working.



#117
kamal_

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Doesnt the hill giant use the ogre skeleton?

#118
Eguintir Eligard

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Ya

#119
Eguintir Eligard

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But he's not looking for that he chose ice giant

#120
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I think it was the best fit personally.  I dont have my 3ds 8 going atm to git this working.


I thought you had it fixed... In that case, I could have a look at the skinning part.
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#121
IAmDeathComeForThee

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Great thanks.  Sadly Ive been away from NWN2 and messind with 3d in general for a while now.  But It would be nice to get this out.  His feet look a little wonky still on the normals, but You most likely wont be able to tell anyway.