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.
Cyclops Request Thread - Hill Giant Head Variant
#101
Posté 11 août 2014 - 07:47
#102
Posté 11 août 2014 - 08:23
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
Posté 11 août 2014 - 09:26
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
Posté 12 août 2014 - 03:40
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
Posté 12 août 2014 - 06:27
#106
Posté 12 août 2014 - 06:45
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
Posté 13 août 2014 - 04:53
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
Posté 13 août 2014 - 10:10
Yep, definitely doable.
#109
Posté 15 août 2014 - 05:27
I think it's amusing Mr. One-Eye has a necklace with a three eyed skull.
more than one eyeee must dieeeee!!!
#110
Posté 30 octobre 2014 - 04:23
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
Posté 30 octobre 2014 - 05:13
#112
Posté 18 novembre 2014 - 03:45
*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
Posté 20 novembre 2014 - 04:25
If anyone wants to skin the mesh to an IG skeleton, I'll pass the model along!
#114
Posté 20 novembre 2014 - 05:34
The fire giant skeleton doesn't fit?
#115
Posté 20 novembre 2014 - 05:36
#116
Posté 20 novembre 2014 - 08:38
I think it was the best fit personally. I dont have my 3ds 8 going atm to git this working.
#117
Posté 20 novembre 2014 - 09:20
#118
Posté 20 novembre 2014 - 09:46
#119
Posté 20 novembre 2014 - 09:46
#120
Posté 21 novembre 2014 - 07:39
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.
- rjshae aime ceci
#121
Posté 21 novembre 2014 - 04:17
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.





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