City-State Project
#501
Posté 25 novembre 2015 - 12:09
- rjshae aime ceci
#502
Posté 10 décembre 2015 - 01:22
Here's a crumbling stone wall to go with the abandoned manor house. It's not great, but if I put enough bushes and grasses next to it, I think it'll work.

The full set includes two gates and four end pieces for a mix and match:

plus a low poly cabinet that looks passable.
- PJ156, Kanis-Greataxe et 4760 aiment ceci
#503
Posté 10 décembre 2015 - 03:34
I'm getting close to the end of my allocated slots now--441 models out of 500 at last count, so I should be able to release the third set in a few months. After that I think I'm going to work on smaller projects that I can wrap up more quickly.
#504
Posté 13 décembre 2015 - 09:20
A stone hovel, lightly dusted with snow along the top.

The normal map depth looks too shallow, so I think I'll bump that up a bit. Looking at it now, those thatch cross-over parts need to be rounder.
- EvilShade, PJ156 et Kanis-Greataxe aiment ceci
#505
Posté 13 décembre 2015 - 10:39
#506
Posté 14 décembre 2015 - 12:06
Nice hovel. How hard would it be to change the roof to shingles or slate?
Well, about as easy as any other re-texturing.
The UV map has a consistent scale across the roof, so it should work okay. The shape of the edges might make it look a little odd though.
#507
Posté 14 décembre 2015 - 08:37
Nice hovel. How hard would it be to change the roof to shingles or slate?
As long as the part of a model you want to change is a distinct section of the texture map, it's pretty simple with mdbCloner and a placeables.2da edit, plus making a new normal map (easy in most image editors). Once you've done it a few times making a cloned placeable with an altered texture is maybe 10 minute job (if multiple placeables share the same texture, such as the stone wall pieces, it's even quicker). Picking out the new texture itself would probably take longer. Rjshae has done all the hard work of getting the initial model into the game.
#508
Posté 17 décembre 2015 - 03:46
Rut-ro... my character has espied what appears to be a shrieker dead ahead. That can only mean trouble.

I've been pretty busy with other entertainments this week, but I did manage to squeeze in a port of The Amethyst Dragon's shrieker model.
- PJ156 et kamal_ aiment ceci
#509
Posté 17 décembre 2015 - 06:43
Does it shriek ![]()
#510
Posté 17 décembre 2015 - 03:33
Does it shriek
Nah, this one's a mutant mute shrieker.
I'll leave the implementation of the shriek to others....
#511
Posté 17 décembre 2015 - 04:37
It would be easy enough to make it shriek and summon other monsters, etc. Is it animated? And is it a creature or a placeable?
#512
Posté 17 décembre 2015 - 06:06
It would be easy enough to make it shriek and summon other monsters, etc. Is it animated? And is it a creature or a placeable?
Alas, it's just a non-animated placeable. There is a violet fungus model in the set that looks to be rigged and animated for NWN, but I don't have the tools to implement the animation in NWN2; I just ported the static model, consolidated the textures, and added LoD parts. (It's missing the tentacled leg parts.) Perhaps somebody else would be interested in tackling an animated version? ![]()
#513
Posté 18 décembre 2015 - 05:47
Actually, this version of the Violet Fungus looks more realistic. The texture is not quite as good though.
#515
Posté 20 décembre 2015 - 12:24
Could the existing dock pieces be reskinned with snow bits? That would seem easier than whole new models.
#516
Posté 20 décembre 2015 - 05:12
Could the existing dock pieces be reskinned with snow bits? That would seem easier than whole new models.
They can, but I wanted to make a new variant.
#518
Posté 24 décembre 2015 - 03:21
Now that is a great looking snow dock..
#519
Posté 24 décembre 2015 - 11:37
Thanks. Yes the wood texture looks good. It'd be nice if the snow had a bit of body to it, but it's probably good enough. Maybe I need an ice plane to line water's edge...
#520
Posté 25 décembre 2015 - 06:57
Today I got a lucky X-mas present in the form of a set of relatively low poly hedge models by Nobiax. The square hedges are perhaps a little boxy, but the round ones are nice. Even with single-bit transparency, the leaves still look pretty decent in close up.

I've been searching for something like this for a while, so I'm pleased. ![]()
- PJ156 aime ceci
#521
Posté 26 décembre 2015 - 11:58
I like a nice tidy bush.
The square ones are a little too formal though. Looks like you can see the box underneath which is often the case when a bush is over trimmed.
PJ
- Tchos aime ceci
#522
Posté 27 décembre 2015 - 01:53
I'm wondering though, if you couldn't line up a bunch of the boxes to create a row, and then put some other bushes the end. I bet it would look pretty good with a little dressing up.
#523
Posté 27 décembre 2015 - 04:08
The square ones are a little too formal though. Looks like you can see the box underneath which is often the case when a bush is over trimmed.
Yes, I've been able to at least partially alleviate that by extracting out the core boxes, converting the tris to quads, then applying a bevel modifier. Plus I went through and checked that all of the normals were facing outward. It's not perfect, but it's definitely an improvement.
I'm wondering though, if you couldn't line up a bunch of the boxes to create a row, and then put some other bushes the end. I bet it would look pretty good with a little dressing up.
I was thinking of creating some longer pieces (and corners) by joining and trimming, so I'll see how it works out. First I need to add the LoD parts though.
- PJ156 et Kanis-Greataxe aiment ceci
#524
Posté 30 décembre 2015 - 08:07
Seriously love the snow stuff. The stone hovel looks really close to the buildings in IWD2. Such nostalgia.
#525
Posté 22 janvier 2016 - 04:05
A few quasi-random additions:

There's another pod growth, three pieces of medieval furniture, three Maztica pots, a desiccated corpse, plus an ink quill, wizard's hat, and a spyglass.
- PJ156 et Kanis-Greataxe aiment ceci





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