Are There Any Portly NPCs?
#1
Posté 17 mars 2014 - 01:57
The title says it all really ....
Has anybody designed/built any portly sized humanoid creatures that are properly "portly" as opposed to trying to get the effect with altering the humanoid creature scales?
Thanks in advance.
Lance.
#2
Posté 17 mars 2014 - 04:05
Nothing proper that I know of, but there is a single cloth armour in the stock resources that has a belly bulge.
#3
Posté 17 mars 2014 - 05:52
I started work on an infinity style fatso (just as a creature, no independant bodies/clothes) twice and 3d studio destroyed all my work. I do think it would be highly valued to add variety to the far too cookie-cuttered populace.
I am not sure how much demand there was outside of myself so I let it go. Not sure if I could have fully completed (mostly the texture stage concerns me).
#4
Posté 17 mars 2014 - 06:21
Do you have any reference to that item?
Hi Eguintir,
If you ever get the chance to resurrect that project and come up with something, I would be interested.
Lance.
#5
Posté 17 mars 2014 - 06:56
I don't know it as an item, but it's the male cloth appearance #19 in the armour set tab. For humans and halflings, at least. Not for elves, and male-only.
#6
Posté 17 mars 2014 - 11:40
Apparently there was only ever one fat person in the Neverwinter region - the Luskan mage Sydney Natale. Now that she's dead, I'm sure she won't mind you re-texturing her body. ![]()
#7
Posté 18 mars 2014 - 11:39
I tried that appearance, but it did not appear that "portly" to me. Maybe I was doing something wrong? By the way, am I the only one who has the Appearance Wizard crash on them the majority of the time?
Hi DannJ,
Sydney Natale is quite the slim babe compared to what I am looking for.
Lance.
#8
Posté 18 mars 2014 - 01:52
The Appearance Wizard is unreliable, I would recommend against using it. I use Grinning Fool's creature creator plug-in to create NPCs.
#9
Posté 18 mars 2014 - 01:57
Ya the appearance wizard is garbage.
And I don't t hink retexturing a porky woman is going to somehow result in a male npc since their builds are slightly different. For example he probably has man boobs, but not that big.
#10
Posté 18 mars 2014 - 01:59
I may yet take a swing at this since my modding motivation is pretty low right now.
#11
Posté 18 mars 2014 - 03:24
Hi Tchos,
I tried that appearance, but it did not appear that "portly" to me. Maybe I was doing something wrong? By the way, am I the only one who has the Appearance Wizard crash on them the majority of the time?
No, you're not doing anything wrong. It's rather subtle, and much slimmer than Sydney, whom I'd forgotten about anyway. But if Sydney's not big enough, then I'm certain there are no currently available portly resources. I agree it would be nice to have some for better variety.
#12
Posté 18 mars 2014 - 08:08
I concur; some additional portly NPC models would be a nice addition. I wish we had some of the NPC models from the Witcher; those were pretty decent.

Or Drakensang: TDE for that matter. ![]()
#13
Posté 18 mars 2014 - 08:10
The Appearance Wizard is unreliable, I would recommend against using it. I use Grinning Fool's creature creator plug-in to create NPCs.
Hi Jezla (and Tchos),
Good to hear that it is not just me then ... and thanks for the link Jezla, I may try that plugin out. I have tried it out and am now using it as an essential part of the toolset ... thanks for pointing it out.
Hi Eguintir,
Even one portly figure of each sex would be a great improvement. I do not know how to do this sort of thing and so am quite happy if you do get the time to do this ... as I am sure many other builders would appreciate as well.
Who ever heard of a fantasy world without the famous portly barman?
Lance.
EDIT: rjshae .... That's the sort of thing, yes. ![]()
#14
Posté 18 mars 2014 - 08:49
I'll look into it when I am back at my own home thursday. If I do, it will function very exactly like the infinity one.
Limited animations (no combat faring fatties) and done as a creature so I don't have to get into armor building.
Some of you may recall I had a crocodile model in game, and was able to make him look around and twitch his tail.
Was never able to figure out a texture process.
https://www.youtube....feature=channel
Best seen in HD/ Full screen
I am confident that I can at least make fat people (creature models) that look around and have a walking and laying down animation for their death. Texture wise... that will be the tough part. It's a completely different art form than the 3d model phase. Im not super man. Only Elysius was.
#15
Posté 18 mars 2014 - 10:13
I concur; some additional portly NPC models would be a nice addition. I wish we had some of the NPC models from the Witcher; those were pretty decent.
Well, I have all of those character models export-ready, but I don't know the first thing about rigging them to a skeleton, and I don't know if the models are suitable for the NWN2 skeletons anyway. Could anyone else make use of them?
#16
Posté 18 mars 2014 - 10:57
Hagspawn are reasonably fat, and use one of the player skeletons (half-orc) so they support the full range of animations. A new hagspawn head, and a retextured body, might be interesting. At the very least it'd be easy to create a fat half-orc, simply by cloning the half-orc heads to use the hagspawn naming convention.
Edit:
Except for the fact that hagspawns have such wide necks. The half-orc head ends up floating in a big hole!
The second hagspawn head looks like it could be modified relatively easily. Remove the pointed ends of the teeth and ears, change the eyes (something non-red and tintable), and you've got a nice big fat thug.
#17
Posté 18 mars 2014 - 11:53
I'll look into it when I am back at my own home thursday. If I do, it will function very exactly like the infinity one.
Limited animations (no combat faring fatties) and done as a creature so I don't have to get into armor building.
Some of you may recall I had a crocodile model in game, and was able to make him look around and twitch his tail.
Was never able to figure out a texture process.
https://www.youtube....feature=channel
Best seen in HD/ Full screen
I am confident that I can at least make fat people (creature models) that look around and have a walking and laying down animation for their death. Texture wise... that will be the tough part. It's a completely different art form than the 3d model phase. Im not super man. Only Elysius was.
Hi Eguintir,
That would be neat if you get the time and inclination.
Hi Tchos/DannJ,
I don't understand that side of NWN2 at all, but it's good to see you also have a possible approach in mind.
Lance.
#18
Posté 19 mars 2014 - 12:48
I concur; some additional portly NPC models would be a nice addition. I wish we had some of the NPC models from the Witcher; those were pretty decent.
Or Drakensang: TDE for that matter.
Remember Witcher 1 resources were released for people's use by CDProjectRed. If you could figure things out you could get those. Don't know about Witcher 2 resources.
#19
Posté 19 mars 2014 - 08:33
Remember Witcher 1 resources were released for people's use by CDProjectRed. If you could figure things out you could get those. Don't know about Witcher 2 resources.
Yes, that's what I was saying -- I have all character and creature models from The Witcher already prepared in a format that can be opened in Gmax (3DS format), or most likely Blender, too. They already have textures and UV maps applied, and just need to be rigged to skeletons.
#20
Posté 21 mars 2014 - 05:31
Is that fat enough ignoring the weird fingers for now?
I think he could be fatter still but I am still trying to smooth out the proportions.

#21
Posté 21 mars 2014 - 07:08
Is that fat enough ignoring the weird fingers for now?
I think he could be fatter still but I am still trying to smooth out the proportions.
Hi E.E.
Yes, they are looking good.
Are you going to blog this or keep updated here?
EDIT: Are heads/faces done separately? i.e. Chubby face with skin folds? (Not that it would matter with the standard faces, I just wondered from a technical point of view.)
Thanks,
Lance.
#22
Posté 21 mars 2014 - 07:42
That guy does look plenty chunky.
#23
Posté 21 mars 2014 - 11:32
I will be doing it as a head-firmly-attached creature. This is the case with most creatures. Let's hope I can build a convincing enough head as the stock ones simply aren't fat faces... it would be easier to build than horribly deform those.
That said, we will see if I can get this guy in game and textured. After that, I see no reason not to add variety from there on, assuming it gets there.
Making helmet add-ons alone, I could give him hat, hair, mustache options, etc.
I could also possibly make another version of fatty, such as a huge fatty, where his body is much more bowling ball like. Or just make second creature for other reasons,
such as more "kingly" outfitted, rather than the shorts-wearing bark keep I have planned out based on pic 2:
http://lparchive.org...Gate/Update 15/
PS No I won't be blogging as you know as mine closed, like most. Thread-blogging here? If I feel it coming to a point where success is imminent, sure I will post so I can get feedback on desired options. But I won't embarrass myself by starting a thread yet if I don't know that I can finish.
#24
Posté 22 mars 2014 - 04:20
This is sounding good.
Re blogging ... I did not know if it was the kind of thing that might have made you make the odd blog now and then ... After all, your blog still has informative info. Nevertheless, I understand your position and look forward to hearing what you can do from here then.
Thanks,
Lance.
#25
Posté 23 mars 2014 - 11:00
I had a go at retextured the second hagspawn head - making him bald, making his eyes brown, and giving him some designer stubble. He still has pointy ears and teeth though, since I didn't change the underlying model. I'm using him as a hill giant.






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