That looks pretty good as a hill giant. Are you aware of the work that was already done making ogres into hill giants however?
Are There Any Portly NPCs?
#26
Posté 24 mars 2014 - 12:17
#27
Posté 24 mars 2014 - 09:46
Yes, but I wanted my hill giants to have the full range of player animations for conversations (and rock throwing). Plus I wanted to minimise the number of models and textures required in the HAK, and this single head modification only requires four overriding textures.
Plus hill giants are meant to be gluttons, and Evil Edison's hill giants (as good as they look) just weren't fat enough for my liking. ![]()
#28
Posté 25 mars 2014 - 04:49
Are you making a campaign DannJ?
#29
Posté 25 mars 2014 - 11:31
More a large module than a full-blown campaign, with a halfling-oriented theme. Big, dumb, slow giants are no match for the Hin. When they're not being outsmarted or evaded, they make unmissable targets for sling stones. ![]()
#30
Posté 29 mars 2014 - 11:53
Any update news on the portly figures models?
I just tried using my scaled NPC and noticed that it acts strangely when moving ... stretches in funny ways.
Have a good weekend,
Lance.
#31
Posté 30 mars 2014 - 10:30
Another downside to creatures with differential scaling is that if they're knocked down or killed, they go from being short and fat to being long and thin (or vice versa).
#32
Posté 04 avril 2014 - 08:12
That's messed up. I didn't observe any behavior on my giant golems like that.
Anyway, I just moved apartments and got internet set up an hour ago.
Now that I am settled (and as an added bonus for you, without cable for a while) I don't have much else to do but continue on with this.
I just have to form a bit of a trapeszius muscle up top, then I can start look at head building tutorials and we will look at it again at that point, with some screens.
#33
Posté 05 avril 2014 - 11:15
That's messed up. I didn't observe any behavior on my giant golems like that.
Anyway, I just moved apartments and got internet set up an hour ago.
Now that I am settled (and as an added bonus for you, without cable for a while) I don't have much else to do but continue on with this.
I just have to form a bit of a trapeszius muscle up top, then I can start look at head building tutorials and we will look at it again at that point, with some screens.
Hi E.E.
Good to hear ...
Yes, the unusual stretching is quite strange to see. From fat living to thin dead.
Lance.
#34
Posté 23 avril 2014 - 03:59
Just wanted to updated that this is in progress still. I have my first head mesh shaping up. Currently it looks like an alien with some sort of universal nose and mouth.
This will serve as a base, when complete, for me to make a variety of heads with different proportions.
Consider this a humorous early stage pictorial update.

#35
Posté 23 avril 2014 - 11:28
Doppelganger!

#36
Posté 24 avril 2014 - 04:15
This next one is sure to disappoint the doppleganger.
I hope people don't mind me posting a stage by stage. I find it helps keep me on-task and eager to move beyond. Plus I've always found progressive work shots interesting. Considering this is brand new to me it might also be interesting to catalog exactly where my project ends up hitting the wall.

#37
Posté 24 avril 2014 - 04:24
Go for it. Development logs are often interesting to read and view, and they might lead to other ideas.
#38
Posté 26 avril 2014 - 01:25
I actually like seeing stage by stage work, as it allows me to better understand what is involved.
And it's still good to see it being looked at.
I will keep dropping by to check on progress for sure.
Lance.
#39
Posté 26 avril 2014 - 01:31
Yes, stage by stage work is interesting: it explains how to do things, or give new ideas.
#40
Posté 05 mai 2014 - 10:58
Hi EE
Just saying that I am still keeping an eye on this thread and any updates you may have.
Many thanks,
Lance.
#41
Posté 06 mai 2014 - 08:43
Just stumbled into this - I intended to get somehow human bodies, a bit taller and a bit more broad. Something in between the skinny human and the very broad/bully Half-Ogre - as a custom player race! Would it be possible to change the scales in the appearance.2da to get this or would NWN2 really need new body meshes to get this? (Sorry, handling this is totally new to me.)
#42
Posté 06 mai 2014 - 09:01
I've used scaling to produce some slightly plump people. But it only takes you so far before the distortion looks noticeably implausible. There are some character models that work a little better for plumpness purposes than others.
#43
Posté 06 mai 2014 - 09:15
Thanks rjshae.
#44
Posté 06 mai 2014 - 09:19
Just stumbled into this - I intended to get somehow human bodies, a bit taller and a bit more broad. Something in between the skinny human and the very broad/bully Half-Ogre - as a custom player race! Would it be possible to change the scales in the appearance.2da to get this or would NWN2 really need new body meshes to get this? (Sorry, handling this is totally new to me.)
Hi,
We have also discovered that scaled humanoid creatures can have some strange effects with respect to other animations, including when they die.
Lance.
#45
Posté 06 mai 2014 - 09:44
Thanks, too, Lance. So that seems not to be a solution. So new meshes would be needed, I guess... ![]()
#46
Posté 06 mai 2014 - 11:12
I've been using the grey orc model (with appropriate tinting) as the basis of a hobgoblin appearance type. The model is not quite as robust as the half orc (although it uses the same skeleton and accessories), and by scaling it very slightly in the Y axis I've been able to all but eliminate the buffalo hump.
Some new head models for the grey orc might make beefier humans.
#47
Posté 07 mai 2014 - 04:22
I've been using the grey orc model (with appropriate tinting) as the basis of a hobgoblin appearance type. The model is not quite as robust as the half orc (although it uses the same skeleton and accessories), and by scaling it very slightly in the Y axis I've been able to all but eliminate the buffalo hump.
Good one! That model would be to my liking. Will check it out a bit more closely. Thanks for the tip.
#48
Posté 08 mai 2014 - 04:08
Ok so as I proceed to make more of the face, I've decided I need a little information from anyone who might know.
Building a hair style is similar to a helmet is it not? No 2das required... can have multiple easily, and just position them on the head?
If so I might as well make the hair actual hair models, not helmets like I said I would.
Head models... these are normally seperate on most bipedal humanoids, like gnolls or ogres, even if they have one model.
They are not seperate on many others however. Do I need to make the head model seperate to support hair models or can hair still be attached?
I would like to know where this stands before I go ahead and finish the head and then attach it.
Thanks.
#49
Posté 08 mai 2014 - 04:31
The HELM and HAIR have slightly different flags in the .mdb file so that they can work together. But otherwise they're about the same.
#50
Posté 09 mai 2014 - 01:44
Ok. And question #2? Any body?





Retour en haut




