sadly the wireframe of the executioner looks abysmal. especially the legs are modelled in such a way that they're totally not usable for animation.
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#301
Posté 19 septembre 2014 - 08:22
#302
Posté 19 septembre 2014 - 09:17
I thought that odd, not that I know too much about this but the legs look a mess compared with the rest of the figure.
PJ
#303
Posté 20 septembre 2014 - 09:39
Might I suggest a lava paraelemental reskin of an earth elemental? I think it could look pretty striking, and it would be useful for those underground lava pit areas.

#304
Posté 20 septembre 2014 - 10:15
That executioner wire mesh is the result of using a modifier to simplify your model rather than putting in 20 minutes to do it yourself. Why cut corners after all that work to end up with a mesh like that is beyond me.
#305
Posté 20 septembre 2014 - 10:22
Might I suggest a lava paraelemental reskin of an earth elemental? I think it could look pretty striking, and it would be useful for those underground lava pit areas.
Like this?

#306
Posté 20 septembre 2014 - 11:11
Well, perhaps a little better looking...
#307
Posté 21 septembre 2014 - 04:31
Too red.
#308
Posté 21 septembre 2014 - 11:32
Sadly the wireframe of the executioner looks abysmal. especially the legs are modelled in such a way that they're totally not usable for animation.
The body looks similar to the hagspawn model. A new (third) hagspawn head model would probably emulate the executioner reasonably well.
#309
Posté 21 septembre 2014 - 11:37
Like this?
Optimus Prime after a severe beating?
The barrow guardian (without the 'extra' mushrooms) might make a better base model. It's actually based on the earth elemental image from one of the Monster Manuals.
#310
Posté 25 septembre 2014 - 08:34
Cheers.. you have just made me, and some of our players very happy.
Hope you get a skeleton for the slaad worked out, for the moment ill be going with using the Grey Render model.
Still working on the animations for the green slaad.
But I could reuse the troll skeleton for the blue slaad:

and since the original model was white, I added a tint map.
- rjshae, kamal_ et Loki_999 aiment ceci
#311
Posté 26 septembre 2014 - 04:04
Looks like a punk rocker troll... ![]()
- Loki_999 aime ceci
#312
Posté 26 septembre 2014 - 07:26
Looking good.
#313
Posté 26 septembre 2014 - 09:35
Looks like a punk rocker troll...
I heard you, and showed him the way to the hairdresser's:


Here are a few screenshots of the attack and death animation (unarmed):


Not sure how the combat with weapons will look like... I guess a creature equipped with such large claws would prefer to use them!
#314
Posté 26 septembre 2014 - 10:03
Haha, looks like he is giving the middle finger.
#315
Posté 28 septembre 2014 - 04:18
Might I suggest a lava paraelemental reskin of an earth elemental? I think it could look pretty striking, and it would be useful for those underground lava pit areas.
Here's a start:

Need to add the frill around the neck, raise the "mouth" area, and add more fine cracks around the arms, and of course add cracks all over the rest of the body.
Issue: Using transparency to get rid of the unwanted geometry shows through when effects are applied. Ideally someone can combine these textures with a modified model with the unwanted geometry actually removed.
- PJ156, rjshae et Loki_999 aiment ceci
#316
Posté 28 septembre 2014 - 04:23
That beastie looks formidable... ![]()
#317
Posté 28 septembre 2014 - 06:23
Personally I would go with not much more lava regions than you have. The blackness is very effective with the lava hot extremities and flames. You run the risk of over doing the effect where as now, if you have a few more cracks at the joints of the creature, you have the balance just about right imho.
I concur with RJS, that is a very dangerous looking creature.
PJ
#318
Posté 28 septembre 2014 - 07:13
Well, for sure I'm doing the feet and the neck frill as the illustration has them, at least. I can put smaller cracks on a separate layer so I can make two versions if you prefer it more subtle.
#319
Posté 28 septembre 2014 - 10:42
Yes, I think that would be an excellent idea--having two different variants. If it isn't too much trouble. I like the original artwork because it resembles a lava-filled caldera I once saw in Hawaii.

#321
Posté 29 septembre 2014 - 10:36
Nah, it's easier just to draw on the texture map. I'll add a normal map afterward to give the cracks depth.
#322
Posté 30 septembre 2014 - 03:17
In some ways a step forward, in others a step back. I made some adjustments that need to be undone, like the height of the mouth area and one of the arms. The biggest problem is that the transparent geometry isn't only interfering with the fire effect -- it's also blocking the glow effect! That's what's causing the strange colours around the neck and on the back. The geometry will have to be removed for sure. I think this model could use a custom VFX, too, with flames and smoke rising from just the hands, feet, and neck as in the illustration. I think I may be able to do that.

- rjshae aime ceci
#323
Posté 06 octobre 2014 - 12:37
With a bit of 2DA jiggery-pokery, you can have skeletons use all of the human helmet and armour accessory options. Many don't fit properly, but there are a few that look fine.

For helmets, NWN2_Model_Helm = P_HH?
For accessories, NWN2_AccessoryType = HH?
You can also have them use human hair models, although few of them fit properly on the skull. The mohawks and dreadlocks fit the best.
I also solved the riddle of the black O and X that shows up on the back of cloth02 (far right in the image above). The tint map the model is using doesn't exist, so letters from the words 'missing texture' show up. The O is part of a curve in the letter S being mirrored. I've created a replacement tint texture that banishes the naughts and crosses look.
- Tchos, rjshae et andysks aiment ceci
#324
Posté 06 octobre 2014 - 01:21
That's awesome Dann-J
#325
Posté 06 octobre 2014 - 02:02
It's a pity your average 1HD skeleton doesn't stick around long enough in combat to appreciate its outfit. ![]()





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