Content requests and content creation offers
#401
Posté 04 novembre 2014 - 01:16
https://dl.dropboxus...d_vampire_1.jpg
Alternate vampire males.
Front Row: left to right, head variation 2 with stock, without the built in sword and dagger, also without the front chain, also with trimmed shoulder piece, and finally also without the necklace.
Back Row, stock head, same variations with a flat shoulder harness instead of the "leopard skin" pattern the stock has.
https://dl.dropboxus...d_vampire_2.jpg
- rjshae, Loki_999 et 4760 aiment ceci
#402
Posté 04 novembre 2014 - 02:09
Awesome. Can replace the horrible grey renderer model we have been using for Blue Slaad then.
Although I didn't test it in game, I looked at a few animations in the toolset, and the vertices that had to be corrected now look good. Before I release it, could you check if it's OK? As I based it on the troll skeleton, I reused the same settings (for attack distance, speed, etc...), so that probably needs to be changed too.
Here are the files by the way.
- Loki_999 aime ceci
#403
Posté 04 novembre 2014 - 07:30
Can't do it. It was like living in another skin.
PJ
#404
Posté 04 novembre 2014 - 09:39
#405
Posté 04 novembre 2014 - 10:24
Surely that's Brahe Tycho the astronomer? Sometime written as Ticho I think.
That would be tichos then ![]()
I would stick with the BG theme though the tash is rather dashing.
PJ
#406
Posté 04 novembre 2014 - 10:35
Indeed, that's the gentleman. But yes, I like this one better.
#407
Posté 04 novembre 2014 - 11:37
Wights: stock, retint, capeless (there's still a bit around the neck because it couldn't be removed), kiltless and capeless, and kiltless + stock cape.
In many cases, the clothing or hair is part of the monster, so it can't be removed without leaving a see through section. Cant' have a bald wight without a redo of the model for instance.

- rjshae aime ceci
#408
Posté 04 novembre 2014 - 11:39
How easy would it be to Tattoo (draw on) the surface of the skin on that Kamal?
PJ
#409
Posté 05 novembre 2014 - 12:05
How easy would it be to Tattoo (draw on) the surface of the skin on that Kamal?
PJ
Easy, as long as the design is symmetrical down the middle or you want it repeated on each half of the body. There isn't a separate texture for each arm for instance, and the torso has half a torso texture that gets mirrored to cover the entire torso. That's how I did the demilich skulls with arcane symbols.
#410
Posté 05 novembre 2014 - 12:12
That's interesting. For what i want to do I don't think the symmetry matters.
Looking at the images I wonder now if the wight is the right critter though. The vampire is perhaps better but not enough flesh on show.
I need a new creature. I am going to call it a Wiccan. I will start another thread in a few days but your posts have made me see the possibilities. Thanks Kamal_
PJ
#411
Posté 05 novembre 2014 - 12:17
That's interesting. For what i want to do I don't think the symmetry matters.
Looking at the images I wonder now if the wight is the right critter though. The vampire is perhaps better but not enough flesh on show.
I need a new creature. I am going to call it a Wiccan. I will start another thread in a few days but your posts have made me see the possibilities. Thanks Kamal_
PJ
I've got all the undead done except for lich (I want another head, I have another body) and skeleton, so if this creature is some sort of undead type shape/posture I've got it ready.
#412
Posté 05 novembre 2014 - 01:02
Drowned:
stock at front left. The stock has glowing legs where it's missing them, so I did color variations of that glow because you can't change the glow in properties. Also shown are examples of tinting, plus variations with spectral legs and arms, and spectral legs/arms/head. I figured they could be part physical and part spectral creatures.

The stock model doesn't have glowy eyes, but I added them to my versions, for coolness :-)
It's not really visible on the stock model, but it's self-illumination map has scattered points of glow all over the body in addition to the legs, these are visible in this closeup, most noticeably on the red one.

- rjshae aime ceci
#413
Posté 05 novembre 2014 - 04:22
Although I didn't test it in game, I looked at a few animations in the toolset, and the vertices that had to be corrected now look good. Before I release it, could you check if it's OK? As I based it on the troll skeleton, I reused the same settings (for attack distance, speed, etc...), so that probably needs to be changed too.
Here are the files by the way.
Great. Sure, ill check it out this week.
#414
Posté 05 novembre 2014 - 07:26
If you already downloaded the file, please redownload: I included the textures (so you won't have to look for them) and the blueprints (yes, as a bonus I also added the green slaad, but its animations are not done yet. I'm more and more thinking about reusing the dogleg, werewolf or troll skeleton: more work on weighting, but as far as I'm concerned it's way easier than creating animations that look good!)
#415
Posté 05 novembre 2014 - 10:42
Great, will do. Had a nightmare with an update today, so didn't take a look yet.
#416
Posté 06 novembre 2014 - 08:08
@4760 - One of our devs (Xndar) took a look, it looks good. Only a couple of small points. Feet are a bit big, and the run animation is a bit awkward.
Also Xndar reported the green slaad looks awesome ![]()
#417
Posté 06 novembre 2014 - 09:12
For the green slaad, I'll probably have to create the animations too: so far I couldn't find a skeleton I could use.
#418
Posté 06 novembre 2014 - 09:38
#419
Posté 07 novembre 2014 - 04:02
The Urd is a winged Kobold, so it would probably be fairly straightforward to build given an appropriate wings model. The question then is how do you simulate it's capabilities in the game? It has a special attack that consists of dropping "rock bombs" from above, and is generally tougher than a normal Kobold, although supposedly it doesn't like to melee.
#420
Posté 07 novembre 2014 - 04:42
The Urd is a winged Kobold, so it would probably be fairly straightforward to build given an appropriate wings model. The question then is how do you simulate it's capabilities in the game? It has a special attack that consists of dropping "rock bombs" from above, and is generally tougher than a normal Kobold, although supposedly it doesn't like to melee.
A selection of wings for the dogleg skeleton would be good (I'm pretty sure kobolds are dogleggers). Then you could also create lizardmen with reptilian wings, or give a gnoll feathery wings to make a marrashi.
One thing I'd really like would be some bird models that use the bat animations. I wonder how hard it would be to map the SoZ raven model to the bat skeleton? Or even the cockatoo or toucan for that matter. A variant of the raven with a curved beak could be used for birds of prey.
- rjshae aime ceci
#421
Posté 07 novembre 2014 - 06:45
How do you find skeletons that fit anyway? When I import they are so small and cramped I can't tell plus all the bones have zero thickness
I don't know how to resize the bones (and I don't care, as I'm not really interested in doing changes to existing skeletons: as long as it's within the mesh, I can then define the bone envelopes, which is what is required to be able to re-use the stock animations).
But to get the skeleton at the right size, I import it first, then I import the creature mesh (which means I need to export the new creature body when it's ready for rigging), making sure the scale is set at 10,000.
#422
Posté 07 novembre 2014 - 02:14
My PW just got worg riders in and working, and there was a question regarding whether there's documentation for how this was done in order to duplicate/extend the idea - somebody who won't be named had the bright idea of kobolds riding axebeaks, and the staff had a collective dev-gasm. .....
#423
Posté 07 novembre 2014 - 02:40
Let me look in my back-up drive so I can find who made them and give credit to those who deserve it,
The Purgatorio team never finished their module to release it. But they did release some demos that contained a number of unreleased creatures, placeables, and tilesets. That's where the slaads come from.
#424
Posté 07 novembre 2014 - 03:29
Ah, cool, good to know to give credit.
#425
Posté 07 novembre 2014 - 04:01





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