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#826
rjshae

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According to the MM2, Brass Golems are often forged to resemble a minotaur armed with a gleaming greatsword. (The Pathfinder version uses a Falchion.) Sounds like a reskin opportunity to me.  :ph34r:

 

Hmm, I wonder if this minotaur head could be fitted to this body? Mmm... maybe not.

 

 

One other: I think the Clay Golem by Schazzwozer could be effectively reskinned to serve as a Sand Golem; that would be useful for desert encounters and such. But it would need some visual effects to create the swirling, choking cloud of sand.



#827
kamal_

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According to the MM2, Brass Golems are often forged to resemble a minotaur armed with a gleaming greatsword. (The Pathfinder version uses a Falchion.) Sounds like a reskin opportunity to me.  :ph34r:

 

Hmm, I wonder if this minotaur head could be fitted to this body? Mmm... maybe not.

 

 

One other: I think the Clay Golem by Schazzwozer could be effectively reskinned to serve as a Sand Golem; that would be useful for desert encounters and such. But it would need some visual effects to create the swirling, choking cloud of sand.

The Bounce minotaur has eaten a few too many adventurers, and a mage may not make their golem quite so flabby in the interest of making it more intimidating, but a brass version of the minotaur should be doable. I will add this to my work queue.



#828
kamal_

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According to the MM2, Brass Golems are often forged to resemble a minotaur armed with a gleaming greatsword. (The Pathfinder version uses a Falchion.) Sounds like a reskin opportunity to me.  :ph34r:

 

Hmm, I wonder if this minotaur head could be fitted to this body? Mmm... maybe not.

 

 

One other: I think the Clay Golem by Schazzwozer could be effectively reskinned to serve as a Sand Golem; that would be useful for desert encounters and such. But it would need some visual effects to create the swirling, choking cloud of sand.

ok, I've sent what I was working on off to pj, barring him finding any bad issues that should be out this week. I'll see what I can do about your brass monkey... I mean brass minotaur.

 

Would you like any other variants of the Clay Golem than sand?


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#829
Tchos

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Would you like any other variants of the Clay Golem than sand?

 

How about a Qara variation?  :P



#830
rjshae

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Would you like any other variants of the Clay Golem than sand?

 

I forget, is there a stone golem in NWN2? This might serve as an alternative form. I could see a few possibilities there, although you may need to figure out a way to transfer some of the baked in shadows.



#831
kamal_

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I forget, is there a stone golem in NWN2? This might serve as an alternative form. I could see a few possibilities there, although you may need to figure out a way to transfer some of the baked in shadows.

There is no stock Stone Golem, though the clay golem certainly looks like it can pass for one and making a version with a stone texture would be simple.

 

Here is Schazzwozzer's clay golem at left, and from left to right sand (using the stock dirt03 texture also painted on the ground, and tinted red green at back), wood (texture from my arid bookcases), and an alternate wood with metal bands for reinforcement (texture from a stock shield texture, showing tint at back).

 

/ I call the wood ones Qara for their propensity to burn... :P

 

golem_sand_wood1_wood2.jpg

 

Closer up:

golem_sand_wood1_wood2_closeup.jpg


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#832
kamal_

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That same reinforced wood shield texture makes for a really nice skin of the iron golem:

 

golem_iron_wood.jpg


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#833
GCoyote

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Nice, love the rusted look.



#834
rjshae

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golem_sand_wood1_wood2_closeup.jpg

 

The clay golem appears to have some baked shadows; you can see them in particular around the chest and abdomen. I think the stone golems would benefit from having similar texturing highlights.



#835
kamal_

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The clay golem appears to have some baked shadows; you can see them in particular around the chest and abdomen. I think the stone golems would benefit from having similar texturing highlights.

The original's chiselled abs are a combination of the model having that actual shape, and a texture/normal that emphasize it (the tintmap can emphasize it even further, and is used on the tinted sand model). The shadowing of the original can be added as a layer to another texture, but there has to be some transparency so the original texture doesn't take over completely. The alternative is airbrushing in the shadows, but since that's not a 5 minute process it's better to get your feedback first.

 

I think that the original texture is fine for a stone golem, it just needs to be desaturated to take the color out, allowing for a neutral gray "granite" look. Very quick and easy to do (tomorrow).

 

What do you think of the proposed sand golem? I like it's less defined and more flowing texture vs the original. Being made from sand I don't think it should have the well defined muscularity of the original clay golem. What about the unreinforced wood golem next to the sand golem. That looks good I think, like a mage brought a wooden statue to life.

 

The reinforced wood golem version of the iron golem is really nice because of the angularity, definitely a keeper. I didn't like that reinforced texture on the clay golem where the base model is more organic and rounded. On the iron golem the texture looks like the mage used sheets of wood. If people prefer I can keep the original iron golem's head texture. It's easily separated on the original texture so I could just copy/paste it into the reinforced wood texture at the right location..



#836
rjshae

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I'd say the green is a somewhat unusual color for sand; usually it's a tan or golden hue, although I have seen a black beach and some that were close to white.

 

It's unfortunate that the texture mapping is symmetrical across the chest. That doesn't work so well for the stone golems. They could probably also use a little more definition, although that would be difficult to implement.



#837
kamal_

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I'd say the green is a somewhat unusual color for sand; usually it's a tan or golden hue, although I have seen a black beach and some that were close to white.

 

It's unfortunate that the texture mapping is symmetrical across the chest. That doesn't work so well for the stone golems. They could probably also use a little more definition, although that would be difficult to implement.

Well mr green/red was just to show the tintmap available with red/green in the channels



#838
rjshae

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Well mr green/red was just to show the tintmap available with red/green in the channels

 

I actually meant the green one just to the right of the clay golem, not the green/red figure in back. Are you saying it is tinted green?



#839
kamal_

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I actually meant the green one just to the right of the clay golem, not the green/red figure in back. Are you saying it is tinted green?

I can download a sand texture for him from elsewhere.

 

As shown he's using the texture of the ground (TT_GD_Dirt_03_c), he's not tinted barring anything built into the model. Here's the stock game texture:

 

original_texture.jpg

 

And here is the model in mdbcloner:

original_cloner.jpg



#840
rjshae

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Okay, I finished the nice Angel statue and tested the ported models in game. I might place the statue down in Undermountain as an oddity, and the shrine is pretty nice as well. I was going to use the shield models, but now I'm not all that enamored of them. Ah well.

 

ts_models_zpslfn7nhd4.jpg

 

Here's the updated download: models.7z

 

Do with them what you will.  :)


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#841
kamal_

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The clay golem appears to have some baked shadows; you can see them in particular around the chest and abdomen. I think the stone golems would benefit from having similar texturing highlights.

How are these?

 

Original, proposed Stone (original texture desaturated to gray), wood with muscle layer added (compare to wood above), to golems textured with exterior cliff textures and with the muscle layer added. Mini golem shows the tintmap for stone.

golem_muscles.jpg

 

 

For reference here are the two golems at right without the "muscling" texturing. They use exterior cliff textures, I figured they might be good as earth elementals or something and I wanted to try a more rocky stone golem.

golem_no_muscles.jpg


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#842
kamal_

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How this for a sand golem? I didn't add the muscling layer because I figured he's kind of amorphous being made from sand.

 

untinted, tinted a bit

 

golem_sand2.jpg


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#843
kamal_

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Okay, I finished the nice Angel statue and tested the ported models in game. I might place the statue down in Undermountain as an oddity, and the shrine is pretty nice as well. I was going to use the shield models, but now I'm not all that enamored of them. Ah well.

 

Here's the updated download: models.7z

 

Do with them what you will.  :)

 

That statue is a great elven/fey statue.

 

Moved the 2da lines to 26720-26727 since the lines you had were in a wiki reserved range. The new range is inside what I'd already reserved so there won't be conflicts.  Also now tintable. https://dl.dropboxus...ty/rj_models.7z

 

Now ready for pj's cornucopia, pj....

 

w_tinting_.jpg


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#844
rjshae

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The new golems look much improved, thanks. :)  The sand golems could probably benefit from a "falling sand" vfx. A tint modification of fx_earth_elemental, fx_mummy_dust, or fx_gargoyle_dust might do the job; possibly with a retinted and scaled fx_ghast_stench mixed in for the sand cloud.



#845
kamal_

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The new golems look much improved, thanks. :)  The sand golems could probably benefit from a "falling sand" vfx. A tint modification of fx_earth_elemental, fx_mummy_dust, or fx_gargoyle_dust might do the job; possibly with a retinted and scaled fx_ghast_stench mixed in for the sand cloud.

https://youtu.be/S64rF4SQ_Ek

 

left to right, stock earth elemental vfx, ghast retint (aka fx_golem_sand_1), ghast retint with earth elemental vfx retint (fx_golem_sand_1b), double ghast for extra sand cloud (fx_golem_sand_2), double with earth (2b).

 

Here they are, let me know how they work, sand is body 6 (main variant 5 in the armor set), I've included the "muscle definition layer" texture so it can be added as a layer to any base texture desired, it was added with a 50% transparency to the base textures of the golems I made:

Vault:

http://neverwinterva...y-golem-reskins

Nexus:

http://www.nexusmods...er2/mods/1039/?


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#846
rjshae

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You could mention on your download pages that most of the reskins are meant to represent a Stone Golem. I don't think that is stated anywhere.

 

The one I particularly like is the plain stone version at left. But they all look good, and the cloud around the Sand Golem does seem to be an effective effect. Thanks. :)

 

These should be handy: BG2 has a quite number of places where the Stone Golem can be used. A list on another site says they appear in Lavok's Sphere, the Windspear Hills dungeon, the temple in Ust Natha, and the city of Suldanessellar.



#847
kamal_

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Like any of these?

 

These guys have textures made from stock shields

 

iron_1.jpg

 

elven/dwarven golems maybe

iron_2.jpg

 

old/rusty/?

 

iron_3.jpg



#848
rjshae

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I like the rust bucket at lower left. Those heavy rivets work well with the metal texture and spikes.



#849
rjshae

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I was taking a look at the visual effect for Evard's Black Tentacles to see if it would be feasible to use something like that for a Medusa's head of snakes. I.e. take the model, shrink it way down, and have a bunch of them projecting out of the scalp and waving about. Anyway, the effect is sp_black_tentacles.sef, which calls sp_black_tentacle_fade.sef and uses the model c_tentacle_cl_body01. What do you think?

 

The other option might be to use an effect like fx_firegenasi_item effect but using something snake-like for the emission texture.



#850
kamal_

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According to the MM2, Brass Golems are often forged to resemble a minotaur armed with a gleaming greatsword. (The Pathfinder version uses a Falchion.) Sounds like a reskin opportunity to me.  :ph34r:

 

Hmm, I wonder if this minotaur head could be fitted to this body? Mmm... maybe not.

 

I can't reskin the minotaur with mdbCloner since the model has an invisible but textured sword in it. mdbCloner picks out the sword's texture. I can open it in gmax, but gmax loses the skeleton and I have no idea how to do it in Blender. I'll need someone to fix the model.