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#851
kamal_

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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.

They're static and not animated but something like this?

 

(He-Man's Hiss standing in as hair)

medusa.jpg


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#852
kamal_

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I tried some more texture options for the iron golem, these were the only two worth posting a picture of. Some sort of mesh (the body would need to have transparency enabled), and ice

 

golem_iron_2.jpg



#853
rjshae

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That might make an interesting cape, but to me it doesn't really pass as a medusa's head.

 

I had a look at the NWN model of the medusa. The snakes there are static, so I'm wondering if with a little work (adding faces and making the snakes more realistic) they could be converted into a decent hat? I'd just need to figure out how to make a hat model in Blender.

medusa_render_zpseheykaiw.jpg

Alternatively, I could turn it into a series of model-based effects that get attached to the head, allowing them to dynamically resize slightly to provide a sense of movement. Hmm, is that even possible? Maybe I should try with just one snake model first?



#854
kamal_

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Some more clay options, like?

 

Muck, Rock, Gem {01}, Liquid Metal

clay1.jpg

 

Muck and Liquid should have their UV Wrap turned on. I made a sample video: https://youtu.be/WoHX1Q9DYl8

 

Lava, Gem {02}, Ice

clay2.jpg

 

Lava glows:

clay3.jpg

 

 

 

 


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#855
kamal_

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Some more clay options, like?

 

 

These additional golems are now included : http://neverwinterva...y-golem-reskins

 

edit: I've temporarily removed this from the Vault so Lance can have the top spot for more visibility for his campaign. It's still on the Nexus if someone needs it in the meantime.



#856
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:

 

 

Here is a test of the body. I used a flat brass texture and then put rivets along where the edges of the base texture are. It's currently an overriding texture, see my post above about needing some assistance with the model so I can use mbdcloner on it. Don't pay too much attention to the normal map, that can be adjusted.

 

brass_minotaur.jpg


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#857
kamal_

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Now with proper normal mapping for the rivets.

 

brass_minotaur_normal.jpg



#858
Tchos

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The rivets appear to be indented instead of raised.



#859
kamal_

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The rivets appear to be indented instead of raised.

Hmm, the normal for the rivets is the same one as the rustbucket iron golem at bottom left here: http://forum.bioware...ers/?p=20242177

 

I generated my normal from the base texture, then applied a normal for the rivets themselves by cut and pasting the normal for the rivets from rustbucket. As a result the normal covering the minotaur's rivets is identical (barring resizing) to rustbuckets normal.



#860
rjshae

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It may be an issue with the orientation of the normal texture that you're copy-pasting.



#861
Tchos

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I can't say why, all I can say is that the rivets on the rustbucket golem are light on the top and dark on the bottom, making them look raised, whereas the ones on the brass minotaur are dark on the top and light on the bottom, making them look indented, so the normal map is inverted for them.



#862
kamal_

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Gimp has some trickery that made flipping the rivet normals easier than expected. How is this:

 

brass_minotaur_normal2.jpg

 

The rivets and their normals are all individually hand placed so manually adjusting each rivet's orientation of normal isn't going to happen due to time constraints. Maybe the brass minotaur will wind up being a one piece lost wax cast with no rivets. His base color/shininess looks good I think.



#863
kamal_

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Interestingly, the older brass minotaur doesn't show any signs of construction: http://www.lomion.de/cmm/golebrmi.php

 

The more recent editions make it not a minotaur at all: https://s-media-cach...6d2356a61b8.jpg



#864
Tchos

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It seems to have aided some of them, but note as an example on the third minotaur in the screenshot, on its right shoulder (our left), the double set of rivets appears to be raised for one set and indented for the other.  Perhaps if they were just smaller or less pronounced it would mask any remaining difference, or else just lines to indicate metal panel separations.  Or as you say, just one cast piece.  The colour and specular properties look good, I agree.



#865
kamal_

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I reversed the rivets on the arm pieces, better? This version also shows the brass head (not riveted where it connects to the body yet) so you should be able to picture a lost wax cast single piece brass model

 

I copied the original's eyes onto the head, they are presumably glass eyes on this brass version.

 

brass_minotaur_normal3.jpg

 

eyes closeup:

 

brass_eyes1.jpg

 

pure brass version of eyes:

brass_eyes2.jpg

 

nwn1 has the minogon, a minotaur based construct:

 

brass_minogon.jpg


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#866
rjshae

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Yes, I believe there's a few Minogons on the Isle of the Maker (HotU). I don't think it's a very good model though; the texture seems too cluttered.



#867
kamal_

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Yes, I believe there's a few Minogons on the Isle of the Maker (HotU). I don't think it's a very good model though; the texture seems too cluttered.

What do you think of Mr Rivets?

 

Looking up the minogon I found the Stinger, which looks similar to the Formian we already have that someone converted. I wouldn't be too surprised if they used the same skeleton.

 

Formians in the back, Stingers in the front.

formians_stingers_.jpg



#868
rjshae

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What do you think of Mr Rivets?

 

It looks all right to me. The material and specularity look good. If there's a problem I'd say it's the lack of articulation of the joints. But that's not something you can do anything about.

 

Once 4760 is finished with his golem ports, potentially we could experiment with retextures on some of those.



#869
4760

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Just a few more days. I'm adding new models for variety.
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#870
kamal_

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These additional golems are now included : http://neverwinterva...y-golem-reskins

 

edit: I've temporarily removed this from the Vault so Lance can have the top spot for more visibility for his campaign. It's still on the Nexus if someone needs it in the meantime.

I've enable the page on the vault again as a number of other submissions had come in between then and now.



#871
rjshae

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I've enable the page on the vault again as a number of other submissions had come in between then and now.

 

Lance could always post one of those advertisement images for his campaign.



#872
kamal_

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ok, brass minotaur in riveted and single cast versions. These are overriding textures (see my previous post about using mdbcloner on the minotaur). I've included the base brass texture by itself, and files for the rivets by themselves as well, including the normals for the riveting, so if you want more riveting it can be added as needed.

 

https://dl.dropboxus...ass_minotaur.7z

 

Minotaur body 2 was designed for armor, thus the odd shape. It's fine for demoing the single cast texture though.

 

brass_minotaur_2.jpg


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#873
kamal_

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edit: I'd forgotten the reinforced wood golem, added it.

 

The iron golems I felt were interesting enough are now on the Vault : http://neverwinterva...n-golem-reskins

 

Nexus: http://www.nexusmods...er2/mods/1041/?

 

The "elven" golem, showing tint channels.

iron_golem_4.jpg

 

 

"reinforced wood golem"

iron_golem_5.jpg


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#874
4760

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Once 4760 is finished with his golem ports, potentially we could experiment with retextures on some of those.

The adamantine, mithral and bone golems are finished (see this post).

For the flesh and demon golems, it will be later as the result is really not worth it.

 

As far as retexturing is concerned, you'll probably have to re-design the dds/tga files, since I doubt the NWN2 models you got the textures from use the same UVW mapping as the NWN port...


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#875
rjshae

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I occurred to me that one could potentially take an existing creature animation, find a single "frame" that has a suitably interesting pose for a statue-like figure, then turn that frame into a static, extended animation. All you need to do then is place the creature in in the game, apply a suitable texture skin, and run the animation on it via the heartbeat script. You could make a multitude of interesting statues this way.

 

Unfortunately I don't have access to the animation editor tool, so I don't know how plausible or difficult this method would be.