Aller au contenu

Photo

Content requests and content creation offers


  • Veuillez vous connecter pour répondre
973 réponses à ce sujet

#901
EvilShade

EvilShade
  • Members
  • 23 messages

Is it still requested?

Sure is.



#902
rjshae

rjshae
  • Members
  • 4 478 messages

 

Is it still requested?

 

Sure is.

 

 

Not sure if this is any help:

 

plague doctor mask

 

The poly count is a bit high, but perhaps it may be useful as a starting point?



#903
4760

4760
  • Members
  • 1 204 messages

Thanks, that's half of the work done already!

 

Edit: except I don't have an account at Turbosquid...



#904
kamal_

kamal_
  • Members
  • 5 238 messages

The Harvester from Misery Stone (ree_harvester) only has the most basic animations, a walk and an idle animation. It could use a basic attack/damaged/death animation. It makes a standin for a formorian giant, though they are usually even more disfigured.

 

pic of the "harvester" creature:

 

harvester.jpg

 

A reference Formorian:

Fomorian_-_Raven_Mimura.jpg


  • rjshae aime ceci

#905
rjshae

rjshae
  • Members
  • 4 478 messages

^^^ Nice model!

 

There's a really cool looking demon here. Unfortunately the poly count is much too high. Possibly it could be used to generate a normal map and then apply that to a much simpler model.

 

71029.jpg


  • PJ156 aime ceci

#906
4760

4760
  • Members
  • 1 204 messages

The texture needs to be improved, and the mask still lacks googles, but here's a first model (fully tintable):

901-1-1464808551.png 901-0-1464808551.png


  • ArtemisJ, rjshae et Happycrow aiment ceci

#907
rjshae

rjshae
  • Members
  • 4 478 messages

As the British are wont to say, that's an odd duck. :D Can't wait to see how it turns out.



#908
ArtemisJ

ArtemisJ
  • Members
  • 127 messages

The texture needs to be improved, and the mask still lacks googles, but here's a first model (fully tintable):

901-1-1464808551.png 901-0-1464808551.png

 

Great Work!



#909
4760

4760
  • Members
  • 1 204 messages

Possibly it could be used to generate a normal map and then apply that to a much simpler model.


Absolutely! The NWN demon golem is awful in NWN2 (which is why I didn't include it in the NWN golems package), but the normal map would greatly enhance its appearance.

#910
EvilShade

EvilShade
  • Members
  • 23 messages

The texture needs to be improved, and the mask still lacks googles, but here's a first model (fully tintable):

901-1-1464808551.png 901-0-1464808551.png

 

Dayum. That is excellent. Can't wait to see it when it's done.

About googles. If finished models cut your work in half, there are helmets with googles here?

 

http://neverwinterva...assault-hattery



#911
4760

4760
  • Members
  • 1 204 messages

3ds max crashed today, and I almost failed reinstalling it. I just hope it's not a warning my laptop is about to die!

So I couldn't progress much, but here's what I could make before I almost lost everything:

901-0-1465171075.png

Don't worry, the glass will be more fitting in the final model.


  • ArtemisJ et rjshae aiment ceci

#912
rjshae

rjshae
  • Members
  • 4 478 messages

Actually that's pretty creepy looking.  ;)



#913
4760

4760
  • Members
  • 1 204 messages

^^^ Nice model!
 
There's a really cool looking demon here. Unfortunately the poly count is much too high.

Do you mind converting it as an obj or mdb file? I'd like to try if the model, or at least the normal map, wouldn't improve the original NWN demon golem. And as I'm very low on hard drive space, I prefer not to install Blender at the moment.

#914
rjshae

rjshae
  • Members
  • 4 478 messages

Do you mind converting it as an obj or mdb file? I'd like to try if the model, or at least the normal map, wouldn't improve the original NWN demon golem. And as I'm very low on hard drive space, I prefer not to install Blender at the moment.

 

Sure, here you go: Mo (Demon). I can't export in MDB as the poly count exceeds the max limit. But I tried exporting in the other available formats.



#915
ArtemisJ

ArtemisJ
  • Members
  • 127 messages

Do you mind converting it as an obj or mdb file? I'd like to try if the model, or at least the normal map, wouldn't improve the original NWN demon golem. And as I'm very low on hard drive space, I prefer not to install Blender at the moment.

 

That demon would make a great boiler plate for that weighting tutorial.. Okay sorry I'll stop bugging you! :lol:



#916
4760

4760
  • Members
  • 1 204 messages

Sure, here you go.


Got it, thanks.

#917
4760

4760
  • Members
  • 1 204 messages

That demon would make a great boiler plate for that weighting tutorial.. Okay sorry I'll stop bugging you! :lol:


OK, will do.

#918
rjshae

rjshae
  • Members
  • 4 478 messages

OK, will do.

 

Hmm, cool. If you do end up with something usable, I could very likely make use of him as Mephistopheles in HotU.  :devil: There's a pretty decent likeness. Probably be a pain to trim down that poly count though.

 

Meph_waterdeep.jpg



#919
4760

4760
  • Members
  • 1 204 messages

Probably be a pain to trim down that poly count though.

I confirm, especially since the wings don't have faces from behind, so we're talking about 288,000 faces!



#920
rjshae

rjshae
  • Members
  • 4 478 messages

I confirm, especially since the wings don't have faces from behind, so we're talking about 288,000 faces!

 

Yes, that sounds completely impractical. Ah well. Thanks.



#921
4760

4760
  • Members
  • 1 204 messages

Well, trying to reduce the number of faces to a decent figure is clearly not an easy solution. However, creating a new normal map from this high poly model and apply it to a new model should do the trick. Let me see if the Balor can be modified to fit the overall shape, and how the normal map adds the muscles.


  • ArtemisJ et rjshae aiment ceci

#922
4760

4760
  • Members
  • 1 204 messages

I'd say the plague doctor mask is done:

901-0-1465663030.png

It's tintable.

 

901-1-1465663030.png

And you can add normal, green, red or blue glasses.

 

There are too many different hair versions to enlarge the mask enough to prevent hair from pouring out while at the same time stay small enough to look good. The only way to cope with this is to include some kind of hood with the plague doctor mask (which obviously I didn't do :P For the time being, just go to the hairdresser's first!)

 

So far, I only did the P_HHM version, but before I tackle with P_HHF (and other playable races?), I need to create a better texture file.

 

In the meantime, for those interested in trying it, the files are available here (override version only).

Notes:

  1. the glasses come from special effects (sfx_verres_rouges for red, ..._bleus for blue, ..._verts for green or verres.sef for untinted glasses).
  2. to tint the mask, you'll need to create a blueprint with the color you want first (helms don't use the armor tint slots from the character).

 

Enjoy!


  • PJ156 et rjshae aiment ceci

#923
Tchos

Tchos
  • Members
  • 5 030 messages

And we can easily make the glasses opaque with a texture edit, right?



#924
kamal_

kamal_
  • Members
  • 5 238 messages

Looks pretty birdlike.... hmmm..... 

bird head + gnoll/Misery Stone werewolf body (+ stock wing options) = 5th edition aarakocra?

bird head + Mysteries of Westgate were-rat body = kenku/tengu ?

 

since they used existing base bodies they'd be animated already



#925
4760

4760
  • Members
  • 1 204 messages

And we can easily make the glasses opaque with a texture edit, right?

Yes, it's an independent model, so you can even make them look like real eyes with th correct texture. Just remove the glow/self-illumination map.