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#101
4760

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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.

 

Couldn't find a matching skeleton... So I rigged and skinned the beast:

901-1-1401638908.jpg

Next step: animations! (at this time, only idle is done, and it probably would need more work anyways).


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#102
Dann-J

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It could also pass as a bullywug or frogkin.



#103
rjshae

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gungan_sacred_place04.jpg



#104
Loki_999

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Also makes a passable Slaad!



#105
rjshae

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There's a decent looking set of Bear textures as part of a free model on TurboSquid. Maybe a reskin would improve the appearance?

 

bearsrender.jpg24039e50-8833-42d4-a71c-f



#106
kamal_

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What alternate textures for the Stone Wall placeables would interest people? Old weathered wood shown. The placeables take seamless textures very well.

 

2014_06_12_21_13_20_Obsidian_Neverwinter


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#107
Tchos

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I've toyed with an adobe texture for those walls.



#108
rjshae

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A worn concrete seawall set could be useful for a dock. Perhaps elven marble, rusted metal with rivets for an evil fortress, sandstone blocks in a desert area, or some of the worn brick textures from the RB Ruins set.



#109
kamal_

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I've toyed with an adobe texture for those walls.

 

RWS Adobe texture 1. If people want adobe I'll use the RWS textures so they have a unified look with the RWS adobe stuff. Things will be tintable in the first channel by default. If people want more advanced tint/normal maps, they will have to make them.

2014_06_13_19_55_34_Obsidian_Neverwinter


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#110
kamal_

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Saving space with links...

 

While I want to include popular options by default, one thing is that builders can always just replace the textures included with their own (what I'm doing now to make these screenshots quickly). I plan on making 4-5 sets of the "stone walls", so builders would be able to get 4-5 sets of walls in their choice of textures in their work just by replacing textures, plus the stock of course.

 

"Elven" Marble

https://dl.dropboxus..._2_Toolset_.jpg

 

"Evil" version one (I like this one better than the other evil version), textures from RWS

https://dl.dropboxus..._2_Toolset_.jpg

 

"Evil" version two, riveted metal textures from RWS

https://dl.dropboxus..._2_Toolset_.jpg

 

Concrete block, or just large stone block.

https://dl.dropboxus..._2_Toolset_.jpg

 

Racerblue stone with carving

https://dl.dropboxus..._2_Toolset_.jpg

 

Racerblue stone block with carving

https://dl.dropboxus..._2_Toolset_.jpg

 

Racerblue brick

https://dl.dropboxus..._2_Toolset_.jpg


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#111
PJ156

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Those look great Kamal_. The Adobe looks a bit thin for my liking but I love the wood and evil 1.

 

The marble is the best for me though. Can that be tinted?

 

Have you done utps against reserved rows in the 2da.

 

With this and the work RJS is doing I see a new update to the cornucopia coming along. :)

 

PJ 


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#112
kamal_

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I will do adobe, evil 1, wood (I like the wood too), marble (I don't like it myself, but it's popular), and ice (I think we need ice walls, and it's my project so nyah nyah nyah!). That will give a good variety. May I suggest plant/topiary texture instead of marble? You can always swap out the texture, and I think topiary might be a little more generically useful than marble.

 

All will be tintable in the first (red) channel. Adobe and evil 1 have proper normal maps since RWS did them elsewhere. The others will get basic flat normal maps. If people want better maps, they can contribute them.

 

Yes, I will be reserving placeable 2da ranges. There will be utps.


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#113
Tchos

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This is the one that I had played with some time ago.  I used a stock texture, which was PLC_MAP_Hills_X2 (with the normal map PLC_MAP_Hills_X2_N), which I applied in MDB Cloner.  I never did any further pieces of the wall because I decided I wanted to use a different wall model.


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#114
kamal_

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Choices for you to make. Let me know which you prefer

 

Adobe choices. All textures come from RWS Adobe, so they should all match the RWS Adobe stuff.

https://dl.dropboxus...wall_adobe1.jpg

https://dl.dropboxus...wall_adobe2.jpg

https://dl.dropboxus...wall_adobe3.jpg

https://dl.dropboxus...wall_adobe4.jpg

https://dl.dropboxus...wall_adobe5.jpg

 

Natural grassy wall. These could really use a good normal map.

https://dl.dropboxus...all_nature1.jpg

https://dl.dropboxus...all_nature2.jpg

https://dl.dropboxus...all_nature3.jpg

https://dl.dropboxus...all_nature4.jpg

https://dl.dropboxus...all_nature5.jpg

 

Wood (two choices in the same picture)

https://dl.dropboxus...s_wall_wood.jpg

 

Ice

If you have an ice texture you really like, point me to it. I have only one I'm happy with, but I'm not ecstatic about it.

https://dl.dropboxus...es_wall_ice.jpg

 

Plus the "Evil1" texture from above.



#115
rjshae

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Of those, my picks would be adobe2, adobe5, and the lighter wood. The last racer blue wall looks good.

 

I think a marble wall might work better with blocks or panels.



#116
PJ156

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Of those in your last post adobe 2,4,5 and nature 2. Both wood thought the light and a tint map would do equally well if the texture were taken back to a pencil sketch black and white then give a very light warm base colour.

 

PJ



#117
Rolo Kipp

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<juggling two...>

 

Adobe 1 (& 4), nature 4, the lighter wood in the foreground and the SoU NwN1 ice texture plc_x0ice.dds =)

 

<...many things at once>



#118
kamal_

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Default stone wall variants will be:

Adobe 2, Evil 1, lighter wood, racerblue brick, and nwn1 ice

 

Also, I was waiting for that third vote... adobe city walls (minus the flat card wall). This was more difficult to set up because there is one texture used by the stock walls, and the models wrap various pieces of it to parts, so you can't just swap texture willy nilly. The walls are tintable (I copied pj56's tintmap for the stock city wall).

 

wall_city_adobe.jpg



#119
PJ156

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Those city wall retextures are good, Makes me wonder if I should use them and cease F******g about with blender.

 

Some thing to think about over the next week.

 

PJ



#120
Tchos

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As I recall, those models have an origin point that's not at the bottom of the models.  There's more of the models under the ground for you to display.



#121
kamal_

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As I recall, those models have an origin point that's not at the bottom of the models.  There's more of the models under the ground for you to display.

That is correct. Don't worry, the textures cover it.



#122
kamal_

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Need someone to make proper normal maps for these.

wood/highly textured rock

https://dl.dropboxus...k_face_alt1.jpg

mind flayer/fungal/spider

https://dl.dropboxus...k_face_alt2.jpg

glass/organic

https://dl.dropboxus...k_face_alt3.jpg

visually interesting rock

https://dl.dropboxus...k_face_alt4.jpg

sandstone (I have a normal map for this one)

https://dl.dropboxus...k_face_alt5.jpg


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#123
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Adobe2

Adobe4

Adobe5,

Nature2

Wood (tinted more brown)

 

And from the first post:

2014_06_12_21_10_31

2014_06_13_20_33_35

2014_06_13_20_39_14

2014_06_13_20_40_25



#124
rjshae

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Need someone to make proper normal maps for these.

wood/highly textured rock

https://dl.dropboxus...k_face_alt1.jpg

mind flayer/fungal/spider

https://dl.dropboxus...k_face_alt2.jpg

glass/organic

https://dl.dropboxus...k_face_alt3.jpg

visually interesting rock

https://dl.dropboxus...k_face_alt4.jpg

sandstone (I have a normal map for this one)

https://dl.dropboxus...k_face_alt5.jpg

 

That's fairly easy in Gimp. Under the FIlters => Map menu, select Normal map... and tune to your satisfaction. For normal maps, I do suggest using the gimp-dds plugin for exports and setting Generate Mipmaps with compression to BC3nm during the save.

 

I can do it if you prefer.



#125
kamal_

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As I recall, those models have an origin point that's not at the bottom of the models.  There's more of the models under the ground for you to display.

 

Here is the full view

 

2014_06_16_20_30_34_Obsidian_Neverwinter


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