Hello everybody,
I'll soon upload on nexus and the new vault a small pack containing two greatswords, two shields and one knife.
Some screenshots here:

(yes, some parts are also compatible with stock items!)

Hello everybody,
I'll soon upload on nexus and the new vault a small pack containing two greatswords, two shields and one knife.
Some screenshots here:

(yes, some parts are also compatible with stock items!)

I'd use that sword. Greatsword I hope and assume?
EDIT: and just read
I didn't think it'd be possible, but they actually seem to look worse than the standard weapons in the game. That's quite an accomplishment.
Have they been converted from NWN1 perhaps? That would explain things.
Nope, but I reduced the number of faces by more than 60% so they could compare to the standard weapons.
In game, I didn't see any difference though:


Well, even if it's in the worst addition to the game, I did reach the first place in one category! ![]()
More seriously, what would like to see improved? (I might not do it anyway, as I'm not a 3D artist at all!)
although a bit huge on the presented screens they look on par with the vanilla ones.
Ah, yes, I used the standard models to check the size.
I looks okay to me, once one suspends disbelief sufficiently to accept the skinny little character could possibly be holding that enormous chunk of metal one-handed and far away from the center-of-gravity like that. I.e. the same as the other greatswords in NWN2. ![]()
although a bit huge on the presented screens they look on par with the vanilla ones.
That's not necessarily a good thing. ![]()
They suffer from the same problem as many of the OC weapon models - the dreaded legoland look. They're far too chunky and unbalanced to ever be effective weapons in reality. You'd need a lot of physics-defying magical enchantment to be able to wield them in battle.
My preference is for weapon models that actually look like real viable weapons:
http://nwvault.ign.c...l.detail&id=383
http://nwvault.ign.c...al.detail&id=14
Note that there's a game design issue with weapon visibility; they may need to be made chunkier than normal so that you can see them clearly. Unfortunately that makes them look unrealistic.
Like sets, costumes and hand gestures in stage plays; everything has to be bigger and brighter than reality so the people up the back can see it. ![]()
That rock-textured greatsword could be improved by narrowing the handle (so it actually fits within a character's grasp), and moving the origin point for the right hand closer to the guard so it wouldn't look quite so unbalanced. A narrower handle would also emphasise the pommel, which would further correct the balance of the weapon.
A lighter base texture and a three-colour tint map would be the icing on the cake. It'd make a great blue ice weapon.
I agree, the greatsword is pretty big. I probably should have stated then that it was intended for a giant in the campaign I'm trying to make. But I could also make it smaller, for humans...
That rock-textured greatsword could be improved by narrowing the handle (so it actually fits within a character's grasp), and moving the origin point for the right hand closer to the guard so it wouldn't look quite so unbalanced. A narrower handle would also emphasise the pommel, which would further correct the balance of the weapon.

A lighter base texture and a three-colour tint map would be the icing on the cake. It'd make a great blue ice weapon.

The texture is probably too bright, but a shiny greatsword and a blue ice greatsword are now possible. Although the weapons parts will be placed with the other greatswords pieces, they won't fit with the stock parts, due to size reduction. They still look greater than longswords anyway.
Looks a LOT nicer, 4760.
I've made a slew of weapons for the custom weapon-and-armor system I'm working on (too early to release but I'll start a thread soon), 4760. If you need any, drop me a pm.
Thanks, I probably will soon!
Looks a LOT nicer, 4760.
Absolutely. Now it looks like it could be a viable weapon in real life, yet retains enough of a fantasy element to not be too mundane.
That nice big pommel would help to move the centre of balance further down the blade towards the pivot point of the hand, improving the maneuverability of the weapon. A guard that curves away from the hand also improves maneuverability (for me at least). There's nothing I hate more than trying to handle a sword with a long straight guard - I usually end up digging the tip of the guard into my own wrist (ouch!). There's much to be said for the smaller 'tsuba' guard of japanese swords.
Ha. Sabres in my lineage can have quillons as long as a greatsword. It'll break you of any asian sword-twirling habits you may have INSTANTLY. ![]()
I just found an axe (by 3dregenerator, original model at 40k+ faces) I ported to NWN2:

I believe I had problems with the facing and that's why I never released it. Maybe I'll do it now (well, not right away!)
There's nothing I hate more than trying to handle a sword with a long straight guard - I usually end up digging the tip of the guard into my own wrist (ouch!).

...and the druids of Faerun learned to use zwerchhau and only zwerchhau when wielding flaming weapons. Those who were slow learners were later mocked at Druid Club for the singe marks all along their wrists...
I like how the vulnerable part, the beam generator, is a nice big area right at the junction where you'd expect the enemy blade to slide down to if it were blocked.
What did you use to make these? + profiled for download
I like how the vulnerable part, the beam generator, is a nice big area right at the junction where you'd expect the enemy blade to slide down to if it were blocked.
Perhaps so but it looks cool and I think that was the principle driver behind the design ![]()
PJ