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Custom Content Challenge: August 2014: African Adventures / Tileset Expansions


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#51
Verilazic

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WTB tileset expansions for the Drow Interior. Anything, even just a large doorway feature so it's possible to have even a half-way imposing entrance. >.<



#52
ia.Pepper

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  I am working on a sort of tribal mask, with inspiration pulled from multiple sources. One of which I can't remember the name of unfortunately, but I remain fond of it nonetheless. I am not yet certain how I am going to implement it, either a VFX or a helmet. If I go for helmet, I have to make some obvious changes.

 

  I may do another mask design (less raaoound) if I feel so inclined. Of course, no promises though. I have yet to finish this one first of all, and I am not entirely sure what obstacles I will hit when making this one. That will influence me whether I want to make a second one or not.

 

Teaser:

 

KJAY7Un.png



#53
Shemsu-Heru

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Werecrocodile.jpg

 

My werecrocodile uses 1 skin, some non skinned geometries and a custom dynamic tail.

This is not the typical lycanthrope creature, first of all it does not uses lycanthrope animations, it uses the OC, ancient lizard-men, animations. I have chosen them because of their jaw animations, and because of that my werecrocodile can use weapons and shields. I have made this in part , just in case some one wishes to use my werecrocodile as a 2nd Ed version of the minion of Seth, Al-qadim Segarran, or any other crocodile humanoid

 

 

Werecrocodile01.jpg

 

Werecrocodile02.jpg

 

Werecrocodile03.jpg

 

It's mainly built from a free Model of "killer croc" at tf3dm.com, from "DC Universe Online"....


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#54
MerricksDad

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I don't suppose you would release and link me that early so I could do a Khumat based on the model/texture?



#55
Draygoth28

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Going to try and get a zebra in for this month. May do both creature and mount if I have time.
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#56
Shemsu-Heru

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Werecrocodileswimming01.jpg

 

As I had done before with my "black lagoon creature" in a previous challenge, I have combined my werecroc model with the animations from "Flying NPCs, Succubus, Erinyes, Vampires, and Kobolds" MOD by StoneMonkey, in order to have a swimming version of the creature; And once again the results are far to be perfect, however I think that this is better than nothing....

 

Werecrocodileswimming02.jpg

 

 

@ MerricksDad: Don't you think that it could work for the Khumat as it is Now? No matter, anyway, I'll send you a message with a link for that....


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#57
MerricksDad

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@ MerricksDad: Don't you think that it could work for the Khumat as it is Now? No matter, anyway, I'll send you a message with a link for that....

 

 

Sure it could, but I'd prefer my own Khumat to be larger in the torso-head and more muscular. After after all it is a shadow creature and likely mutated by dark energies to be something more than naturally shaped. I would expect something more monstrous, misshapen, or otherwise not right in its anatomy.

 

76962_CN.jpgWD_Khumat.jpg

 

Edit: This is the crazy stuff I am talking to my friends and family about -- I go to look up some textures for variation between alligator and crocs and I end up reading for 2 hours about the Therapsida and Synapsids. I love dinosaurs and ancient mammals.


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#58
MerricksDad

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After examining Shemsu-Heru's model, I do feel very interested in doing a Khumat shadow creature. In addition, I would like to find a good gorilla animation set so I can make a realistic NWN gorilla and then modify it for various other forms, including 4-armed. Does anybody know of one that is already done, or could be made to fit the NWN animation scheme?

 

NM, I already rigged this one. With a few tweaks, it should do nicely. Now, to animate an actual gorilla!

 

JBuJk3p.png

 

Thinking about using the ghoul/ghast animation from baldur's gate. That way we can use it for a multipurpose animation series and give those undead more options.


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#59
Bluebomber4evr

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Those werecrocodiles are great, Shemsu! Could we maybe get a variant without clothing?

 

And that gorilla model looks fantastic Merricksdad!

 

I feel like I should do something, since it was my suggestion, but I can't make models. Anyone know how to make soundsets? I might try tinkering with that. I've been wanting a proper hyena soundset for Mecheon's awesome hyena model from the Animal challenge.



#60
Draygoth28

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Zebra is done. I got one model to work for both normal animal and a mount. Working on Giraffe now.


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#61
Killmonger

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Excellent news Draygoth28!

 

You are so fast at it....

While you're at it would you consider including the zt2 Grevy (a big zebra) and the zt2 Gerenuk (giraffe like)

 

I've tackled the zt2 wildebeest and some of the other antelopes (all working) because they all tend not to be used as rideable

But I have questions....

 

1) If I need to adjust the animation limits of just one part by just a little bit, I know there is a method for adjusting the entire file in max, It was like... selecting all the animation and then selecting the last keyframe using ctrl, or alt or something. Does this ring a bell anyone?

(My neck animations need to be lessened so the critters snout doesn't hit the ground)

 

2) Everything works fine in max, But how many skins can a bone be simultaneously connected to in Nwn1?



#62
Shemsu-Heru

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Those werecrocodiles are great, Shemsu! Could we maybe get a variant without clothing?

 

I feel like I should do something, since it was my suggestion, but I can't make models. Anyone know how to make soundsets? I might try tinkering with that. I've been wanting a proper hyena soundset for Mecheon's awesome hyena model from the Animal challenge.

 

Actually, I have my reasons for keeping some clothing pieces on it. In addition removing the "belt" would be easy, but the arms and hands pieces not, because they are only in the texture. They are part of the original texture from the model which I have use to build the werecrocodile. Anyway, Is it so annoying? I mean, a werecrocodile in their human form provably, wear clothes; And the ones which remains in their hybrid form are some that could survive to the werecrocodile metamorphosis.

 

You could try some 2D inventory items, you only need to know a little about image edition for doing that...



#63
MerricksDad

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...

 

2) Everything works fine in max, But how many skins can a bone be simultaneously connected to in Nwn1?

 

do you mean how many bones can a skin be connected to?

 

The number does not seem to be hardcoded, instead it relies on a lot of factors. I've done in the 20's on player models with success. A good rule of thumb would be to keep it to about 15. If you can find a seam two halves of the model can share, you can then do 15 on each half. This is particularly easy when dealing with models with a clothing type, or harnesses and straps.

 

The other rule is not more than 4 bones can affect a single skin vertex or you get other errors. Again, that is not hardcoded, and the output will vary between a crash and the fifth bone being omitted, mangling the skin in-game.

 

If you really mean how many skins can a bone be connected to, I would imagine that there is no limit except for the complexity of the model.


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#64
Draygoth28

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Sorry to ask, but how do you load images? Not sure if I forgot or it changed since last time I posted one.

#65
ia.Pepper

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do you mean how many bones can a skin be connected to?

 

The number does not seem to be hardcoded, instead it relies on a lot of factors. I've done in the 20's on player models with success. A good rule of thumb would be to keep it to about 15. If you can find a seam to halves of the model can share, you can then do 15 on each half. This is particularly easy when dealing with models with a clothing type, or harnesses and straps.

 

The other rule is not more than 4 bones can affect a single skin vertex or you get other errors. Again, that is not hardcoded, and the output will vary between a crash and the fifth bone being omitted, mangling the skin in-game.

 

If you really mean how many skins can a bone be connected to, I would imagine that there is no limit except for the complexity of the model.

 

  I do recall something saying that it does in fact have a "hard" limit. Though the limit is in the 30s or something, to my knowledge, if it truly does exist. So, it shouldn't be a problem of hitting that cap if it exists. Lower is better, of course. And even if you somehow hit that cap, you could add a second skin if you were clever enough, and problem can be solved in multiple ways.



#66
Shemsu-Heru

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Now my werecrocodile uses a modified version of Project Q lycanthrope animations, instead of those from OC lizardmen. The creature still can use weapons and shields but now looks better in unarmed combat and have better jaw animations.....

 

Werecrocodile03.jpg

 

Werecrocodile04.jpg

 

Werecrocodile06.jpg

 

Werecrocodile07.jpg


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#67
Shadowing2029

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We need some warriro, caster and rouge vairiant of the werecrocodile


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#68
Shemsu-Heru

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Good luck with that!


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#69
Bluebomber4evr

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Actually, I have my reasons for keeping some clothing pieces on it. In addition removing the "belt" would be easy, but the arms and hands pieces not, because they are only in the texture. They are part of the original texture from the model which I have use to build the werecrocodile. Anyway, Is it so annoying? I mean, a werecrocodile in their human form provably, wear clothes; And the ones which remains in their hybrid form are some that could survive to the werecrocodile metamorphosis.

 

You could try some 2D inventory items, you only need to know a little about image edition for doing that...

It's not annoying! :)

 

But it is odd if you have your lycanthropes set up like I do, using a script to polymorph from human models into the lycanthrope one and they're not wearing clothing like that in the first place. I also like to portray lycanthropes as not wearing human clothing while in hybrid forms as a choice of the lycanthropes.

 

It's not the end of the world if you don't want to do it; I can work around it if need be. I just thought that it would be cool to have another version without clothes to go along with the ones you've already made.



#70
Killmonger

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Thanks MD

 

So I've pushed on and finally got to exporting (using NWMax v5.06.01) some critters for their first photo shoot

But for the first time in a long time, I got this error:

 

! MAXscript Rollout Handler Exception

- Unknown property: "selfillumcolor" in 9 - Default:Standard

 

wtf?

 

The gazelle in question has two skins and 21 bones <"21 bones"- I know but have to try it>

Skins are attached above the rootdummy

 

I am unsure where/how to fix it.

A little help please?

 

<two other files have the same problem>

 

Thanks in advance....



#71
Shemsu-Heru

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@ Bluebomber4evr:

 

I'm going to be completely honest with you; The belt is hiding the break between the upper body and lower body textures, and the arms and hands pieces would require many work, time and skills to be replaced with a proper texture.

I have been working a lot with the werecrocodile, and feel that it's enough for now. I would rather to turn page, and doing something different instead of continue working on it...


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#72
Draygoth28

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I use Gmax not to sure about Max/ 3 d max. 21 bones are a lot I have never had luck with more than 17 and in some cases I get an error then.

#73
Killmonger

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Thanks Draygoth28, I will try again later today.

Presently I believe that my prob is related to the materials properties used by zt2

Exactly which button, lever or dial remains a mystery

 

Also, MerricksDad may be working on his gorilla...

I know that Randomdays packages (zt2, wp2, Daoc) contained numerous gorilla, chimpanzee and other biped meshs and skins. 

Some King Kong like animation would be pretty cool too

 

Perhaps he may requires those files?



#74
MerricksDad

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Just ran into some weird issue with my gorilla. need help a bit in another thread...sec and I will post the problem



#75
ia.Pepper

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  Despite not being a fan of my own work, I am still willing to release the mask I made.  :unsure: If I really wanted to improve on it, it'd require a complete overhaul of design, as the design didn't work out as well as I thought it would at first. But maybe somebody will like it or have a use for it somewhere down the road.

 

  And before anyone says anything, there are in fact round masks in certain parts of Africa. They don't scream african mask as well as the taller sorts of masks, but I liked the idea of a round mask so I went with it.

 

KDIzy8G.jpg

 

  I may revisit masks some other time, because I don't think it's a very good representation of what I had in mind. As for this challenge, I think that's it for me. Just a small contribution, so I can get back to my other plans.


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