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Wiccan man


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#1
PJ156

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I want to create a new creature for my current module:

 

The Wiccan man is a construct of sorts but made from a living man. The process can be carried out by any one but requires some magic skill. In my thinking this is a construct for charisma based magic users rather than int based.

 

It is a transformation from a living person to a mindless slave and the change is permanent. The person is mostly unwilling and the act of creating a wiccan man is generally considered and evil one. There are exceptions of course.

 

The wiccan man appears as a naked male or female who are covered in closely woven tattoos. The tattoos are an important aspect of the creature as they give it the skills it has. The creature has many strengths defined by these tattoos and so the level of the creature is defined by the level of the creator; as higher level sorcerers create more complex forms of the tattoos creating greater strength. Typical tattoos give the creature natural armor, stat bonuses and skills. very high level creators can give the Wiccan Man magical powers also though this take a lot skill and time.

 

The Wiccan man has no class and thus are mostly fighters though with a limited range of weapons etc as the ability to use a specific weapon is a specific Tattoo. That tattoo would take a simple form say for the use of short sword. A more complex form of the tattoo would give focus or specialization in the same weapon.

 

A tattoo can be applied to give magic resistance or even immunity at high levels. Lower levels could give the wiccan man resistance to elemental damage or certain spells as well as damage resistance.

 

Anyways, I'm going to flesh out all this stuff which has kind of fallen out of my head as I typed. But, what i have is a creature that can be anything to suit any level.

 

The reason this is up on CC is that i want to create a model.

 

The easiest way seems to be to take a naked man/woman and draw on the skin to give the tattoo's. Is that the case? If so what 2da's am I modding. I've not done anything like this before.

 

The man may look something like this only without the smile.

 

wiccan_zps433ab338.jpg

 

PJ



#2
kamal_

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It would be a human (or whatever race) cloth skin. No 2da editing necessary. You would base it on the nude skins already available, add your tattoos to the skin and name the file appropriately. Possibly MDB clone an existing human to have a model that refers to your texture, I'm not sure if that's needed for player races.

 

Basic version of I did the undead, since you asked about wiccan man there:

Find and and copy the existing undead model and textures for the mode, giving it the next number in sequence (so an original of ...01 becomes ...02). It's technically not necessary to use the next number in sequence, you can skip all the way up if you wanted. If it's not obvious which texture is used by the original model MDBcloner will tell you what texture is used when you open the model. Have MDBcloner create your new model, changing the texture names to the new textures you want to use.

 

That's it, the creature is now that model under the appearance properties. It's slightly more complicated if you are making alternate looks for armor types, the model name determines whether it's considered a CLoth, SCale, PLate etc appearance.



#3
4760

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The easiest way seems to be to take a naked man/woman and draw on the skin to give the tattoo's. Is that the case? If so what 2da's am I modding. I've not done anything like this before.

Exactly, and then all you have to do is prepare the texture (or textures as I understand there could be several levels / tatoo patterns) and use MDB Cloner to create a new bodyxxx armor (where xxx is the number of you new armor).

Two things you need to remember:

1) for a female creature, even if it won't be used (so no need to prepare tatoos for the male body) you need to have a corresponding male body.

2) you'll have to recreate the tatoos on all races you need (unless the UV maps between human, half orcs, gnomes, dwarves... are compatible, but I wouldn't bet on that).

 

One tip to make sure there won't be any conflict with any existing body armors: add a line at the end of armorvisualdata.2da, like this:

16	Duck_n_Monkeys_Costume_Barrel	"Costume Barrel"	DMCB	****
17	Pregnancy_outfit	"Femme enceinte"	EN	****
18	Wicca_Tatoos	Wicca	WM	****

As you can see, that's how I did it for the pregnant women... In addition to avoiding overriding other armors, it's a sure way a ensuring nobody will use the new models by mistake.



#4
4760

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Kamal was quicker to reply!



#5
PJ156

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Thanks for the quick replys.

 

So it's similar to retexturing a placeable:

 

I create a texture and apply is to a model in the cloner.

 

Does any one know where a good male nude can be found. Pants are fine but no Phallus I think. There are plenty of female nude out there. I think I even get to chose breast size, but this creature will be male.

 

PJ



#6
kamal_

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If you want to practice, you can always make a new undead skin (the wight for instance), since it would be practice just paint your texture entirely red so it's obviously being used.



#7
kamal_

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Probably what you want for skins

http://neverwinterva...r-pack-volume-1

http://neverwinterva...r-pack-volume-2

 

Volume 2 includes a male swimsuit option that has no other clothing, as well as loincloths and the like, as well as bare lower leg/feet as a boot option.



#8
rjshae

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Here's a few more:

Enough to start a small colony. Now all we need is fig leaf clothing...



#9
Eguintir Eligard

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You had me until naked

#10
Dann-J

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You had me *at* naked... :)



#11
Eguintir Eligard

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let the record show the title is wiccan man.



#12
PJ156

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You had me until naked

 

Naked is an overstatement. I'm not interested in parading private bits around the game so either sex will be in some for of clothing. I mean to say part, or mostly, naked. Not much point in a painted man if you cannot see the tattoos.

 

PJ



#13
Eguintir Eligard

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I knew you were a stand up guy

#14
Dann-J

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It sounds like a male wiccan man (assuming 'man' is generic for 'humanoid', as in 'lizardman') would look pretty much like a maedar (a male medusa).


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#15
PJ156

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I like that image I suit what i am trying to do well.

 

Ive had no time to work on this during the week as I was away. I hop to make some progress next week though.

 

PJ



#16
PJ156

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My Wiccan man looks like this right now (and may well do in game)

 

wiccan_zpsf208757f.jpg

 

I would like to tattoo and lighten up the head but if I try to overwrite the stock from the campaign folder it distorts all the textures. I think that is the only thing I will fix if I can. Otherwise I think this gives the image I wish to portray.

 

PJ


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#17
rjshae

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It looks good, although the neck seam is fairly prominent.



#18
Dann-J

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Will you add the tattoos to the glow map as well?



#19
PJ156

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It looks good, although the neck seam is fairly prominent.

 

I cannot mod the head model to change it. That's something I would very much like to fix but overriding the head model borks it good and proper.

 

Will you add the tattoos to the glow map as well?

 

I had not planned to but that's an interesting idea. I have never used a glow map though. Another learning curve :)

 

PJ



#20
Eguintir Eligard

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Needs more tats and maybe a darker blue to contrast more. His tats would not be apparent from most distances as it is.

#21
Tchos

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We could use some collars and other neck seam-covering accessories.  Dragon Age: Origins did it in the form of a necklace chain right on the seam that everyone happened to be wearing.



#22
kamal_

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I cannot mod the head model to change it. That's something I would very much like to fix but overriding the head model borks it good and proper.

 

 

I had not planned to but that's an interesting idea. I have never used a glow map though. Another learning curve :)

 

PJ

Glow maps, at least on placeables, map to the object in exactly the same way as texture maps, so you don't have to do any work other than telling the model it has a glow map and make sure the glow map exists. Any part of the glow map that's not black or clear, the model will glow that color at that spot. The glow map can't be changed via properties like model tinting, so you have to make a new skin for each glow you want (which is why my glowy arid stuff has 9-10 versions of each glowy thing). The standard naming convention for glow maps is the _si suffix. So wiccan_si.dds for instance.



#23
Dann-J

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Most of the glow map names I've seen have been named [texture name]_i.dds. I don't suppose it really matters what convention you use, as long as the MDB is pointing to the right one. I've seen a few diffuse textures using an _d suffix, for instance (whereas most don't have a suffix at all).



#24
PJ156

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Needs more tats and maybe a darker blue to contrast more. His tats would not be apparent from most distances as it is.

 

The fading of the tattoos is due to my having to darken the skin to try to match with the head. It's a complete pain :( A glow map might help. B.T.W this is a naked as he needs to be I think, there will be no female version.

 

We could use some collars and other neck seam-covering accessories.  Dragon Age: Origins did it in the form of a necklace chain right on the seam that everyone happened to be wearing.

 

I though of using a tattoo in the same way but I cannot identify where the neck is on the skin to make a good job of it. It's a good idea though and I may have a fiddle with it later.

 

Kamal_ and Dann, I will look at that later. It sounds simple enough and glowing tattoo's will emphasize the idea I think.

 

PJ



#25
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I would like to tattoo and lighten up the head but if I try to overwrite the stock from the campaign folder it distorts all the textures.

 

I cannot mod the head model to change it. That's something I would very much like to fix but overriding the head model borks it good and proper.

 

How did you add the tattoos? If you simply named your tattooed face texture like the original one, but with a different UV map, that would explain why the texture appears distorted. Although most models are mirrored left/right, there are some that use a front/back mapping.

On the other hand, if you added the tattoos on top of the existing tga/dds, the only thing I can think of is that maybe the texture got flipped during the process (as was the case for the bebilith port).

 

If you'd like me to have a look, just tell me which head model you chose and send me the tattooed texture.


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