Not forgetting our old friend... Santa Claws!

Not forgetting our old friend... Santa Claws!

<Warning - Chrismas C r a c k e r (damned stupid nanny software thought the second C word offensive!) standard of joke about to be uttered>
I wonder WHO's at the top of that tree? ![]()
TR
Can anyone help me?
I have grand problems with santas head. ![]()
<downing a tall orange juice...>
oh, my aching head...
What's wrong with yours? :-) We'll help, if we can.
<...and three willow-bark tablets>
Playing around with a couple of old statues. I think that I have the textures about right but I would like some comments on them. Hint ignore the lack of detail in the models, it's just the textures.
'Tis supposed to be a dwarfe.
A woman supplicant.
Remember I am trying to make these into ice sculptures by re-texturing them. So what do you think. This is my first go at this sort of thing.
TR
You can use TTI01_IceClear.tga which (I think) has a txi as well to give the shiny, transparent ice look without having to mess with textures yourself. I did this for my ice golems on the vault.
If they are also to be statues, but at the same time transparent, I would go through the trouble of merging the model sections with each other so you can get rid of the fact you can see the top faces of nodes inside other nodes. I am not sure if I have it in my toolkit functions rollout, but you can merge two nodes in GMax by doing this in the listener window:
newNode = $firstNodeName + $secondNodeName newNode.name = "newNodeName" (optional because if you loop it, who cares what its name is until the end)
...and then if you repeat that for all nodes, continuing to add them to the newNode, what you get is a single node which is the union of all 3D space occupied by the individual nodes, with all duplicate 3D volume removed (give or take errors, and we all know GMAX has errors).
//With my tool library installed and ready (in GMAX) //And with your object being equal to a single node with all parts being represented by elements of the whole (attached) createConcaveHull $objectNameHere deleteOriginal:true
It does leave behind all the original nodes, so you can either delete them, or save them separately in other file.
It does increase the poly count, but for static placeables, not many will notice or care. If you need to stay lowest poly, then simply don't do this. The quantity of increase, I have found, is approximately 3X on all my low poly individual nodes. There is no science behind that, and it will completely depend on what you are merging.
What it does give you is a great sculpture in a single object, with which you can then apply texture effects like those I have used on my ice weapons, gem weapons, and crystal orbs.
@Tiberius_Morguhn If I used a built in texture there would be precious little that was my own work. Also with my own textures I have a palette of 9 different colours. If you look at those pictures again you should notice that they are made with two different colours of ice - white for the bases and cyan (it looks blue but is paler than my actual blue) for the rest. Lastly making textures is not work, it's fun.
Anyway, that is all moot. I don't think I'll have anything to submit this month.
TR

If anybody else wants to poke around with ice sculptures, this is my first attempt using my concave hull builder. After that I simply welded vertices by proximity at 5cm. While it does have some shadow issues due to some ugly faces and normals, you can see how it is transparent, but does not have any of those blocky bits inside. I then cloned the shape and inverted the normals so I could do that wonderful crystalline look like on my crystal stuff elsewhere.
I seem to have forgotten how to make it so if I walk behind it you can see the actor. For some reason I go all invisible when seen through it. I know I conquered that at some point with other models...research research. Where are my notes...
MD you're welcome to try my textures. Just pm me and I'll stick 'em on dropbox.
TR
I think that ice or glass armour would be cool.
But, why not do a reskin of the Shopkeeper override to do the Santa's appearence?
https://dl.dropboxus...er_override.jpg
No hat. (i suck at modelling)
Next stop Evil santa.
ok, ice sculptures are taking a turn for the better. This one has better poly edges, so the shadow problems are gone. It also has reflective ice texture via the combination of opacity on the model and envmap in placeables.2da set to default. Yes he's also transparent, and casts a shadow. This uses three nodes: inner high poly, outer high poly, and shadow low poly. To get him to sparkle and be able to see actors through it, you have to set him as NOT static in the toolset.

If I get some more time this week, I still want to work on ice warriors. And with the way this has gone so far, I might do them as skins. If not them, I might just do some more animal sculptures based on OC animals.
After I started working on my ice golem people, I decided once again that I better check to see what other people have already done, maybe use it as a base. I see my ice warrior brute uses the DLA team's ruby golem, just like the one on the vault from Tiberius_Morguhn. I've used three different textures, and I plan to modify what parts of the whole are snow and where the crystals actually are. I'm going to press forward with my version since the color matches what I was going for more. Just another example of how many people in this community think alike. ![]()
Again, using the same golem as a base, I plan to do a 6 1/2 foot tall warrior and archer. They'll be thinned down a bit, and I may change the heads to match what placeables I plan to enshroud them in before they appear to players. I will also be modifying those shapes to be parented by the human animation series rather than the stone golem/earth elemental. I wanted only the brute to be rigid looking. Anyway, the human-sized versions will probably have on-model weaponry which will be coupled with an equipped item to make them function correctly. As in Dungeon Seige I, they will have a big sword, or a longbow. The brute uses his fist of course, but could be equipped with an on-model icy club (really not needed).
I may do a fourth version with a more smooth appearance which I will use as a wizard. I have some great textures of melted ice blocks. This is really iffy with the time remaining for this challenge.

Idea: santa hat as vfx, not covering face.
If they don't work out for this, they could always be repurposed towards the elemental one if that winsI may do a fourth version with a more smooth appearance which I will use as a wizard. I have some great textures of melted ice blocks. This is really iffy with the time remaining for this challenge.
Or you send them in as an addendum.
TR
I know it's a bit too late for a wish list, but a few models of kids of different ages (and races), as well as (openable?) presents would have been nice. ![]()

My ice people are starting to look more and more like the third version in the art above, except the guy inside is crystalline ice
It's taking a while, but my gingerbread cookie creature is slowly coming along. I've got the skinmesh body completely made, now I've building an inner skeleton to animate and use for shadows. I have to do all new animations for this guy, since none of the existing supermodels fit the odd proportions of the gingerbread man cookie.