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[Request] Blood-Armor-Redesign for Arcane Warrior


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25 réponses à ce sujet

#1
DeepImpact

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How about a Blood-Armor-Redesign, that is better fitting the Arcane Warrior.

I could image:
- more like a chain-mail or scale-armor, less plate.
- more color: red, purple, runes

I prefer a redesign instead of something new!

Posted Image

#2
madal434

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Both look very good but i prefer the design on the left which draws ur focus to the chest, as opposed to the one on the right, which draws focus to the hips (not a bad thing really).

#3
DeepImpact

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It´s front and back :)

#4
jsachun

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Boots & Guantlets?

#5
DarthParametric

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DeepImpact wrote...

I prefer a redesign instead of something new!


I'm not sure what your definition of "redesign" is, but your sketch is definitely something completely new. Using human male armour as an example, there are essentially only 5 meshes in the vanilla game:

Posted Image

Technically there is also a 6th one for Templar armour, but really that's just massive armour with a skirt. Each race has a version scaled to their body size and females have their own girly variants for the first 4, but share massive meshes with males.

The current Blood Dragon armour is just a reskin of dwarf plate (and a pretty ******-poor one at that). Your sketch doesn't really fit any of the existing meshes. The medium armour mesh would probably be about the closest. If you wanted something very close to your sketch you'd require a new model (actually 7 new base models for all races/sexes, plus LOD variants for a total of 21 models) which is not exactly a trivial exercise. Your other option would be to try a retexture to approximate the sketch. It would require a lot of normal mapping though, which means getting someone proficient in using ZBrush or the like.

Modifié par DarthParametric, 01 février 2010 - 08:03 .


#6
Dark_Ansem

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very useful, Darth.

but what if someone wants to make an armor that covers your entire body? how does one fare with clipping?

#7
DarthParametric

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It depends on what you mean. I assume you mean something like the Templar armour? Here it is versus the massive armour it was derived from:



Posted Image



You can see they basically just removed the bottom hip plates, put on a bigger belt, chopped off the legs, extended the skirt, and added some boots. That's the sort of thing you'd have to do if you wanted full length armour.

#8
Dark_Ansem

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yes, something like the templar armor. but without the skirt and with gauntlets :P

or perhaps also with the skirt? I'm not really sure. it depends on how complicated is importing Armor in the Game, if compared to weapons.

Modifié par Dark_Ansem, 01 février 2010 - 01:37 .


#9
DarthParametric

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Boots and gloves are normally separate models. The Templar armour is fairly unique in that it combines chest and boots together into a single model.



Getting custom armour into the game is significantly more difficult than weapons because it is an animated mesh.

#10
Dark_Ansem

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but it could be possible? because I believe that it could suit the TC better, an armor that encompasses 3 equipment slots (at least in appearance), rather than a multi-piece armor.

#11
Nattfodd

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Now with the Chewy's exporter tool for 3Ds Max/GMax you can import in toolset new custom full working animated meshes.

If you need a full set of armor in a single mesh, you can try to start importing in your 3d software existing similar models (the first mesh i thinked about is the Morrigan robe) and substituting it with you custom mesh.

I'm currently working in a more sexy model for female nude/cloths meshes and i'm getting good results starting from the Lady of the Forest model.

#12
Dark_Ansem

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what about tapzn tools?

#13
DeepImpact

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I would say, the templar-model is more what I would expect for an arcane-warrior, because of the "skirt".

#14
Nattfodd

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Tapzn's tool doesn't work well with animated models.

#15
Dark_Ansem

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@DeepImpact

the templar model is one of the best things in the game. I don't know even why I like it so much. with a cloak it would be perfect...



@Nattfodd

plus I believe he's been somewhat absent from the scene for a bit, right? Chewy is actively working to improve his tool.

#16
DarthParametric

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The problem with tazpn's tool is not that it doesn't work, it's that no 3D app strictly conforms to the FBX format he is using (including Autodesk apps like 3DS Max - and it's their format). The fact that CG's script can export animated meshes (and that is still a bit flaky last time I looked) doesn't lessen the difficulty involved. You still have to build the mesh, then weight and rig it. The actual export process is fairly inconsequential to the discussion, as it either works or it doesn't.

#17
Dark_Ansem

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well one has to start from somewhere... the more one knows about it, the better.

#18
Nattfodd

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However tazpn's tool is essential to convert original .mmh files into FBX format. Now my working flow is:



- Browse the model i need to start from, with Adino's DATool model manipulator.

- Save the .mmh, .msh, .phy and .mao files using the DATool "Save All" feature.

- Use tazpn's tool to convert .mmh to .FBX.

- Importing .FBX into 3Ds Max/GMax.

- Remodel the imported FBX or import my custom model into the scene

- Copy the SKIN modifier from the fbx model to my remodeled/custom model

- export using Chewy's exporter tool



I succesfully added a new female body into the toolset with this procedure, and tested with no error in game.



Obviously the modeling part is the long and hardest work to do.

#19
Dark_Ansem

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what is the SKIN modifier?

#20
Nattfodd

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If you have familiarity with 3d modeling software you should know that you can add/apply "modifiers" to your mesh.

As the name said, a "modifier" let you apply to the mesh a wide variety of "modifications", such as bending, twist, smoothing, in an automatic way.

Into 3Ds max/Gmax the SKIN modifier let you define how the mesh will be "deformed" by a particular bone moves.

Inside the imported FBX, together with other informations, you will find the mesh, the bones and this modifier applyed to the mesh.

#21
Dark_Ansem

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good. so when I try I will not miss it. someone should still make a tutorial for complete noobs like me, a step-by-step custom armor tutorial.

#22
DarthParametric

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The "skin modifier" in Max is referred to as weighting in (some) other apps.

Dark_Ansem wrote...

someone should still make a tutorial for complete noobs like me, a step-by-step custom armor tutorial.

There's no point. If you are a "total noob" then what you need is to go away for a few months or years and learn how to model and animate. The process has nothing to do with DA.

Modifié par DarthParametric, 03 février 2010 - 01:09 .


#23
DarthParametric

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Gah. Double post.

Modifié par DarthParametric, 03 février 2010 - 01:09 .


#24
Dark_Ansem

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I mean a tutorial for importing armor models in Dragon Age. not for modeling itself.

#25
DarthParametric

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That's already covered in the instructions for the tools themselves in terms of exporting a game-usable mesh. Making custom armour in the toolset is covered on the wiki as far as I know.