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#1
IAmDeathComeForThee

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Hey everyone, a while ago I was working on a Cyclops character but ended up abandoning everything NWN2,  I found the old files and thought I'd post them here if someone wants to do something with them and weight the bones properly.  I think I had it rigged and skinned, but cant remember and no longer have 3ds max installed to check.  I think it was the forum member 4760 was doing a lot of NPC work might be able to work with these if he's still kicking around.  Anyway, here ya go. 

https://www.sendspace.com/file/0t69kl

 

Im not sure how reliable this download site is, so if anyone wants to archive the files in case the link goes down and I'm no longer around, you're free to do so.

 

Don't have any old images kicking around except for this non game ready render.  Would be cool if someone got him in game, if not, oh well.  Better to collect dust here then on my HD with no access. :P

 

Cyclops_Iso2.png


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#2
Tchos

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I remember.  Thank you for posting it, and for the permission to put up a permanent archive of it.  Someone here can certainly make use of it.


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#3
4760

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Thanks for this! I downloaded it and imported it in 3ds max (hopefully, you also had an obj export, because it looks like you made it with a newer version than 3ds max 8, so if you had it rigged, it's lost. [I have 3ds max 2015 and 2016, but they can't read files older than 3 previous versions...])

The good news is that if I can find a stock skeleton that fits, all the animations will be done already! ;)

 

By the way, I think the textures for the loincloth and necklace are missing, is there any chance you still have them somewhere?


  • rjshae, IAmDeathComeForThee et kamal_ aiment ceci

#4
IAmDeathComeForThee

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Happy to drop it off to you guys.  Should have done it a lot sooner.  Pretty sure I used 3ds Max 8, so not sure what the deal is there...  I had it rigged to the Fire Giant skeleton which seemed to be a perfect fit.  Hopefully that will work for you.  I apologies for the wonky UV skin, I had issues unwrapping and my seams always exported randomly and not where I would place them prior to the export.  Seemed to be a bug in the program, though not sure why.  So some of the seams are in bad places, but it seemed to still look alright regardless.  Let us know how it works out for you 4760, looking forward to seeing what you can do.  Glad you are still around to be able to work your magic! :)


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#5
MokahTGS

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Thank you for doing this!  Hopefully someone will take this up and get it finished.



#6
IAmDeathComeForThee

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By the way, I think the textures for the loincloth and necklace are missing, is there any chance you still have them somewhere?

Sorry, missed this somehow. I'll take a look and see where I have them hidden. They've got to be kicking around here somewhere. I'll see if I can dig them up tomorrow..

Thank you for doing this! Hopefully someone will take this up and get it finished.

Happy to get it out, hope so too!

#7
4760

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The cyclops doesn't look as nice in game as in the render picture (don't pay attention to the skinning issues, this is just a test to check how the fire giant skeleton fitted). It's probably only a normal mapping problem, since the shadows disappear with a blank normal map (right picture):

 

901-0-1467233457.jpg901-0-1467235546.jpg

 

The good news is the giant fire skeleton will probably not require too much work. However the UV mapping will need to be redone I'm afraid...


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#8
rjshae

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It looks like the Cyclops has become a saggy, overweight office worker. Maybe he's management material? :D


  • ArtemisJ aime ceci

#9
4760

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Still struggling with the normal map, but the fire giant skeleton works perfectly. I need to fine tune the fingers and correct a few vertices here and there influenced by a wrong bone, but at least that part is done.
  • PJ156 et rjshae aiment ceci

#10
4760

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I apologies for the wonky UV skin, I had issues unwrapping and my seams always exported randomly and not where I would place them prior to the export.  Seemed to be a bug in the program, though not sure why.  So some of the seams are in bad places, but it seemed to still look alright regardless.  Let us know how it works out for you 4760

Took me some time, but I finally fixed the UV (had to, it looked alright in 3ds max but not at all in NWN2).

Out of curiosity, how many faces did you non game render have?



#11
kamal_

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The cyclops doesn't look as nice in game as in the render picture (don't pay attention to the skinning issues, this is just a test to check how the fire giant skeleton fitted). It's probably only a normal mapping problem, since the shadows disappear with a blank normal map (right picture):

 

901-0-1467235546.jpg

 

The good news is the giant fire skeleton will probably not require too much work. However the UV mapping will need to be redone I'm afraid...

Those are some serious moobs. :lol:



#12
4760

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Cyclops_Iso2.png

 

Not as nice as IADCFT's original, but here it is in game:

1058-2-1468107994.jpg

 

1058-0-1468107994.jpg

 

Since I had to rework on the UV map, and as the texture file was missing for the necklace and loincloth, I added it and made a tint map as well:

1058-1-1468107994.jpg

 

The blueprint is ready too, all that's left to do is prepare the hak and upload it on Nexus and the Vault, but that'll be tomorrow!


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#13
ShadowM

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Thanks for this, I like the skin. I probably use it for cyclops or other creature for nwn1 :)



#14
IAmDeathComeForThee

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AHHH!  my poor cyclops has melted!  haha :lol:

Im not sure what the deal is with the normals, did you try reversing them?  Anyway, at least he's going to get in game in one form or another.  Too bad so much detail was lost along the way.   Ill try and find you the texture file for his clothes yet....   I have to do some digging in my old HD which is still uninstalled.  What you were able to do still works at least. 


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#15
4760

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Yes, I tried reversing the normals or use the second normal map you included.

#16
IAmDeathComeForThee

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gotcha.  Too bad those shadows turned out so blotchy.  He had definitely looked a lot better for me in 3DS.  Oh well.  Have you tried turning up the specularity to give a slight sheen on the texture?  I thought I had included a specular map which helped bring out some detail in the light as well.

Thanks 4760 for doing all of this, I really appreciate your work and you taking the time for this. :)   I don't have NWN2 installed so if you could it would be great if you could eventually make a clip of him if you have the time so I could see him in action.



#17
rjshae

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Part of the difference may be the lighting. Perhaps he'll look more similar to the 3DS shot with the sun at a lower angle?



#18
4760

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Have you tried turning up the specularity to give a slight sheen on the texture?

Good catch, I don't remember having tried this.


I thought I had included a specular map which helped bring out some detail in the light as well.

Yes you did, but as far as I know the specular map is not used by the NWN2 engine. Unless it's saved with the mesh? I'll export the mdb with the specular map to compare with the version without.

Thanks 4760 for doing all of this, I really appreciate your work and you taking the time for this. :)   I don't have NWN2 installed so if you could it would be great if you could eventually make a clip of him if you have the time so I could see him in action.

You're welcome. Besides, thanks for sharing your files first.
For the clip, my graphics card doesn't have the option, I'll have to check if a program I coded a few years ago (VB6 + Windows APIs) still works!
  • IAmDeathComeForThee aime ceci

#19
4760

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Part of the difference may be the lighting. Perhaps he'll look more similar to the 3DS shot with the sun at a lower angle?


Good idea, let me see. I am away from home at the moment, so it'll have to wait for a few days.

#20
Tchos

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Yes you did, but as far as I know the specular map is not used by the NWN2 engine.

 

What?  NWN2 absolutely uses specular maps.  It's stored in the alpha channel of the normal map.



#21
rjshae

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What?  NWN2 absolutely uses specular maps.  It's stored in the alpha channel of the normal map.

 

Yes, in GIMP I use the Layer Mask tool (set to White) on the normal map texture to apply a specular map to the alpha channel. It works pretty well once you get the hang of it.



#22
IAmDeathComeForThee

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It seems like the vertices on his back may be weighted a bit too much to the lower leg bone causing his lower back to sag more than it should, also making the polygons stand out more then they need to.  does that sound right or does it have more to do with the bone structure of the fire giant causing it to stretch a bit?   His back just seems off as well as his arms a bit.  Might just be what I ended up with on the model or how it turned out to make it work weighted to the fire giant skel.

 

Also, I used a program called Crazy Bump to tweak the normal map and to make the spec map.  You can adjust the depth etc of the normal map and whatnot.  Its a licensed program but there is a 30 day free trial if you want to take a look and tweak things to see if you can get better results 4760. Something doesn't seem right on that normal map as you dont even get any detail on the veins etc which I had well visualised inside 3ds.  What are your material settings for the normal map inside 3ds?  Maybe it needs to be tweaked there before exporting to make things pop out better?  Also what resolution do you have the textures at?



#23
4760

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What?  NWN2 absolutely uses specular maps.  It's stored in the alpha channel of the normal map.

  

Yes, in GIMP I use the Layer Mask tool (set to White) on the normal map texture to apply a specular map to the alpha channel. It works pretty well once you get the hang of it.


Ok. But when you've got a normal map and a specular map, how does it work? I suppose the exporter doesn't merge the two maps, so I'd need to copy the specular map into the alpha channel of the normal map, wouldn't I?

#24
4760

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It seems like the vertices on his back may be weighted a bit too much to the lower leg bone causing his lower back to sag more than it should, also making the polygons stand out more then they need to.  does that sound right or does it have more to do with the bone structure of the fire giant causing it to stretch a bit?   His back just seems off as well as his arms a bit.  Might just be what I ended up with on the model or how it turned out to make it work weighted to the fire giant skel.

I'm sure the leg bones don't influence the back, but there could be some adjustments to make between the hips and the torso.

Something doesn't seem right on that normal map as you dont even get any detail on the veins etc which I had well visualised inside 3ds.  What are your material settings for the normal map inside 3ds?  Maybe it needs to be tweaked there before exporting to make things pop out better?  Also what resolution do you have the textures at?

I tried at 0%, 30% and 100% : even at 100% the veins don't show well. I also made the material background white, and kept the resolution the same as the texture files (but they weren't dds or tga files, maybe I should redo the conversion).
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#25
rjshae

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Ok. But when you've got a normal map and a specular map, how does it work? I suppose the exporter doesn't merge the two maps, so I'd need to copy the specular map into the alpha channel of the normal map, wouldn't I?

 

The Layer Mask modifies the opacity (alpha channel) of the texture. So after I apply the 'Add Layer Mask...' to the normal map texture, I paste in the (suitably modified) grayscale specular map texture then apply the Layer Mask.

 

I'm sure there must be something equivalent in Photoshop.