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#51
-Semper-

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Well, there must be something wrong with the mdb exporter (Expotron, as I will need to also have a rigged model):

that's really weird. for the placeable i used rjshae's blender exporter. you can also export rigged meshes with tazpn's and rjshae's tools. expotron is only needed if you're exporting custom animations and/or skeletons.

 

@rjshae: sry to bother you in this thread, but is there something wrong with your exporter and the "only export selected" option? if there are separate models and an active selection, ticking the option only prompts an error without exporting something. this issue doesn't happen with nothing selected and the option unticked.



#52
4760

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Confirmed: Expotron is the culprit here. See below when Tazpn's exporter is used instead:

1058-0-1470688580.jpg

left: my version of the normal map, right: Semper's textures --> no more black spot between the neck and the shoulder, and a nicer look.

I didn't try rjshae's exporter since I didn't install Blender on this laptop.

 

Thanks for the files Semper.

 

@IADCFT: I agree, there's probably too much weight from c_giantfire_skel and pelvis for the lower back, I'll put more from ribcage so the sagging is not as heavy. I also (as you can see) retrieved the textures for the outfit.

1058-0-1470756841.jpg


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#53
IAmDeathComeForThee

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Awesome, nice to see that you've gotten the textures worked out!  And yeah, a bit of tweaking with the wights will definitely go a long way.  I see you've yet to get started on that right hand haha.  His inner triceps look to be bulging inward a bit as well on the left arm anyway.  Looks like I may have taken away one row too many polygons above his left knee as well.  Ah well.

 

Its great to see him coming together.  I reinstalled nwn2 as well so I'll be able to see him  in the flesh for myself all said and done.  Did you happen to make the 2k re-UV mapped textures as well?



#54
rjshae

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@rjshae: sry to bother you in this thread, but is there something wrong with your exporter and the "only export selected" option? if there are separate models and an active selection, ticking the option only prompts an error without exporting something. this issue doesn't happen with nothing selected and the option unticked.

 

It could be. I've never really tested that old option. I'll take a look when time permits. Sorry for the difficulty.



#55
4760

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And yeah, a bit of tweaking with the wights will definitely go a long way.  [...] His inner triceps look to be bulging inward a bit as well on the left arm anyway.

Here's the final result (putting less weight from the lower half of the body messes the animations up):

1058-1-1471264468.jpg

 

 

I see you've yet to get started on that right hand haha.

The cyclops' hands are too different form the fire giant's (much larger basically), which makes the rotations of the fingers more important for the cyclops compared to the fire giants. Without redoing the hands, I can't get a better result than this:

1058-3-1471264468.jpg

 

But I suppose you won't see the defects when you meet a cyclops in game: from afar, you won't notice the fingers as you'll try to avoid the rocks hurled at your party (I added the script for the rocks throws to the cyclops blueprint). If you get closer, it will probably be using a weapon anyway:

1058-0-1471264468.jpg

 

 

Looks like I may have taken away one row too many polygons above his left knee as well.  Ah well.

I added one row of polygons (if you still have the high poly version, I'd be interested to get it, since the death and knock down animations show more of the thighs as the cyclops falls backward).

 

I improved the tint map too:

1058-2-1471264468.jpg

R --> skin

G --> loincloth and accessories ("Armor 1" in the toolset)

B --> eye ("facial hair" in the toolset)


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#56
kamal_

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Can the necklace and the fur be two different tints? I'd rather have that than eye tinting.



#57
rjshae

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I'd rather have eye tinting, since it's such a prominent feature of this creature. Maybe just tint the fur and leather but leave the bone parts untinted?



#58
4760

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Can the necklace and the fur be two different tints? I'd rather have that than eye tinting.

 

I'd rather have eye tinting, since it's such a prominent feature of this creature. Maybe just tint the fur and leather but leave the bone parts untinted?

Done:

1058-0-1471291703.jpg

The necklace uses the "tint (Armor 2)" slot.


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#59
IAmDeathComeForThee

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Looks awesome 4760, very well done!   No worries on the hand, looks perfectly fine when wielding a weapon anyway.

Just a small detail but the verts on his lats look like they may be hiked up a bit too much.  The muscles in that area were meant to be covered by a good layer of fat, so they are abnormally large and could use some more sag as a result.  Just a minor thing if you can or can't get to it.  Overall he looks great though.

 

I might have his full complete game mesh yet as well for those legs, I'll see what I can find...



#60
IAmDeathComeForThee

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Here's where I mean on the lats, these few verts...

zn9dv6.jpg



#61
4760

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I'll see what I can do. When it looks good in the idle pose, it's unnatural while walking.


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#62
IAmDeathComeForThee

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Ah, gotcha.  Well that pose is definitely more than good enough then.  You certainly know what you're doing and I'll leave you to it. ^_^