Search found 68 matches

by Kikaimegami
Thu Mar 15, 2007 9:07 pm
Forum: Concept Art
Topic: Lady N's Conceptual Art (Updated Aug 10)
Replies: 298
Views: 43766

That last dress is amazing; I love it. <3
by Kikaimegami
Thu Jan 25, 2007 11:52 pm
Forum: Developer Showcase
Topic: The Scumcase -Now with models!
Replies: 37
Views: 5839

I love that picture with the sun through the leaves :D

Those elemental guys are pretty damn awesome, too.
by Kikaimegami
Thu Jan 25, 2007 8:33 pm
Forum: Archives
Topic: Textures, and Lighting
Replies: 22
Views: 1678

Yes, seconding posting the textures, and possibly the mesh, so we can have a looksee! :)
by Kikaimegami
Thu Jan 25, 2007 8:32 pm
Forum: Developer Showcase
Topic: Fairwater's Showcase
Replies: 83
Views: 11733

I'm digging this one :) I think it should be made of stone perhaps. As I've mention elsewhere, looking for free stock images and textures online can net you some nice source material for really nice textures. You could do most of the textures for this with pictures of stone, wood, and rope :)
by Kikaimegami
Thu Jan 25, 2007 7:58 pm
Forum: Developer Showcase
Topic: Wasabi's Reinstatement Showcase : )
Replies: 38
Views: 5852

I've got the Arboreu loaded up in Blender right now and am listing the few things I can see off-hand. UV Mapping: While he looks fine with the textures you've put on him, the mapping is a bit confusing and he would be very difficult to retexture in his current state. I'd say to completely redo it. I...
by Kikaimegami
Thu Jan 25, 2007 2:58 pm
Forum: Archives
Topic: Why'd you use this avatar? Psychological, in-depth thread.
Replies: 51
Views: 3787

Hey, I never saw this thread before! My avatar is a picture of Atrios I drew a couple months ago. He's been in my avatar in some way or another since I started playing Morrowind and is one of my longest running characters along with Daeinde. I'm a bit funny about them, because not only are they char...
by Kikaimegami
Thu Jan 25, 2007 3:28 am
Forum: Archives
Topic: please define spam.
Replies: 16
Views: 1092

@Skittles - Spam is when you make wildly off-topic posts, either with the intention of raising your postcount, or to just be annoying. Spam is also when you post things that go out of bounds of what is expected to be posted on a given forum. This thread, for example, is spam. You should PM the perso...
by Kikaimegami
Mon Jan 22, 2007 3:59 am
Forum: Developer Showcase
Topic: Fairwater's Showcase
Replies: 83
Views: 11733

Those are looking nice! I'm especially digging that first one, it looks great. I'm assuming, by cleaning them up, you mean you're trying to be more conserving of poly's, since that first screen from inside Max has a "screen door" thing going on with the faces and could be cut waaaay back.
by Kikaimegami
Mon Jan 22, 2007 3:52 am
Forum: Archives
Topic: How to make Oblivion meshes with Blender!
Replies: 5
Views: 613

How to make Oblivion meshes with Blender!

I posted this in skittles' showcase, but realized other people may be interested as well. Yes, I am copy and pasting this, because it was typed out fine the first time :P (This is, of course, assuming that you have already created a mesh which will work (ex: if it's armor, it needs to be rigged befo...
by Kikaimegami
Mon Jan 22, 2007 3:44 am
Forum: Developer Showcase
Topic: skittles' showcase
Replies: 18
Views: 3697

yeah sure.. uh how bout a dagger. ill start today but i need someone to give me the direct link to the blender NIF scripts for OB. the ones i have arent working. They will never work. The latest Blender NIF scripts can only export up to 20.0.0.4, Oblivion uses 20.0.0.5 There is a way to get your Bl...
by Kikaimegami
Sun Jan 21, 2007 6:32 pm
Forum: Archives
Topic: Necrom - Models and Textures for OoT
Replies: 70
Views: 7749

Screenshot gallery of a few fixed meshes. http://s2.photobucket.com/albums/y41/haplo12345/Necrom/ Ach! Zip those up and send them to me! Also, who is doing them? I was poking at the tower mesh, but I haven't made anything in game yet. If someone else is doing them, I don't want to muck with the mes...
by Kikaimegami
Sat Jan 20, 2007 11:28 pm
Forum: Archives
Topic: Necrom - Models and Textures for OoT
Replies: 70
Views: 7749

They were removed long ago, since they weren't anywhere close to Beth's standards. Or so I hear, in my limited experience I liked what I saw in the screenshots (minus the Pyramid). I can get screenshots later of what the current meshes look like, but the tower mesh alone is a minefield of gaps and ...
by Kikaimegami
Sat Jan 20, 2007 9:23 am
Forum: Archives
Topic: Necrom - Models and Textures for OoT
Replies: 70
Views: 7749

I have them as well. A while back I thought I would go ahead and start fixing them. After I loaded them all up and gave them a close inspection, I realised that almost all of them might as well be redone from scratch. Either because the errors are mind numbingly frustrating or the model just looks ...
by Kikaimegami
Sat Jan 20, 2007 9:11 am
Forum: Archives
Topic: Necrom - Models and Textures for OoT
Replies: 70
Views: 7749

For the Necrom ints, I'm of the opinion we should just retexture the existing velothi pieces. For the exterior, there's normally all the pieces that exist in the bsa. You can use ghostwheel's "[url=http://www34.brinkster.com/ghostwheel/]bsapack[/url]" utility to extract TR_Data.bsa. Copy ...
by Kikaimegami
Sat Jan 20, 2007 12:53 am
Forum: Archives
Topic: Necrom - Models and Textures for OoT
Replies: 70
Views: 7749

Interiors too? Woes. I was just given ext meshes, only one int in the pile I have. I don't think I can do new meshes. I could probably fudge together some ext meshes, but the only architectural modeling experience I have is from 3dsmax3.11 over five years ago: some Greek styled things and a suspensi...
by Kikaimegami
Fri Jan 19, 2007 11:04 pm
Forum: Archives
Topic: Priorities for Morrowind
Replies: 61
Views: 4285

Yes sir! Breaking things now, sir! *salute*
by Kikaimegami
Fri Jan 19, 2007 10:41 pm
Forum: Archives
Topic: Necrom - Models and Textures for OoT
Replies: 70
Views: 7749

Necrom - Models and Textures for OoT

I have, within my clawed grasp, the meshes and textures for Necrom. The problem is, Necrom is a minefield of ! boxes, so I am not entirely sure which meshes are actually used. If anyone who knows for sure could give me a list, I would be extremely grateful. I will be redoing the textures and hopeful...
by Kikaimegami
Tue Jan 16, 2007 8:17 am
Forum: News
Topic: Change in Management
Replies: 19
Views: 4359

Congratulations!

May you stay sane and productive!
by Kikaimegami
Tue Jan 16, 2007 3:26 am
Forum: Archives
Topic: Blender Help...
Replies: 11
Views: 1457

I did it, kind of... I have been able to sanction it to one side now, but it still has a stretched texture. I'm guessing I need to UV map it to get it "unstretchy" for lack of a btter word. Yup, you need to UV map each object. It'll distort oddly if you don't. I'm guessing you don't need ...
by Kikaimegami
Sat Jan 13, 2007 6:57 am
Forum: Developer Showcase
Topic: Fairwater's Showcase
Replies: 83
Views: 11733

Actually, you could replace all the strings with a single, alpha'd plane (that stretches across that entire part) and then another exactly in the same place, one facing up, the other facing down, and both set to use the same part of the UV map. Saves on polys :D
by Kikaimegami
Wed Jan 10, 2007 4:26 am
Forum: Developer Showcase
Topic: Tom's Showcase
Replies: 21
Views: 2334

I like it, actually. It's an interesting bit of fiction and takes a twisted view on the monomyth and the Lorkhan-Akatosh business :D Grammar Check! Princedom of Lorkhan Lorkhan convinced and contrived the Original Spirits to bring about the creation of the mortal plane, upsetting the status quo. I w...
by Kikaimegami
Mon Jan 08, 2007 8:46 pm
Forum: Developer Showcase
Topic: Fairwater's Showcase
Replies: 83
Views: 11733

Woo, congratulations! :D

You could export both versions to OBJ. That meaning, one with the first UV map applied and one with the alternate. There will be five files (since two have alternates) but it shouldn't be too large of a rar.

Those models look very close to the origical concepts! Nice :)
by Kikaimegami
Sun Jan 07, 2007 7:59 am
Forum: Developer Showcase
Topic: Fairwater's Showcase
Replies: 83
Views: 11733

Whoa! Those are beautiful! That is looking very nice there, man! :D I'm very impressed. Great work! I'd have to get my claws on the original files to see how they line up on the actual meshes and see which is better for those with alternates, but those maps look very nice and easy to use.
by Kikaimegami
Sun Jan 07, 2007 12:21 am
Forum: Developer Showcase
Topic: Fairwater's Showcase
Replies: 83
Views: 11733

I know how to do it in Blender, but no idea how to do it in 3dsmax. In Blender, you would select half of the circle in the UV Face Select mode, then unwrap them in the UV/Image editor window. Then again for the other side. Does it let you select individual faces to unwrap? You could try just selecti...
by Kikaimegami
Sun Jan 07, 2007 12:18 am
Forum: Archives
Topic: TrGMCliff [Working]
Replies: 84
Views: 5797

Sometimes, though, you will have triangles. Especially if you have any objects that end in points, also, circles with have a certain number of triangles. Though, unless you have something with a lot of points or spheres, that shouldn't matter too much.
by Kikaimegami
Sat Jan 06, 2007 10:42 pm
Forum: Developer Showcase
Topic: Fairwater's Showcase
Replies: 83
Views: 11733

This one is looking nice! Yup, that's exactly what I mean by 'stacking' 'piling' etc :) You place them on top of each other so they use the same part of the texture. When things will look the same on the completed object in game, you can do a bit of that with the maps so you can use bigger parts of ...
by Kikaimegami
Sat Jan 06, 2007 10:06 pm
Forum: Developer Showcase
Topic: Fairwater's Showcase
Replies: 83
Views: 11733

It's starting to look better! Just a few things: You should probably leave the shade as two halves (instead of the odd-shaped thing you have it as now), because with the two little tabs like that, it can be a bit..squirrly to texture ;) :) For the tassels, you could actually have them piled on top o...
by Kikaimegami
Sat Jan 06, 2007 9:50 pm
Forum: Archives
Topic: TrGMCliff [Working]
Replies: 84
Views: 5797

To change the Quads to Triangles, simply go into Edit Mode, select all (a-key) and go to Mesh->Faces->Convert Quads to Triangles. I don't recommend leaving it like this, though, because modeling with quads is always better, but to get a count mid-project, it works fine. As for exporting, make sure t...
by Kikaimegami
Sat Jan 06, 2007 9:15 pm
Forum: Developer Showcase
Topic: Fairwater's Showcase
Replies: 83
Views: 11733

Exactly what Morden said. Try to take up all the avaliable space. Also, parts that could possibly be flattened out, such as the ring at number 4, should be made into rectangles. It makes it easier to line everything up correctly when texturing it. Things that can use the same parts, such as the circ...
by Kikaimegami
Thu Jan 04, 2007 11:21 pm
Forum: Developer Showcase
Topic: Kikaimegami's Arts and Texts :)
Replies: 37
Views: 4500

Aye, I was going to add some more detail, but I like it kind of stylistic like that :) ~ As those about the IRC channel probably already know, I made a "Daedric" Daikatana (though it doesn't really look like the Daedric stuff in Oblivion) and will plop a picture in here so everyone else ca...
by Kikaimegami
Thu Jan 04, 2007 4:03 am
Forum: Developer Showcase
Topic: Nairb's Blender showcase
Replies: 31
Views: 4025

Hooray! I like the blue part going down the center :D The pommel could use some work, though, it doesn't look as awesome as the rest of the weapon. I think some curvier would suit a lot more, really. If not curvier, then perhaps a bit smaller or more "rectangular" to match the width and de...
by Kikaimegami
Tue Jan 02, 2007 4:19 am
Forum: Archives
Topic: Question about Path Grids - How to use them.
Replies: 4
Views: 628

As Dexter said, make sure your NPC is setup correctly. They need a Wander AI package so they can move about the room. I believe you also need a set marker and make sure to have them wander in the vicinity of it so they don't just wander out of the building. Look at the other Wander packages that gen...
by Kikaimegami
Mon Jan 01, 2007 4:10 pm
Forum: Archives
Topic: Lit TMoB
Replies: 6
Views: 320

Arthmodeus wrote:Rumoured. Its fiction, the writer believed that there was a gate in the Maelstrom. Thanks for the proofread. =)
Aye, that's what I thought, but you mentioned Lore check in the topic, so I thought I'd toss that in for you :D You're welcome :)
by Kikaimegami
Mon Jan 01, 2007 2:29 pm
Forum: Archives
Topic: Lit TMoB
Replies: 6
Views: 320

I don't think it's actually said anywhere that it is a "gate" to Oblivion, but it is rumored to be. From The Doors of Oblivion : The whirlpool in the Abecean called the Maelstrom of Bal can make ships disappear, and may be a portal into Oblivion, but the trauma of riding its waters would s...
by Kikaimegami
Sat Dec 30, 2006 5:15 am
Forum: Concept Art
Topic: SkyCaptain's conceptual designs (formerly known as meh)
Replies: 12
Views: 1634

Looking good, but my first sketch had too much Velothi influence (meaning yes, that was the wrong picture, oops!). Try taking the slopes out of the walls a bit and rounding the recessed bits in the towers, making them have the same sort of feel as the half-circle window above the recessed part on th...
by Kikaimegami
Fri Dec 29, 2006 2:18 am
Forum: Concept Art
Topic: WSG#28[F/A]: Sentinel palace, in all it's glory
Replies: 40
Views: 5213

I beat the Velothi outta it with a woodden spoon. That was set on fire.

[img]http://tes.kikaimegami.com/art/tr/sentinel-palace-sketch2.jpg[/img]

EDIT: Note to self, stop freehand drawing perspective when drawing buildings.
by Kikaimegami
Wed Dec 27, 2006 7:46 am
Forum: Archives
Topic: random overflow
Replies: 5
Views: 249

This is very nice, Sload. With some cleaning up and polishing around the edges, it could possibly even be used in game. The last part, along with the note, are by far the best parts and with some rewording, could be very powerful.
by Kikaimegami
Wed Dec 27, 2006 7:25 am
Forum: Concept Art
Topic: WSG#28[F/A]: Sentinel palace, in all it's glory
Replies: 40
Views: 5213

Sketchery! The perspective is horrifying because I freehanded it. Is this sort of the kind of thing you mean? [img]http://tes.kikaimegami.com/art/tr/sentinel-palace-sketch.jpg[/img] EDIT: Ooh, there needs to be six of the teeny ones! I can do that. I'll do another drawing with six smaller buildings ...
by Kikaimegami
Thu Dec 21, 2006 11:02 pm
Forum: Developer Showcase
Topic: Kikaimegami's Arts and Texts :)
Replies: 37
Views: 4500

Aye, when I had asked before, I was told to put non-TR stuff in here if I wanted for people to see it. The recent stuff I've posted here hasn't been related to TR--it's been my own projects. When I make some drawings specifically for TR other than those I did for certain threads, I'll make a thread ...
by Kikaimegami
Thu Dec 21, 2006 8:25 am
Forum: Developer Showcase
Topic: Kikaimegami's Arts and Texts :)
Replies: 37
Views: 4500

Hm. I was going to draw a Yoku mask thing and ended up with some kind of Flame Atronach drawing. Figures :P

http://tes.kikaimegami.com/art/fa-drawing01.jpg