Necromic Armor

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Zephyr
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Post by Zephyr »

This is still a work in progress; I can't figure out what to do with the top part of the head. It would be easiest to just leave it blank of course but I've been trying to do something there for a couple of hours with no real success. Any tips?
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Arthmodeus
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Post by Arthmodeus »

OMGZ DAT LOOKS AWSM!one

Try experimenting with a metallic crest. It will still look cool while being simple and easy.
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Sload
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Post by Sload »

As I said, I think it's perfect, except the coloration which wasn't your decision.
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Post by Eraser »

as i said on msn, it looks great as it is.

What is the official to be used colorscheme so we can get these meshes with the right textures.
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Sload
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Post by Sload »

It is undecided, all I know for sure is that I think that color of armor is gross. The cloth can be grey or red, I don't really care now.
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Post by Dexter »

The color is pretty damn good, perhaps it could stand to be a bit lighter, but the hue is perfect.
Now, this is my fault, and something I should have said earlier, but Vernon asked me how the hair for the mask worked. It's not actually a topknot, it's still a mohawk. This is just a laying down mohawk.
[img]http://img.photobucket.com/albums/v310/Dexter_Kong/Elder%20Scrolls/helmet.jpg[/img]
Now, the topknot would work too, I guess we should decide which is better now.
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Sload
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Post by Sload »

I like the topknot better, myself. The problem with our opinions of the color is that we think a completely different color is the "right" color.
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Dexter
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Post by Dexter »

Well, in my opinion, if the High Ordinators can walk around in lavendar armor, then anything short of bright orange armor with neon green flames is a-okay in my book.
Now that I see the topknot, I too like it better. The mohawk is cool and all, but it looks too Roman for me. I know that Vernon said he would whip up a few 3d concepts, nothing playable or anything, but we'll see how those go.
Going by Zephyr's topknot, however, I would suggest shortening it some. Make it lower and more natural looking.
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Post by Túrelio »

Wow... ok that is looking even better than I thought it was going to, dang. I like both the topknot and the mohawk, but to me the mohawk feels more appropiate this time, and if done right, more Dunmer-like.

I like the coloration so far, but I think I am going to reserve judgement until I can see how the other parts look with it. Great job!
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Post by Anonymous »

I like it except I think it looks too dark for Necrom

However until we can see someone dressed in it standing in the city, we cant really say yay or nay.
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DMKW
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Post by DMKW »

i like the topknot better myself ..and i agree the colour could be lighter
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Post by Kasan Moor »

Looks awesome Zephyr!
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Post by Zephyr »

Ok, here's the boots too, just a retexture. I think it was agreed somewhere that it would be the way to go; the model needn't be edited. This shade is whiter than the one in the helmet, I'm still trying out different colors. I think this is better for the boots but it's probably too white for the helmet.

Also, remember that you don't see the helmet in game environment, it appears darker than it is because I set its specular to 0 (so I can see the texture as it is).

edit: a new version of the boots replaces the old one.
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Last edited by Zephyr on Mon Jun 13, 2005 7:30 pm, edited 1 time in total.
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Dexter
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Post by Dexter »

Yes, the boots should just a retexture job. I think that you should take the textures from the helm and use the same colors on the armor plates on the boots. The boots there look a bit too bright.
And yes, we really need to see this in the game before we decide on whether or not it should be brighter.
This goes for Uldar's Spider Daedra as well.
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Post by Anonymous »

Yes ill agree with dexter and say thats too bright, it just looks drab and loses distinction.

Somewhere between the two.
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Post by Eraser »

zeph, are you going to leave any parts for me? :P
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Post by Haplo »

You're free to make some, but you said you didn't feel up to making it, since you didn't want to be overwhelmed by your first TR modelling project.
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Post by Zephyr »

Ok, here's what I have so far. I just retextured the MH greaves, the cloth should be attached to the cuirass as it is done in MH meshes as well.
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Sload
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Post by Sload »

That color is really growing on me. It's beautiful, Zephyr.
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Post by Anonymous »

Yup now its all in place it looks good. Pale but not too bland.
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Post by Dexter »

I think it works perfectly, especially when put up against the Necrom buildings.
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Post by Anonymous »

that's cool. I'd say the topknot needs to be darker, but hey! that's hair for you, always needing to be darker. Give the fucker a perm
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Post by Eraser »

watch the language.
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Post by Dexter »

Fucker? We drop the f-bomb all the time.
I agree that the hair should be a tad darker though. The greaves and boots look absolutely spectacular.
Heh, sorry Zeph, seems like each time I talk to you about this I'm saying "make this darker" or "make this lighter".
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Post by Kasan Moor »

Why did you change the helm?

The screenshot you posted looked alot better.
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Post by DarkEclipse »

Oooh, that is nice. I like that helm, the boots could use texture work... Probably a bit darker.
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Post by Dexter »

Kasan Moor wrote:Why did you change the helm?

The screenshot you posted looked alot better.
He didn't change the helm. That is what it looks like in the CS, most likely with the brights on.
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Post by Vaanic~one »

Can't wait to see the cuirass.
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Post by Stalker »

Any progress Eraser ?
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Post by Eraser »

yupz. I didn't get to work on it much last weekend(max expired before my full version arrived)

I'll post a screeny or two when I get home from work.

Edit: Home, here you go, still has a ways to go for sure. I keep playing with the positioning of the wings, but I'm having trouble getting them just like the concept art.
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Post by DarkEclipse »

Looks good, Eraser. Might we see it on an NPC or is it still just a model?
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Post by Eraser »

still just a model and far from complete.
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Post by Sload »

When do you think you'll be done with the whole thing?
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Post by Vernon »

Eraser the pauldron looks great. Anyway, here is a model I dug up the other day. I don't know if it can be used but it might work if it is laid over the pauldrons.
[img]http://img.photobucket.com/albums/v486/Vernon_Gedanken/Models/armour/cloth.jpg[/img]
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Post by DarkEclipse »

Those are nice. I can imagine Ordinators wearing those.
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Post by Eraser »

Not quite sure how long it'll be, shouldn't be all that long, but I have to get them physiqued and test how they show up. I can't wait til OB and working with high poly counts, its so easier to get the effect you want without nonwanted parts getting changed.

Vernon, can you send me the max file for those? and perhaps a quick drawing of how to incorporate them?
btw message me next time you're on msn.

Edit: mesh is otherwise finished. Time for the textures.

2nd Edit: just showing off how this looks with two of the additional mappings tes4 uses: specular and normal mapping. I think that clothpiece would probably look best draped over the shoulder portion of the cuirass, getting it over the pauldron and still looking right(and physiquing right) would probably be a tough job.

3rd Edit: update per stalker's request. The visual model for the pauldron is done, bounding box and physiquing is all thats left, hopefully the beth physiquing will still work.
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TR_necrom_indoril_pl_normal mapped1.jpg
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Post by DMKW »

i'm loving those pauldrens. any current updates? maybe an ingame shot of those pauldrens? (equiped i mean)
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Post by Eraser »

see edit 3 of above post. more to come soon.
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Post by Vernon »

So what is this much-vaunted maxscript that makes bones and physiques from a different version of max and character studio backwards-compatible with max 5? It could come in handy. I haven't found anything like it on scriptspot.
Last edited by Vernon on Sun Jul 17, 2005 6:41 pm, edited 1 time in total.
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Post by Dexter »

So, uh....
Progress?
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