Necromic Armor
Moderators: Haplo, Lead Developers
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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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.
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.
"Hail Dexter."
-Yinnie
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-Yinnie
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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.
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.
"Hail Dexter."
-Yinnie
You REALLY don't want me to come back.
-Yinnie
You REALLY don't want me to come back.
- Túrelio
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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!
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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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.
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.
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.
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.
"Hail Dexter."
-Yinnie
You REALLY don't want me to come back.
-Yinnie
You REALLY don't want me to come back.
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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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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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".
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".
"Hail Dexter."
-Yinnie
You REALLY don't want me to come back.
-Yinnie
You REALLY don't want me to come back.
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- Vaanic~one
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Can't wait to see the cuirass.
[img]http://i6.photobucket.com/albums/y206/0loweo/SIG1xxx.gif[/img]
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a mind without purpose walks in dark places.
oliver_lowe@hotmail.com
a mind without purpose walks in dark places.
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.
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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"There is no dark side of the moon really. Matter of fact, it's all dark."
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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.
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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"There is no dark side of the moon really. Matter of fact, it's all dark."
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.
welp