Necromic Armor

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Eraser
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Post by Eraser »

nothing new since last time except a tiny uvw mapping change to eliminate a white blotch, I've been working on a few other small mesh projects ;). The CL piece is ready to test in game(see if I got everything right)
Who can export it for me?
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Sload
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Post by Sload »

You've been working a long time on one pauldron.
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Post by Eraser »

*sighs* lets not start this shit again. Can't a guy be left to work in peace?

FYI I've been modeling the whole upper body of the armor.
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Sload
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Post by Sload »

Can you post screenshots please? I'd like to see you're work.
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Post by Dexter »

Well, it's been three weeks since the last update. Any progress on this?
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Post by Asylum »

I'm up for exporting if it's still needed.
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Post by Eraser »

the whole upper body is done. I just need to get the upper arm mesh and gauntlet off my laptop. Asylum, I'll message you over msn when I'm back from work aabout exporting.
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Post by Dexter »

Screenshots?
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Post by Vernon »

Ooh the upper body is done? Can't wait to see it!
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Post by Eraser »

*mesh is done. have to get the textures right. here's a cuirass pic(minus textures, shown with materials from max for the time being) textured pics will follow very shortly.

BTW should that overcloth reach all the way to foot level? its down to where the skirt ends now.
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Post by Vernon »

Nice. If you can physique the cloth so that it moves realistically when it is so long, then maybe make it longer, yes. I think foot level might be a little too long though.
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Post by Dexter »

For the cloth, I would say knee-length is appropriate. Nice model though. Here I was thinking it was vaporware.
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Post by Hermit »

This is coming along nicely. Well done, E.
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Post by Eraser »

Ye of little faith.

I'll show it all put together as soon as I can get the other parts off my laptop, I hope today.

whats taking longer than anything is getting the uvw coordinates for the cuirass right.
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Post by Eraser »

Update 8/23/05: UVWs finally correct, now applying final textures.

What would be a good cloth texture(and what color is wanted) to go on the overcloth?
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Sload
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Post by Sload »

The same color as the hairpeice, gray if I recall.
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Post by ThorFluff »

hmmm, how about say, grey with silver lining (ornate such) or perhaps white and gold?
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Post by ookami »

Gray lined with silver sounds good to me. Although a little gold in there might be good for giving the scheme a bit of the 'regular Ordinator' flavor.
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Post by Sload »

As the six pages of thread show, there is already a color that needs to be used and that is the gray of the helm's hair.
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Post by Haplo »

Nice work, E. Very tastefully done.
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Post by Hermit »

Pretty! I like it. :)
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Post by DarkEclipse »

That looks really good, Eraser.
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Post by Dexter »

Got progress for us?
Keep in mind, Necrom is on Map 2, so we will need this ready by the time Map 1 detailing is finished and we move on to Map 2 NPCs. If it isn't, it will just hold us up.
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Post by Eraser »

Not much to report, I'm in the process of physiquing it now thanks to the tutorial vernon sent me...I've been kind of..distracted lately.
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Post by Dexter »

Okay. If you feel that you are unable to complete it before Map 2 NPCs starts, don't hesitate to give it to someone else for physiquing.
Do you have shots of any of the other pieces?
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Post by Vernon »

About this physique thing. Can you clarify what version of max you are using, because it would be sad if you were unable to export all of that tedious physiquing work without knowing whether it will work first. And one thing I have to ask is what is going on there with the 'brightness' of the texture? It looks washed out and so is likely down to how you rendered it, but I guess it would be best to make sure at this stage in case your gamma setup is screwy. So is it the texture that is too bright or the render?

p.s. Next time you put up a preview, could you apply a smooth modifier before you render it? It would give a much better idea of how it would look in-game. ;)

There was something else, um...

Oh yeah, out of interest, did you mirror the texture and model or just the model?
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Post by Eraser »

I was doing the physique in 7, the export script says it preserves bones but doesn't specify physiquing. Let me go test this out. EDIT: Dammit, it doesn't transfer into 4 correctly. Well, at least redoing the parts I did will be easier the second time around.

The texture looks bright because of the render, they should look just as on zephyr's pieces in game.

What in particular do you mean about mirroring?
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Post by Silverwood »

You went a long way between the two screenshots. The armour looks really nice. It looks alot like ordinator indoril tho...
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Post by Eraser »

erm...its supposed to.
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Post by Dexter »

Do you have shots of any of the other pieces? The boots and greaves are done already, but did you ever finish the pauldrons?
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Post by Animunculi »

Great work Eraser!
By the way, if anyone is interested, then some time ago I made [url=http://i5.photobucket.com/albums/y174/Animunculi/pauldrons.jpg]a new pair of indoril pauldrons[/url]. Actually I removed the upper arm extra protection too, so no clipping would occur, but I think they don't look bad(in my opinion) with them too. I based them off [url=http://www.rpgplanet.com/morrowind/images/concept3.jpg]this[/url] image.
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Post by Eraser »

The pauldrons were the first part I finished.
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Post by Morden »

Screenies?
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Post by Eraser »

*see page 5*
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Post by Haplo »

So...what about bracers/gauntlets? are you going to make those?
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Post by Dexter »

Again, I am asking for any sort of progress on this. I think we are being really lax about this, and being laid back is good, but be honest with yourself. If you aren't going to finish it, please give it to someone who will.
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Post by Eraser »

I haven't gotten to work on it in a while, but it *will* be finished(hint: gimme a date to shoot for so its on my mind more and doesn't get left until after some other task has been done)
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Post by Vernon »

2 hours
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Post by Eraser »

Ha!

Realistically, how about election day in the states(early nov)?
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Post by Stalker »

November the 5th.
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