Creature Creation Team
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Awesome job Eyeball. You rock The texture looks nice too, but unfortunately each body part is defined by texture. So you'll need to create a new texture for each part, and map the limbs in sections. If you look at files for Vorrheis's Vermai Daedra you can see how he created textures for each different part. I think the break in body peices is defined as where to different texture meet.
I hope this makes sense.. i've actually never done it, i'm just trying to make sense of what i've read.
I hope this makes sense.. i've actually never done it, i'm just trying to make sense of what i've read.
Hey, it's always the cutest beasties that are the most dangerous. I won't even begin to describe the horrible mauling the last time I dared to look a chinchilla in the eye. Horrifying.
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- Eyeball88
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I'm so confused. One person is telling me one thing, the other person is telling me something else. Eep!
I built my texture similar to the Werewolf texture on the Bloodmoon CD. So I'm a little confused with having to do it in different bits now, but I'm assuming I can just cut up the pieces I used and turn them into the individual maps.
Do you know if there's any guides to animating in Morrowind that come with pictures/videos to show my dense head what to do?
I built my texture similar to the Werewolf texture on the Bloodmoon CD. So I'm a little confused with having to do it in different bits now, but I'm assuming I can just cut up the pieces I used and turn them into the individual maps.
Do you know if there's any guides to animating in Morrowind that come with pictures/videos to show my dense head what to do?
Maybe check out Lady Eternity's board for help. And try asking Vorrheis.
Also, apparently somebody named "AcidBasick" on the official forums know a lot about animating for Morrowind models.
Checkout this resource page for animation tutorials. Just scroll down about a page.
[url]http://66.106.110.151/Morrowind/Thanos_Tower/tutorials.html[/url]
I believe the tutorials are in .pdf format so you'll need Adobe Acrobat Reader.
Also, apparently somebody named "AcidBasick" on the official forums know a lot about animating for Morrowind models.
Checkout this resource page for animation tutorials. Just scroll down about a page.
[url]http://66.106.110.151/Morrowind/Thanos_Tower/tutorials.html[/url]
I believe the tutorials are in .pdf format so you'll need Adobe Acrobat Reader.
OK, a few things.
First off, the texture has to be a multiple of 8 as far as dimesnsions, otherwise morrowind wont read it, so i advise making it 512x512.
As far as breaking up the textures, I ask why the hell would you ever even remotely need to?! As long as you're using physique, u don't need to break up the textures for animating. Look at the Bloodmoon werewolf and better bodies for example.
My case remains standing. Don't break it up. No need. You don't even need to break up the model at all. Just assign sections of the model's vertexes to the parts of the biped you want, one mesh. It works.
First off, the texture has to be a multiple of 8 as far as dimesnsions, otherwise morrowind wont read it, so i advise making it 512x512.
As far as breaking up the textures, I ask why the hell would you ever even remotely need to?! As long as you're using physique, u don't need to break up the textures for animating. Look at the Bloodmoon werewolf and better bodies for example.
My case remains standing. Don't break it up. No need. You don't even need to break up the model at all. Just assign sections of the model's vertexes to the parts of the biped you want, one mesh. It works.
So strange this place. Far from the marsh.
http://www.dragonalma.y11.net/ - Secrets of Akavir homepage -- Come on, don't be shy! Make an account at the forums! They need some life!
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hey hey
K, how does the .Nif exporter work? okay when you export a character for QuakeIII, the exporter runs through the frames and copies how the mesh moves and saves it as a file. If that is how the .nif exporter exports then there are a whole sh*tload of things you could do!!! you could use deformers and...WOAH...ideas are flowing!!!.....too bad i dont know how to use Max. I think im gonna' go and learn how now be back sometime when i can create stuff and animate them, until then im useless...
---good job on the werebear by the way, it looks GREAT!
-Ace
---good job on the werebear by the way, it looks GREAT!
-Ace
"Each event is preceded by prophecy, but without the hero there is no event" - Zurin Arctus the Underking
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Ace,
Just use the default settings
Unless, of course, you're doing a bunch of complicated Vertex Weighting. Then you need to check Vertex Weights for exporting.
Other than that, just leave it how it is.
Just use the default settings
Unless, of course, you're doing a bunch of complicated Vertex Weighting. Then you need to check Vertex Weights for exporting.
Other than that, just leave it how it is.
So strange this place. Far from the marsh.
http://www.dragonalma.y11.net/ - Secrets of Akavir homepage -- Come on, don't be shy! Make an account at the forums! They need some life!
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a
i don't mean how to use it, i mean how does the exporter work? does it work like the md3 exporter? if so theres lots of different stuff we could do!
-Ace
-Ace
"Each event is preceded by prophecy, but without the hero there is no event" - Zurin Arctus the Underking
-DREAM THEATER can play!
-DREAM THEATER can play!
Well, it exports the file to a .NIF and splits it into 3 different files: the main model (modelname.nif), the xmodelname.nif, and the xmodelname.kf, the x files being the animaton setup for NIF's.
Deformers do work, physics do not. THere is a list somewhere of things that work and things that dont.
Deformers do work, physics do not. THere is a list somewhere of things that work and things that dont.
So strange this place. Far from the marsh.
http://www.dragonalma.y11.net/ - Secrets of Akavir homepage -- Come on, don't be shy! Make an account at the forums! They need some life!
http://www.dragonalma.y11.net/ - Secrets of Akavir homepage -- Come on, don't be shy! Make an account at the forums! They need some life!
Could you flesh out some more fur, it looks alittle too chibi for my taste, very very nice though.. Also perhaps you can get some of the texture for the werebear using the bear in bloodmoon
- DexterDue to the sheer size of the project, it will take years and years. Important members will get jobs, families, shot, whatever, and leave
- Stumpytheguar
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I've looked at the werewolf in the cs, and the part called skin was the full werewolf mesh, animated like a creature. Also there was a part called skin1st, that contained only the animated claws (for first person view). But the main part was just a creature, with animations and sounds. So the werewolf isn't made out of parts, it's only one complete part. So I don't think Eyeball needs to split the mesh up. I may be totally wrong, but just thought you would want to know. By the way Eyeball, your mesh and textures rule. Only what are those "pauldrons" on the mesh?
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-Jacurutu
"and since Armor of Tamriel has been delayed longer than Half Life 2, I have no idea if it exists or not." -Dexter
-Jacurutu
"and since Armor of Tamriel has been delayed longer than Half Life 2, I have no idea if it exists or not." -Dexter
- Stumpytheguar
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Hehe, I have a special interest in Werebears myself, and in shapechanging incidentally, which I'll probubly bring up again once it gets to be around time for me to actually offically be working on Hendor-Stardumz instead of being semi-sneaky about it. But yeah, as an offical Dw3m3r f4nb01 I demand animunculi!
2. Kokimadze bomber type of the thing + homunculus. Homunculus would be the easiest IMO. It's just a bunch of dwemer armor parts connected together, slightly redisigned and animated. It would be some kind of android which could wield shield and weapon.
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- Eyeball88
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Hey everyone, I'm really sorry for the lack of updates, it's been busy. I won't bog down this thread with personal details, but you can see my thread in The Lounge from a week ago ("Recent Absence")
I can not get Physique to work with my copy of 3dsmax 5, so I may have to convert over to the segmented style for the Werebear.
So... I cheated and skipped ahead to the Skylamp. I don't know what colour scheme Spider had in mind, but Morden suggested a dark, grey-purple for the skin and I think it worked pretty well. The only problem I have is that I can't decide what colour his gas-sack thing should be (I thought green, but it looks really ugly, so maybe a very bright blue, or just plain white,) and I have no idea how to make the stretched skin over the sac look good.
Here's a close-up of the face so you can see the detail. If anyone has any ideas on how to do better stretched-skin, and what colour I should have the glowing lamp part of him be, I'd really appreciate it.
Again, sorry for the slow progress over here. I'm going to keep on modeling and texturing in my spare time, and I'm planning a format of the computer and a reinstall of Max, so that hopefully I can get Physique to work. Thanks for your patience with me, everyone.
Edit: Err, another problem is that some of the plates on his head have shading issues, but I'll work that out in a bit.
(sorry to use the attachment thing, but the Cuneo Morrowind Screenshot Library is down for me.) Click for bigger.
I can not get Physique to work with my copy of 3dsmax 5, so I may have to convert over to the segmented style for the Werebear.
So... I cheated and skipped ahead to the Skylamp. I don't know what colour scheme Spider had in mind, but Morden suggested a dark, grey-purple for the skin and I think it worked pretty well. The only problem I have is that I can't decide what colour his gas-sack thing should be (I thought green, but it looks really ugly, so maybe a very bright blue, or just plain white,) and I have no idea how to make the stretched skin over the sac look good.
Here's a close-up of the face so you can see the detail. If anyone has any ideas on how to do better stretched-skin, and what colour I should have the glowing lamp part of him be, I'd really appreciate it.
Again, sorry for the slow progress over here. I'm going to keep on modeling and texturing in my spare time, and I'm planning a format of the computer and a reinstall of Max, so that hopefully I can get Physique to work. Thanks for your patience with me, everyone.
Edit: Err, another problem is that some of the plates on his head have shading issues, but I'll work that out in a bit.
(sorry to use the attachment thing, but the Cuneo Morrowind Screenshot Library is down for me.) Click for bigger.
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Eyeball, the skylamp looks really good. About your problems, I think bright blue would look better. Also, about the stretched skin, try to add more contrast and brightness, it may make it clearer.
"Bling shizzle, here's a revizzle . . .oh god, I'm so white. . . "
-Jacurutu
"and since Armor of Tamriel has been delayed longer than Half Life 2, I have no idea if it exists or not." -Dexter
-Jacurutu
"and since Armor of Tamriel has been delayed longer than Half Life 2, I have no idea if it exists or not." -Dexter
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the texturing on the bottom of the sac doesnt look too good, and also as a suggestion I would make the sac semi-transparent (like the netch's).
Otherwise, awesome. Only other suggestion would be to use the same blue as the DE lanterns for the sac, make the creature emit light (fire atronach did this, so it is possible), and also make the eyes have similar properties to the sac. I'd also apply a glow map to the sac and eyes.
Otherwise, awesome. Only other suggestion would be to use the same blue as the DE lanterns for the sac, make the creature emit light (fire atronach did this, so it is possible), and also make the eyes have similar properties to the sac. I'd also apply a glow map to the sac and eyes.
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Eyeball, you're the shit, hands down.
For the sack, I would try to make it look like a fleshy membrane. I would make the basic layer a fleshy-gray color, with purple veins running through it. Make the color uneven and mottled, so it looks more transparent.
For the sack, I would try to make it look like a fleshy membrane. I would make the basic layer a fleshy-gray color, with purple veins running through it. Make the color uneven and mottled, so it looks more transparent.
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While I guess it doesn't mean too much at this point, the word from the devs is that the skylamps are actually another name for cliffracers.
But, given how frickin' pimpin' that model looks and how skylamp seems to fit it very well, I'd say we could find some work around in the lore for this
But, given how frickin' pimpin' that model looks and how skylamp seems to fit it very well, I'd say we could find some work around in the lore for this
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- Eyeball88
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Do you mean that the outer layer (the stupid looking stretched skin) should be a grey membrane with little veins in it, and it should be see-through... and then have the bright blue underneath?Dexter wrote:Eyeball, you're the shit, hands down.
For the sack, I would try to make it look like a fleshy membrane. I would make the basic layer a fleshy-gray color, with purple veins running through it. Make the color uneven and mottled, so it looks more transparent.
Also, I think I've figured out how to have this beast be segmented and still look decent.
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Were you talking about the skylamp, or about the werebear???Also, I think I've figured out how to have this beast be segmented and still look decent.
If you were talking about the skylamp, it does not have to be segmented, only were-creatures have to, because they will be made playable.
"Bling shizzle, here's a revizzle . . .oh god, I'm so white. . . "
-Jacurutu
"and since Armor of Tamriel has been delayed longer than Half Life 2, I have no idea if it exists or not." -Dexter
-Jacurutu
"and since Armor of Tamriel has been delayed longer than Half Life 2, I have no idea if it exists or not." -Dexter
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Hmmm, I guess you are right. I am no modeler, and don't know a thing about animating, but I thought bethesda and Vorrheis animated there creatures as a whole, not segmented. Maybe you want to contact Vorrheis, and ask about animations. Also there are lots of good animation tutorials out there.
"Bling shizzle, here's a revizzle . . .oh god, I'm so white. . . "
-Jacurutu
"and since Armor of Tamriel has been delayed longer than Half Life 2, I have no idea if it exists or not." -Dexter
-Jacurutu
"and since Armor of Tamriel has been delayed longer than Half Life 2, I have no idea if it exists or not." -Dexter
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Wow, this thread is old. Anyone knows what happened to Eyeball after I left? He was working on some great models. We need that skylamp and those werecreatures. They look awesome.
"Bling shizzle, here's a revizzle . . .oh god, I'm so white. . . "
-Jacurutu
"and since Armor of Tamriel has been delayed longer than Half Life 2, I have no idea if it exists or not." -Dexter
-Jacurutu
"and since Armor of Tamriel has been delayed longer than Half Life 2, I have no idea if it exists or not." -Dexter