Creature Creation Team

Old and generally outdated discussions, with the rare hidden gem. Enter at your own risk.

Moderators: Haplo, Lead Developers

battle_bison
Member
Posts: 120
Joined: Sun Jul 18, 2004 6:02 am
Location: Ottawa, Ontario

Post by battle_bison »

I think that's awsome, but as mentioned above, I think by Stumpy, with the Morrowind system, you have to make separate textures i believe. The bears are definitely cute in a luring-unsuspecting-adventurer-in-for-breakfast kind of way.
Turn Off Your Computer And Go To Sleep
User avatar
Morden
Developer Emeritus
Posts: 3207
Joined: Thu Oct 30, 2003 6:12 pm
Location: BC, Canada

Post by Morden »

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.
User avatar
Spider
Member
Posts: 179
Joined: Tue May 11, 2004 1:07 pm
Location: In your closet

Post by Spider »

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.
"More famous than Jesus, and better dressed than Santa Claus.
You won't find me down a chimney, and I wouldn't be caught dead on a cross.
So give me your money, because I deserve it more."
User avatar
Eyeball88
Developer Emeritus
Posts: 721
Joined: Tue Apr 20, 2004 7:24 am
Location: British Columbia
Contact:

Post by Eyeball88 »

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?
User avatar
Morden
Developer Emeritus
Posts: 3207
Joined: Thu Oct 30, 2003 6:12 pm
Location: BC, Canada

Post by Morden »

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.
User avatar
Meer-Sei
Member
Posts: 59
Joined: Sun Jun 27, 2004 5:55 am
Location: Lilmoth, Argonia

Post by Meer-Sei »

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.
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!
Ace_Pro7
Member
Posts: 48
Joined: Wed May 26, 2004 6:07 am
Location: Oblivion
Contact:

hey hey

Post by Ace_Pro7 »

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 :D
"Each event is preceded by prophecy, but without the hero there is no event" - Zurin Arctus the Underking

-DREAM THEATER can play!
User avatar
Meer-Sei
Member
Posts: 59
Joined: Sun Jun 27, 2004 5:55 am
Location: Lilmoth, Argonia

Post by Meer-Sei »

Ace,

Just use the default settings :wink:

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!
Ace_Pro7
Member
Posts: 48
Joined: Wed May 26, 2004 6:07 am
Location: Oblivion
Contact:

a

Post by Ace_Pro7 »

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 :D
"Each event is preceded by prophecy, but without the hero there is no event" - Zurin Arctus the Underking

-DREAM THEATER can play!
User avatar
Meer-Sei
Member
Posts: 59
Joined: Sun Jun 27, 2004 5:55 am
Location: Lilmoth, Argonia

Post by Meer-Sei »

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.
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!
User avatar
vorrheis
Member
Posts: 309
Joined: Tue Nov 11, 2003 3:49 pm
Location: Hollywood, bitches
Contact:

Post by vorrheis »

Physique animation only works with the official exporter and 3ds max version 4.2.
Morphers can work, but they are tricky and are very likely to glitch.
User avatar
Dragon
Member
Posts: 85
Joined: Sun Sep 12, 2004 11:35 pm

Post by Dragon »

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
Due to the sheer size of the project, it will take years and years. Important members will get jobs, families, shot, whatever, and leave
- Dexter
User avatar
Eyeball88
Developer Emeritus
Posts: 721
Joined: Tue Apr 20, 2004 7:24 am
Location: British Columbia
Contact:

Post by Eyeball88 »

Most of the texture is using the same fur from Bloodmoon, with some modifications to make it fit better. I'll probably add more fur to him, though. I've got a lot of fur on the back, but very little on the front and sides, because I didn't know where to put it to make it look good.
User avatar
Stumpytheguar
Member
Posts: 631
Joined: Sun Jun 27, 2004 2:22 am
Location: Irrelevant

Post by Stumpytheguar »

<edited to remove 'spam' content>
Last edited by Stumpytheguar on Mon Nov 22, 2004 12:00 am, edited 1 time in total.
Retired - Sept. 15, 2005
User avatar
Eyeball88
Developer Emeritus
Posts: 721
Joined: Tue Apr 20, 2004 7:24 am
Location: British Columbia
Contact:

Post by Eyeball88 »

Well, the original Werewolf's texture was done in one huge image (1024x1024 if I remember correctly.) That is why I chose to do the Werebear in that style.
Kasan Moor
Developer
Posts: 382
Joined: Thu Oct 23, 2003 7:28 am
Location: Netherlands

Post by Kasan Moor »

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?
"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
User avatar
Eyeball88
Developer Emeritus
Posts: 721
Joined: Tue Apr 20, 2004 7:24 am
Location: British Columbia
Contact:

Post by Eyeball88 »

The pauldrons are going to be bigger tufts of fur; the opacity isn't showing up in my Max renders, but they will in-game.
User avatar
Majra
Developer Emeritus
Posts: 1871
Joined: Fri Jan 16, 2004 3:23 am
Location: Darvulk Haven Elsweyr
Contact:

Post by Majra »

eyeball I cant wait, lets see some progress, Im excited
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR

Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
User avatar
Stumpytheguar
Member
Posts: 631
Joined: Sun Jun 27, 2004 2:22 am
Location: Irrelevant

Post by Stumpytheguar »

<edited to remove 'spam' content>
Last edited by Stumpytheguar on Mon Nov 22, 2004 12:00 am, edited 1 time in total.
Retired - Sept. 15, 2005
Stalker
Developer Emeritus
Posts: 4576
Joined: Fri Apr 09, 2004 9:12 pm
Location: Ukraine
Contact:

Post by Stalker »

Don't want to interrupt praising those marvellous werebears but *cough**cough* can I hope to see new Dwemer Animunculi ?
[img]http://img430.imageshack.us/img430/3336/oblivionforum5tb.jpg[/img]

Your friendly slavedriver.
User avatar
Aaron
Developer
Posts: 276
Joined: Sat Sep 11, 2004 9:00 pm
Location: My own little world
Contact:

Post by Aaron »

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!
User avatar
Eyeball88
Developer Emeritus
Posts: 721
Joined: Tue Apr 20, 2004 7:24 am
Location: British Columbia
Contact:

Post by Eyeball88 »

How many designs are there for other Dwemer Animunculi?
Stalker
Developer Emeritus
Posts: 4576
Joined: Fri Apr 09, 2004 9:12 pm
Location: Ukraine
Contact:

Post by Stalker »

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.
[img]http://img430.imageshack.us/img430/3336/oblivionforum5tb.jpg[/img]

Your friendly slavedriver.
Kasan Moor
Developer
Posts: 382
Joined: Thu Oct 23, 2003 7:28 am
Location: Netherlands

Post by Kasan Moor »

Updates?

By the way, don't mean to be pushy :P .
"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
User avatar
Eyeball88
Developer Emeritus
Posts: 721
Joined: Tue Apr 20, 2004 7:24 am
Location: British Columbia
Contact:

Post by Eyeball88 »

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. :oops: 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.
Attachments
Skylamp.jpg
(169.32 KiB) Downloaded 134 times
Kasan Moor
Developer
Posts: 382
Joined: Thu Oct 23, 2003 7:28 am
Location: Netherlands

Post by Kasan Moor »

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
sirwootalot123
Developer
Posts: 70
Joined: Sun Feb 08, 2004 11:08 pm
Location: Saint Paul, Minnesota, USA
Contact:

Post by sirwootalot123 »

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.
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
User avatar
Dexter
Developer Emeritus
Posts: 1654
Joined: Fri Jun 04, 2004 3:23 am
Location: Baltimore, MD

Post by Dexter »

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.
"Hail Dexter."
-Yinnie

You REALLY don't want me to come back.
Lord_Gallant
Developer Emeritus
Posts: 1032
Joined: Fri Aug 29, 2003 1:55 pm
Location: Probably Valenwood, if not, try Skyrim.

Post by Lord_Gallant »

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 ;)
Trudging through the relentless Skyrim snowstorms, the lone Paladin looks on in sorrow as the land of Tamriel evolves without him; his mind occupied with other matters.
User avatar
Eyeball88
Developer Emeritus
Posts: 721
Joined: Tue Apr 20, 2004 7:24 am
Location: British Columbia
Contact:

Post by Eyeball88 »

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.
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?

Also, I think I've figured out how to have this beast be segmented and still look decent.
Kasan Moor
Developer
Posts: 382
Joined: Thu Oct 23, 2003 7:28 am
Location: Netherlands

Post by Kasan Moor »

Also, I think I've figured out how to have this beast be segmented and still look decent.
Were you talking about the skylamp, or about the werebear???

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
User avatar
Eyeball88
Developer Emeritus
Posts: 721
Joined: Tue Apr 20, 2004 7:24 am
Location: British Columbia
Contact:

Post by Eyeball88 »

Because I can't get Physique to work, isn't Segmented animation the only other option?
Kasan Moor
Developer
Posts: 382
Joined: Thu Oct 23, 2003 7:28 am
Location: Netherlands

Post by Kasan Moor »

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
Kasan Moor
Developer
Posts: 382
Joined: Thu Oct 23, 2003 7:28 am
Location: Netherlands

Post by Kasan Moor »

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
Locked