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Armor of the Wardens Burden


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#41
Kretranos

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Good work so far!

Just a consideration. Since you are going to change stuff on the mesh, maybe you could consider adding a bit of steely or more metal-like glossiness on the texture material applied to the model. Right now, at least on my screen, no matter the lighting the armor looks like is made out of cardboard or overpainted in matte colour, resulting always opaque, when the vanilla ones have a bit more natural metal-like light reflection and glossiness. :)

#42
amycus

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Good work so far!

Just a consideration. Since you are going to change stuff on the mesh, maybe you could consider adding a bit of steely or more metal-like glossiness on the texture material applied to the model. Right now, at least on my screen, no matter the lighting the armor looks like is made out of cardboard or overpainted in matte colour, resulting always opaque, when the vanilla ones have a bit more natural metal-like light reflection and glossiness. :)


Sure :) The first versio got FAR too glossy, so I got a bit scared with overusing it, but I guess I went from one extreme to the other. Will see if I can make it just slightly less shiny than the scales this time then

#43
Cahir Mawr Dyffryn

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Yah, I think I know what's the issue now.

Looking at the trailer render(and the DA2 counterpart), you can clearly see that Origins armored bodies have these really thin arms and legs, making the whole armor look... not bulky enough.

Have you perhaps considered in "buffing" the arms and legs a bit? :)

Edited by Cahir Mawr Dyffryn, 22 April 2011 - 08:44 PM.


#44
amycus

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Yah, I think I know what's the issue now.

Looking at the trailer render(and the DA2 counterpart), you can clearly see that Origins armored bodies have these really thin arms and legs, making the whole armor look... not bulky enough.

Have you perhaps considered in "buffing" the arms and legs a bit? :)


you might be on to something there. I just exported the mesh right now though (upper curass part is now a bit bigger and bulkier). I will upload that and some new maps to add shine (still have to do those maps though...) in an update soon. Please add your thoughts after that too :thumbsup:

#45
CrogathiaKnight

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@amycus Did you get my comments?

#46
amycus

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@amycus Did you get my comments?



Yes, just now. I think I have found and fixed the problem with the gloves now too, just waiting for them to be exported to files that DA can read again. After that I will upload an update - the texture issue of the cuirass not having 100 % the same grey colour is unfortunately, while extremely easy to solve, a bit more time consuming, so that will have to wait until next update.

I wasn't really planning to to another update already today, but I wanted to see the effect of making the upper cuirass part bigger, and adding some more shine since that was shortly added (and took roughly 5 min extra).

#47
amycus

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V 1-2 is now available. The level of shine is now right between v1.0 and v1.1, and the cuirass is now a bit bulkier

Edited by amycus, 22 April 2011 - 10:09 PM.


#48
CrogathiaKnight

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@amycus You know that the Grey Warden trailer armor gloves have small plates on the fingers right? But I don't see it on your gloves? Btw make a better title for your armor. Since the armor once belonged to the legendary Grey Warden Malcolm, just rename the title to "Malcolm's Legendary Grey Warden Armor."

Edited by CrogathiaKnight, 23 April 2011 - 02:20 AM.


#49
amycus

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@amycus You know that the Grey Warden trailer armor gloves have small plates on the fingers, but I don't see it on your gloves. Btw make a better title for your armor. Since the armor belong to the Grey Warden Malcolm, just rename it to Malcolm's Legendary Grey Warden Armor.


I'm aware of the missing fingerplates. The reason I didn't do that is because of the polycount. I'm actually pretty good at building meshes, but since I need to think of the number of polygons used there is a limit to what I can do (I searched around the forums, and while noone seems to know the exact upper limit, exceeding it would lead to that the mesh "collapses" in-game. What I can do is "paint" the finger plates, but it would likely just look flat and unrealistic, which is why I havn't done it this far. I might look into it later, but it lies quite low on my priority list at the moment...

As for the name, good suggesstion. It's getting a bit late here however so I will look into it tomorrow. If Nexus allows me to edit the file name now, I will do it

#50
CrogathiaKnight

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.

Edited by CrogathiaKnight, 23 April 2011 - 05:56 PM.





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