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Urwy

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Posts posted by Urwy

  1. Urwy. Here's the .Blend file for it, I haven't converted it to a NIF yet. Will that cause any problems?

     

    Bjart'Andlat

     

    nope, not at all. I actually prefer .Blend and .Obj files :)

    Already cleaned up the mesh a bit, as there was some non visible parts of the mesh present.

    Should be able to finish up rather quickly though .

     

    Edit:

    And maybe its for the best if we continued this conversation in the new thread:

    http://forums.nexusmods.com/index.php?/topic/552544-alagaesia-tcm-official-mod-thread/

     

    So the mods can close this one.

  2. I'll see what I can do...These are materials within Blender so I'll probably have to end up making a texture for it, which means I'll have to spend a bit of time learning it.

     

    I'm actually thinking of scrapping it and restarting since the model isn't layed out correctly.

     

    May i suggest instead of scrapping it, uploading it and let me have a go at texturing it? :)

    you can decide it the texture is good enough for release. If it's not you can always scrap it and start over.

    So no loss on your side at all ;)

  3. AurelTristen, We (A Skyrim mod TC Team) are still looking for skilled or fast learning modellers for our mod:

    A Skyrim TC based on the Eragon movie and the Inheritance novel series.

    Nexus thread: http://forums.nexusmods.com/index.php?/topic/508545-skyrim-an-idea-for-a-major-conversion-alagaesia/

    Project forums: http://alagaesia-skyrim.fantasyboard.net/

     

    As of now the mod is still in its infancy, but work on assets has already begun (mainly weaponry and armor, but also some creatures)

    We'll also be overhauling the magic system to fit the inheritance lore, which will be done when the CK arrives. (Tuesday! :D)

    But the development of the weaponry and armor is going slow due to us having only one person being able to texture, so you'd be quite an asset to the team. (i am wondering what you use to texture your models though? in 3d max itself? or also an external program like photoshop or gimp?)

    The one thing i can't tell is if anyone of us is able to rig/animate your bow. But i can tell you that most of us on the team know how to put it ingame using the CK.

     

    Have a look at the Links i provided above and take this offer into consideration :)

    Should you decide to accept, i would like to ask you to create an account on our project forums and apply to the team here: http://alagaesia-skyrim.fantasyboard.net/t3p20-join-the-team

    And providing a link back to this post in the application should go a long way as well :)

  4. For instance all potential scripters will need to get acquainted with Pyrus/Papyrus (the new language) ASAP and start work on... what first the dragon riding?

    All map editors which is pretty much everyone on the team to some extent I think, will need to get together and sort out maybe two teams? And start delegating areas, zones, roles, etc.

    And the Quest Writers and Voice Actors will need to be doing some experimenting with the new Dialogue Flows and especially the Scene-Editor, alongside their continuing goal of coming up with non-main questlines.

    Speaking of which once production of Alagaesia; the most ambitious mod to date for Skyrim, has begun, we will need to figure out and all agree on the main questline so we can start implementing little lore changes in the environment.

     

    im sorry if i sound a little bit ignorant but what is pyrus/papyrus? i have searched the internet and have come up empty handed

     

    It's a new scripting language developed by bethesda for Skyrim. Wish i could tell what it's based upon. :(

    But i quess we'll have to wait for the CK for that as well (well, the Wiki for it anyway.)

  5. I'm afraid that wont work :(

    Because i have to UV-map those models, the texture will be more or less bound to that specific model. Moving vertices, faces and edge around isnt a problem, but adding faces, edges and vertices is.

    Since the newly added vertex/edge/face wasn't present when the model was uv-mapped, so blender doesnt know what to do with the new vertex and what it's position is on the texture.

     

    And aside from the vertex position on the texture, the way i map the model differs between models. A small axe can easily be done on a 1024x1024 texture. (although i currently use 2048x2048 as standard.) But a large twohander will need a 2048x1048 texture to accommodate the long blade (because splitting the blade in 2 pieces will create huge seams.) (even 2048x4096 would do, although a bit large)

  6. Still waiting for the links to the Rapier and the dragonblade, Anondraco ;)

     

    Oh i tought you still had work to do with the other models since you haven't updated.

    I need to do some finishing touches for rapier and the dragonblade isn't finished. It will be finished when i feel it's finished.

     

    I'm switching to "quality over quantity" philosophy.

    When i started modeling i developed so rapidly that every new model was better than old one, now i could push out 3 of those models in a day... and i see no point doing it. Now i learn to be more efficient, and how to do things properly. I know so little about modelling...

    We have 2 new novice modellers, i think you won't run out of work. :tongue: (it would be nice to have another texurer in team.....)

     

    However, i made this for you to keep you busy. :happy:

     

    Edit: progress update for new "Draco's bane"

     

    You mean my own models? Nah, your models take priority over my own, as my model don´t even come close to being as good as yours.

    Nevertheless, i find it pleasant to take a good look at new models before i start working on them, so i run the process over and over in my mind.

     

    More axes! lovely :D thanks!

  7. I feel terrible. Its in my nature to give very strict constructive critisism but as i cant do any of what you are doing i feel bad :(.

    Urwy your modelling skills are increasing really fast! Are you sure your not doing that oghma infigni - thingy glitch? But is it the angle or is the blade really short? The hilt looks 1/3 of the size of the blade? Or is it just me? I am tired.

     

    Real life glitching? hell yeah! :laugh: you should see me using "TFC" and "TGM" in the real-life console ;)

    About the camera angle: it's just the angle. Made that shot using a perspective camera hovering real close to the grip.

    The blade is actually close to 4 times the length of the grip.

  8. I love how the look nothing special like that but brill in game! Means I won't be dissapointed.

    But the top one's texture isn't metallic enough it's like the original bronzeband! Oh, did you ever fix that because you've been so hard pressed with new models to do that I doubt you've had time to.

     

    How's this for metallic? :) did a preview render in blender so you can see the effects of the normal and specular maps (depth and shinyness).

    Did notice the model is doing funny stuff when it comes to smooting out the edges >.>

     

    Edit: Bonus image!

  9. I love how the look nothing special like that but brill in game! Means I won't be dissapointed.

    But the top one's texture isn't metallic enough it's like the original bronzeband! Oh, did you ever fix that because you've been so hard pressed with new models to do that I doubt you've had time to.

     

    I think i did :)

    That top one is also an attempt to texture without using photo-textures.. guess i still got a lot to learn when it comes to that :)

  10. Hey Urwy. How do you make your models so detailed? Is it just the amount of vertices and minute variations?

     

    Also I'll upload a pic of Naegling tonight.

     

    I noticed i'm still a sucker at Blender, so i'm using Sketchup, since i've worked with that program for over 6 years now :) (yes i know, not every modeller acknowledges SU as a legitimate modelling program >.> but it get's the job done, doesnt it?)

    That way i can set up base model real quick, and then export to blender to tweak it and sculpt a high poly model.

     

    pffft that model grew to be horrible abomination, patch over patch, topology non existent..

    I'm starting a new. when does it fit to my thick skull that subdivide isn't a solution?

     

    This means even more vertexes, but guess what? This time i really don't care.

     

    rofl :laugh:

    Sounds like you're having a great time with that model ;)

     

    ---------------------------------

    Lol.. all these textures are already taking up over 3Gb of disk space :rolleyes: We'll definitely need to compress them when we release them :tongue:

    How about we create a dropbox or similar to share this stuff? that'll save us a lot of fussing around when sharing stuff among teammembers.

     

    Also a test model/texture of mine. Have it around for a week or two now. Thought you guys might like it.

     

     

    I won't add my own models to the project forums/mod yet, unless our dear project leader grants me permission to do so. Since i mainly do textures, and my models aren't quite as good as Draco's.

  11. I'm done with this model..

    The reference picture doesn't have much detail and i can't imagine them either, also having difficulties to imagine any good way to "attach" the hand guad to sword.

    Total vertex count 1618.

     

    Should i do hi-poly or move on?

     

    I Think i can do the details in the textures. So you could get started on the "number 9" blade if you want to ;)

     

    Also:

    http://th06.deviantart.net/fs70/PRE/i/2010/159/6/0/Spawn_Japanesse_Weapons_by_SurfTiki.jpg

    http://thedarkblade.com/wp-content/uploads/Widow-Queen.jpg

  12. And I think its fair to say when AnonDraco started on this project he was no better than you, practice makes perfect.

    True :happy:

     

    [WIP] Alagaesia - A major skyrim conversion

    Or whatever you think fits.

    This thread has grown afwully long. Maybe start new one. Gather all the progress and team members and other important info on first post.

     

     

    yeah, starting a new topic would probably be best. Since a topic with more than 50 pages and over 500 post might scare people away :/

  13. Should i increase the vertex count to add more detail or to make the low poly model smoother? Just under 1400 vertexes atm.

    Also the cross guard thingy isn't really attached to the sword atm, it just.. is.

     

    There are plenty of other modders out there who don't use low poly models..and they're releasing weapon packs all the time.

    So i dont think it would be much of a problem if we have 4 or 5 out of 20 models that aren't low poly.

    Especially if it's as good looking as that one :D

     

    Challenge Passed ;)

    I'll start hunting for the next one :teehee:

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