-
Posts
48 -
Joined
-
Last visited
Everything posted by Almightygir
-
first post: Making a new dragon, i have questions too...
Almightygir replied to Almightygir's topic in Skyrim's Skyrim LE
just letting you guys know i haven't stopped working on this, and i'm not dead or anything. but my tablet broke, and i've just bought a new one today, so i can get cracking again. i do have an art course i'm starting in a couple of weeks too, so now i'm very much on a deadline to get this finished! thanks for your interest and support everyone :) -
think of it like this: your diffuse map/texture is how you want your model to look when there is no light present. your specular map/texture is how you want your model to look when there is light directly on it. the engine then interpolates between the two values, in some engines (like unreal for example) you can make the specular map it's own colour, and therefor have say... a green diffuse, which will then turn purple when it reflects light. skyrim however only handles grayscale specular, so it can only really be used to tell you how shiny a surface is, not how it changes/reacts to light. so for a glossy black armour, i would go with black diffuse, and then gray specular, with white highlights for edges and scratches.
-
the _n.dds files, are normalmaps, and the alpha channel is the specular map. so open the _n.dds file, and edit the alpha channel only (it's grayscale), anything you want to look bright/shiny should be white, anything you don't want shiny should be black. then save it out as a 32bit .dds file.
-
if you darkened the gray to an almost glossy black, this would look badass.
-
this is looking really good man, it seems like the colours come out a little too saturated in skyrim though. personally i like it, i think the game needs a bit more vibrancy, but at the moment because the rest of the world is less saturated, they tend to stand out.
-
first post: Making a new dragon, i have questions too...
Almightygir replied to Almightygir's topic in Skyrim's Skyrim LE
sorry i should have clarified, i meant that in repositioning the arms that they would be in a more neutral/balanced pose than straightened which will make animating easier when it comes to that point. but also the shoulder joint is going to be brought forward to interfere less with the wing. -
try not to use so much shading in your diffuse texture, the whole point of normals and specular is that they deal with directional lighting/shadows (normalmap) and highlights/reflectivity (specular). your diffuse map should ideally contain flat colours with as little shading as possible. the reason for this, is that on creatures/characters particularly, that are always in motion, static shadows can look very wierd if the light is coming from the wrong angle.
-
first post: Making a new dragon, i have questions too...
Almightygir replied to Almightygir's topic in Skyrim's Skyrim LE
hey guys... so over the last few days i've been re-reading a lot of my old dragon reference books. the dungeons and dragons draconomicon, flight of the dragons, and good old google came up with some good stuff with regards to the theory of flight and the mechanics behind it. i've also recieved criticism about the forearm position, and how it would affect both flight and movement on the ground... it led me to believe that my dragon wouldn't even be able to take off the ground, let alone dominate the sky... so i've come to the conclusion that before i get way too committed to the texturing (as i was still playing with colours), i'd rather do a redesign now, and get it right... than have a finished piece i'm unhappy with and would probably redo anyway. sorry if that disappoints anyone! but anyway, here are the general redesign points i've come up with, please feel free to do any of your own paint overs, or give criticism. i want to do this right! http://crazyferretstudios.com/public/screengrabs/dragon_redesign.png -
first post: Making a new dragon, i have questions too...
Almightygir replied to Almightygir's topic in Skyrim's Skyrim LE
@Zenl - thanks for the advice man. i'm actually texturing in photoshop, but i do use polypaint for some things, like laying down base tones to work from. @Alphawolf - where there's a will there's a way, i've been modding since Q2 (like... 15 years ago... god i feel old!) and i have semi-pro and professional friends who i can lean on for support where needed. i'm sure we'll figure it out! i'll try to document the progress where possible. @Scripts18 - red makes it go faster. -
first post: Making a new dragon, i have questions too...
Almightygir replied to Almightygir's topic in Skyrim's Skyrim LE
depends on scale reference really, they're about as long as a human forearm + hand. so they'll go through a horse with little or no problem. -
you could always try modeling hair into the helmet itself? so when you equip the helmet it disables the characters base hair, and you have new hair as part of the helmet mesh? i imagine it wouldn't be too difficult to tie the colour into whatever was chosen at the character creation screen either, as that's largely just multiplying a grayscale texture with an rgb value.
-
working on it....
-
Armour being affected by skirt bone
Almightygir replied to Bumblebee25's topic in Skyrim's Skyrim LE
ah okay so you're basically just doing a skin-wrap? once you've done that there is an option in the skin-wrap menu to convert to skin. from there you can edit the weights of individual verticies and the bones that affect them. -
Armour being affected by skirt bone
Almightygir replied to Bumblebee25's topic in Skyrim's Skyrim LE
just don't weight any verts to that bone? -
first post: Making a new dragon, i have questions too...
Almightygir replied to Almightygir's topic in Skyrim's Skyrim LE
http://crazyferretstudios.com/public/screengrabs/dragon20.png -
oh now that's just awesome :D massive fan of the manga!
-
first post: Making a new dragon, i have questions too...
Almightygir replied to Almightygir's topic in Skyrim's Skyrim LE
hehe... i'm actually thinking about redoing the scales on almost the entire body... DONT HATE ME! D: i'm a freelance artist, looking for my big break into some studio somewhere. -
i'll do it, as long as you make me a captain planet mod.
-
first post: Making a new dragon, i have questions too...
Almightygir replied to Almightygir's topic in Skyrim's Skyrim LE
question: is there a base human model, or something similar available? i need to make sure the dragon is properly to scale, and also that the saddle i make will fit properly both the dragon and the human model. -
Custom creatures from 3dsmax into skyrim
Almightygir replied to elfalcon15's topic in Skyrim's Skyrim LE
man..idont understand the point of this post..do you think that im so stupid and dumbass that iwill insert a 250k poly model into a game?.are you trying to annoy me?..for the game i exported a 10k poly mes and a lower poly version if something oges wrong 3k poly..ialso made a normal map...think twice before trying to make someone an idiot ok? if im new here it doesent mean that ihad no experience in modelling or creating game content..im actually making a game in UDK...omg woah there guy. you showed a picture, said you were putting it into skyrim. logical conclusion was "that needs to be fixed". now, i wasn't trying to offend you or anything, so i'm sorry if i have. but your presentation led to that conclusion. so look inwardly before you start throwing fireworks. good luck on your game. -
okay, even if you're new i strongly advise visiting the forum i linked. everyone there started out where you are now, but they've all developed their own pipelines and workflows and are happy to help. be aware though, once you joing the polycount university, it's in you forever D:
-
Custom creatures from 3dsmax into skyrim
Almightygir replied to elfalcon15's topic in Skyrim's Skyrim LE
lol, you're going to put that model into a game? that's going to be at least 100k polygons, you need to reduce that down to actual game specs. -
you definitely need to re-read the books if you think that's what those two dragons look like. saphira is defined as lean but not "skinny". her scales are also a deep blue, it's not about their reflectivity, it's about the actual material they're made of. they're more like gems (which allow light to pass into them) than metal, which forces light to reflect off of it. thorn is described as bulky, read the description of his hind legs in particular, thicker and more muscled than saphira who is at least a year older, in fact by rights he is more strongly built than the average adult dragon despite being only a few months old, i believe even glaedir reflected on this at one point?
-
guys, please. if you want to comment on my work please check the link in my signature. i'm not related to this threads project, and simply wanted to help out someone who's new to zbrush. don't let it get derailed.
-
does skyrim not support coloured specular maps?