JoKelly Posted December 29, 2014 Share Posted December 29, 2014 If this is in the wrong place sorry, I am working on a mod and not being very good at Modeling people and creatures wanted to ask if any one knows of or would mind making a rigged model of the Vampire from the movie Priest for my mod. http://fc01.deviantart.net/fs70/i/2011/298/3/5/vampire_by_ourlak-d4dwiod.jpg I have a basic back story. Developed as part of the Deathclaw project, they were genetically engineered to be smarter, faster and stronger than Deathclaws but were deemed to unstable and hard to control the project was scrapped and all but a handful of the specimens were destroyed, the remaining specimens were shipped to Big Mountain where the think tank continued to tinker with the design. eventually some escaped and began to breed in the tunnels and caves, slowly spreading out into the wasteland. Link to comment Share on other sites More sharing options...
Manus812 Posted December 29, 2014 Share Posted December 29, 2014 Might want to ask the Monster Mod team. Link to comment Share on other sites More sharing options...
devinpatterson Posted December 29, 2014 Share Posted December 29, 2014 I don't think you'll find anyone to make a new model/mesh from whole cloth, but the trog might be a decent base to start with;http://hydra-media.cursecdn.com/fallout.gamepedia.com/5/5e/Trog.pngA few tweaks here and there, plus a re-texture might do the trick. And since it's some relatively minor changes I think it's something even a beginner in 3d modeling/graphic artist could probably pull off. If no one takes up the request in a few days post again (I have this thread tagged, I'll see it) with some details on your story and if it's unique, interesting or otherwise intriguing maybe I'll do it for you. Link to comment Share on other sites More sharing options...
JoKelly Posted December 31, 2014 Author Share Posted December 31, 2014 (edited) Might want to ask the Monster Mod team. thanks for the suggestion, I did drop Dog a line and was told they or rather he was no longer modding. I don't think you'll find anyone to make a new model/mesh from whole cloth, but the trog might be a decent base to start with; A few tweaks here and there, plus a re-texture might do the trick. And since it's some relatively minor changes I think it's something even a beginner in 3d modeling/graphic artist could probably pull off. If no one takes up the request in a few days post again (I have this thread tagged, I'll see it) with some details on your story and if it's unique, interesting or otherwise intriguing maybe I'll do it for you.thanks for the reply Devin. considering my skill level so far with blender, anything that involves Rigging, Collision meshing, shape keys and animation is beyond me at least for the time being. the mod story.. as condensed as I can make it and with a couple of pictures is as follows. The name of the mod I am working on is called the Legend of the Lost ones The story with out including all the dialogue I’ve written goes like this. The courier is contacted by the followers of the apocalypse, and asked if he/she would go looking for a FOA exploration and contact team that had vanished while exploring a new region. The region was only recently discovered when a dying prospector made it back to Fort Mormon with tales of a lost city. Located two weeks from the Mojave, Dr. Alvarez, His daughter Dr. Olivia Alvarez and a a team of twenty were dispatched. Their first and final report indicated the region was filled with several new species of creatures and a tribal Dsel who was from the He Ost Nes tribe. Along the way the courier discovers that not only is there a lost city, but a whole new and dangerous creature the Hunters in the Darkness and discovers that the team led by Dr. Alvarez was looking for something else in the Region, a Follower Legend of a lost US Government vault Code named Project Phoenix. A Location that not even the Enclave have the exact coordinates for and that if found will give the FOA all that they need to fulfill their goals making them a major power in not just the Mojave but every where they have a presence. But things are further complicated by the missing Ost Nes, who may hold the knowledge of where the Vault is. The deaths of all but one of the Contact team. The appearance of a Tribe called the White legs who serve the legion. An Ost Nes Goddess called the Spider who holds the key to the missing Ost Nes and the possible defeat of the Hunters in the darkness, and the Enclave who are also searching for the Lost Vault and believe like the followers it is in the region. All this and having to somehow deal with the Hunters in the Darkness, who stand between every one else and the answers they seek. I want the mod to be stand alone, but if time and life permits, I have some ideas to expand the story into a second mod. Depending on how much time I have to devote to this. I also have plans on having a Trade Town added that’s halfway between the Mojave and the new region. But I want to get the core part of the mod done before I even start messing with that. and once I reach a certain point, I will be asking for voice actors to really flesh it out. The Back story, will be revealed by Spider and given the time Will result in a quest back into Big mountain, to find the Lab where the Hunters were created. I've toyed with the idea of just adding it as a mod to OWB, during the vanilla quest, but I wanted the Hunters to come as a surprise, and make them one of the secrets the courier never discovered during his first run through Big mountain. I like the idea of a side quest that gives players a reason to return to Big Mountain and do some more exploring. Here’s a few pictures of the initial site, I am using the Dry Canyon mod as the location, so thanks TickyVien for all the work you put into that and allowing others to use it as a resource. Its incredible work! currently I am working on a few new buildings and area models to add to the city, which will end up being fairly large http://snag.gy/Mw33A.jpgLost City at sunset http://snag.gy/JWQ8P.jpgthe lost city in moonlighthttp://snag.gy/1uX7b.jpgTerrace of souls Edited January 2, 2015 by JoKelly Link to comment Share on other sites More sharing options...
devinpatterson Posted January 6, 2015 Share Posted January 6, 2015 Sorry to bother you but I was wondering if you could help me on the model for the vampire from priest. I can do statics, but this is beyond me and squeezing out time for some thing this intensive is hard. at the moment, I have the model mostly finished. I can rig it, I assume correctly, except for the mouth which I have no clue how to do. Also animations are some thing I have yet to learn. So bring me up to speed, is this a wholly new/original model? If so, what skeleton are you using? Re: the mouth, although I havn't looked at it, I assume it will have a bone(s) rigged to that vertex group just like any other part of the model. I don't think it would have the extensive set of facial bones that humans have since it seems to me that would be a waste (it's not like they need a 1000 different expressions). some of the things I am unsure about, number of poly's allowed, do modifiers screw the model up when its .NIF'd. things like subsurfing. etc... so any help you can offer would be appreciated. I'd really recommend using an existing model, it will reduce a lot of the issues your going to have to deal with, and I believe the trog is a good base to start with. Otherwise a huge amount of your effort is going to go toward just getting the model to function in game. That's fine if your going to be making a lot of new and original content for FO, since you'll be using the same process for all your new content, but it's a steep learning curve and your vampire isn't going to see the light of day quickly. oh I am using blender 2.72b. I'v been out of the scene until just recently and 2.72b's integrated niftools are a new twist for me. Previously we (pretty much all fallout modders) had to use 2.49 (previously the most recent blender with full niftool suppoort) or save a blend file from a higher version of blender then open it in 2.49 and export it. So I doubt I'll be able to help much with 2.72b. Anyway fill me in on the details and maybe I can help out a bit. Link to comment Share on other sites More sharing options...
JoKelly Posted January 6, 2015 Author Share Posted January 6, 2015 I'd really recommend using an existing model, it will reduce a lot of the issues your going to have to deal with, and I believe the trog is a good base to start with. Otherwise a huge amount of your effort is going to go toward just getting the model to function in game. That's fine if your going to be making a lot of new and original content for FO, since you'll be using the same process for all your new content, but it's a steep learning curve and your vampire isn't going to see the light of day quickly. I did end up using the trog as a base. I'm just curious what kind of lee way I have with Poly's. I am debating on whether to use an existing skeleton or to make a new one, since I would like to have creature move differently and faster. and I assume to both of those things all the animations would have to be unique to the creature. as far as using 2.72, I use it to do all the actual work, then export as .3ds with legacy support for 2.49 then import it into 2.49 to convert to a .NIF Link to comment Share on other sites More sharing options...
devinpatterson Posted January 7, 2015 Share Posted January 7, 2015 I did end up using the trog as a base. I'm just curious what kind of lee way I have with Poly's. Can't help you on poly count, I edit existing assets, so I'm always working with pretty standard resources. You might check out some of the modeling forums. I am debating on whether to use an existing skeleton or to make a new one, since I would like to have creature move differently and faster. and I assume to both of those things all the animations would have to be unique to the creature. Yeah if your going to have new animations those will have to be new kfs under the creatures directory, but I don't think you'd have to, if you just tweak the speed. If there's just a few you want to change, you could use the trog and most of it's kfs just replacing your new animations (just like any animation replacer). You'll still need them under their own directory though, so you don't change the vanilla trogs, adn spore carriers. as far as using 2.72, I use it to do all the actual work, then export as .3ds with legacy support for 2.49 then import it into 2.49 to convert to a .NIF I havn't worked with anything except 2.49b, so I'm curious why you don't just save blend files when your using 2.72 and load them into 2.49 to export? Link to comment Share on other sites More sharing options...
JoKelly Posted January 7, 2015 Author Share Posted January 7, 2015 (edited) apparently they didn't add any kind of legacy support to Blend files, so quite a bit of the data in a newer version blend file will not translate to 2.49. And 2.72 is so much better to work with, that adding a little extra work to the workflow is worth it. Edited January 7, 2015 by JoKelly Link to comment Share on other sites More sharing options...
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