Jump to content

Looking for assisstance with model


Septim741

Recommended Posts

I'm looking for anybody who might be interested in working with me on an armor model for Oblivion Expanded. Please, if you want to help post or PM me. Thanks.

 

Septim741

 

Isn't bat already doin the models for OE?

 

Yes, and about four other projects. He's too busy to do everything. So, apparently, is everybody else.

Link to comment
Share on other sites

Yes, and about four other projects. He's too busy to do everything. So, apparently, is everybody else.

Give me an idea of what you need done, and if my meager abilities can come reasonably close, and it isn't too specific to your uses, I'll give it a shot.

Link to comment
Share on other sites

Okay, thanks. It's really simple, and should only require modification of the DB armor and the creature "skeleton"

 

It's a modification of the Dark Brotherhood armor. Basically you're adding the ribcage from the skeleton to the chest of the DB armor, and skulls (without the lower jaw) on the knees, elbows, and shoulders.

 

You can alter parts of the skeleton to get the skull and ribcage. I hope that it works alright!

Link to comment
Share on other sites

Okay, thanks. It's really simple, and should only require modification of the DB armor and the creature "skeleton"

 

It's a modification of the Dark Brotherhood armor. Basically you're adding the ribcage from the skeleton to the chest of the DB armor, and skulls (without the lower jaw) on the knees, elbows, and shoulders.

 

You can alter parts of the skeleton to get the skull and ribcage. I hope that it works alright!

Off hand, I could only see problems popping up with sections getting deformed as the areas around them move. This would probably be most noticable on the chest and shoulders since sections would be weighted to multiple bones. Also... elbows? Not sure that would look right, no matter how its done... You are also aware that the addition to these pieces as part of the actual mesh would likely double the polycount for the standard armor right?

 

Also, what sort of texturing were you aiming for? Do you have someone able to do texturing, or do I have to somehow make one that doesn't look horrible?

 

*Edit*

Threw it together, havn't weighted it right or anything, but are you sure this is the look you were aiming for?

 

Not sure if it's the knees or the empty looking midsection, but it feels kinda 80s B movie badguy armor to me. Sure, having skulls and such on armor is a nice idea, but doesn't look too good in practice. Maybe you had an alternate plan?

 

Coincedentally, the mesh is over 17k polygons, I could probably knock it down to around 15k once I get rid of hidden faces, But that is still kinda high.

Link to comment
Share on other sites

Okay, thanks. It's really simple, and should only require modification of the DB armor and the creature "skeleton"

 

It's a modification of the Dark Brotherhood armor. Basically you're adding the ribcage from the skeleton to the chest of the DB armor, and skulls (without the lower jaw) on the knees, elbows, and shoulders.

 

You can alter parts of the skeleton to get the skull and ribcage. I hope that it works alright!

Off hand, I could only see problems popping up with sections getting deformed as the areas around them move. This would probably be most noticable on the chest and shoulders since sections would be weighted to multiple bones. Also... elbows? Not sure that would look right, no matter how its done... You are also aware that the addition to these pieces as part of the actual mesh would likely double the polycount for the standard armor right?

 

Also, what sort of texturing were you aiming for? Do you have someone able to do texturing, or do I have to somehow make one that doesn't look horrible?

 

*Edit*

Threw it together, havn't weighted it right or anything, but are you sure this is the look you were aiming for?

 

Not sure if it's the knees or the empty looking midsection, but it feels kinda 80s B movie badguy armor to me. Sure, having skulls and such on armor is a nice idea, but doesn't look too good in practice. Maybe you had an alternate plan?

 

Coincedentally, the mesh is over 17k polygons, I could probably knock it down to around 15k once I get rid of hidden faces, But that is still kinda high.

 

I wanted a really creepy armor for the undead race in OE that fit their creepy theme.

 

The model itself looks very good, but the idea does look kinda cheesy. Maybe jagged edges on the tip of the knee skulls might look a little better.

 

So, say we scrap the idea, does anybody have any more ideas on what a good undead armor might be?

 

Thanks for your help Vagrant. I appreciate it.

 

 

Edit: Missed your question about the textures. I'll do those myself.

Link to comment
Share on other sites

Okay, got a lot of feedback on TES Forums, and I've gotten a bunch of good ideas.

 

http://www.bethsoft.com/bgsforums/index.php?showtopic=735981

 

We want horns coming out of the skulls on the pauldrons. So, keeping in line witht he eye sockets, have horns coming out of the top. They should go forward and curve around the outside and run up towards where the head would be. Keep it so that we have now worries on clipping with a hood mesh.

 

Speaking of the hood mesh, I'd like to have a modification of the black robe hood so that it has part of a skull (Like a mask) covering the eyes and nose and stuff., but without the lower jaw so that the mouth is visible.

 

Thanks for your help Vagrant. (again)

Link to comment
Share on other sites

Okay, got a lot of feedback on TES Forums, and I've gotten a bunch of good ideas.

 

http://www.bethsoft.com/bgsforums/index.php?showtopic=735981

 

We want horns coming out of the skulls on the pauldrons. So, keeping in line witht he eye sockets, have horns coming out of the top. They should go forward and curve around the outside and run up towards where the head would be. Keep it so that we have now worries on clipping with a hood mesh.

 

Speaking of the hood mesh, I'd like to have a modification of the black robe hood so that it has part of a skull (Like a mask) covering the eyes and nose and stuff., but without the lower jaw so that the mouth is visible.

 

Thanks for your help Vagrant. (again)

Not too sure that adding spikes will be much of an improvement, but I could probably throw something together that might. What exactly is this undead race though?

Link to comment
Share on other sites

Okay, got a lot of feedback on TES Forums, and I've gotten a bunch of good ideas.

 

http://www.bethsoft.com/bgsforums/index.php?showtopic=735981

 

We want horns coming out of the skulls on the pauldrons. So, keeping in line witht he eye sockets, have horns coming out of the top. They should go forward and curve around the outside and run up towards where the head would be. Keep it so that we have now worries on clipping with a hood mesh.

 

Speaking of the hood mesh, I'd like to have a modification of the black robe hood so that it has part of a skull (Like a mask) covering the eyes and nose and stuff., but without the lower jaw so that the mouth is visible.

 

Thanks for your help Vagrant. (again)

Not too sure that adding spikes will be much of an improvement, but I could probably throw something together that might. What exactly is this undead race though?

 

Spikes? No spikes, that was a bad idea. Horns.

 

The race is in Oblivion Expanded, my unofficial Oblivion expansion. The undead race can be seen on Tessource somewhere... Ah!

 

http://www.tessource.net/share/image.php?id=1139

 

There we go.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...