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Baranar's Star


CurseOfDarkness

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http://img141.imageshack.us/img141/3245/baranarsstar1a.jpg

 

Yes, I know it's not lore related in the slightest... but my brother made a dual-wielding mace character and wants items like the Baranar's star he can use in-game.

 

I have a model done but I need someone to simplify it (UVs aren't done) and extract normal maps though because it uses a lot of rounded edges with polys.. also it needs some texturing.

 

As for putting in-game, it should take some magickal items to forge and have similar damage to a dragonbone mace from this mod:

http://skyrim.nexusmods.com/downloads/file.php?id=6027

 

Or slightly more, as this is going to be used for deadly dragons mod. Also, the side of the morning star with the 4 spikes (not the side with 2) should be the main swinging axis.. This should be obvious but I just wanted to clarify.. so when you get a final blow, you shove the side with 4 spikes into their face.

 

along with the standalone settings:

Have it called "Devil Star", under "Dragon" smithing.

 

Charges: 333

Burns the target for 40 points. Targets on fire take extra damage. Target takes 40 points of frost damage to Health and Stamina. Target takes 40 points of shock Damage and half as much Magicka damage.

 

Potential smithing items needed:

1 Dragon Bone

10 Steel Ingot

1 Daedra Heart

2 Leather Strips

 

Refines with:

Dragon Bone

 

There's a zipped .obj attached. Please drop a comment here and PM me if you are taking this on, and update me with progress. Thank you.

Edited by CurseOfDarkness
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I had done some materials testing on another model before I scrapped it, it's just default leather and rock material that come with the programs.. I am awful at texturing and baking maps though..

 

http://img706.imageshack.us/img706/626/baranarshandle2steel.jpghttp://img848.imageshack.us/img848/961/baranars3ws.jpg

 

Although it doesn't have to be these hues.. I made a more dragonbone hue'd one (2nd pic) and it looked a lot more natural to skyrim's motif.. but yeah this is just to give ideas as to the textures.

Edited by CurseOfDarkness
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Okay I have a low res cage (1518 tris from 5062) and the normal map baked out now.. I think I'm going to texture it myself too... when I'm done that I will still need someone to help make it a standalone mod.

 

http://img197.imageshack.us/img197/592/baranarsstarsimplelowre.jpghttp://img32.imageshack.us/img32/897/normalsamplesmall.jpg

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I have to leave now but if you don't find anyone until my return i will do it...guess an hour or so.

 

Standalone ok, but which weapon as base (for dmg, weapon type, animation and so on...) - i guess the daedric 1h mace? And what items are needed to craft it?

Edited by ghosu
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Can you modify damage? It should be slightly more than daedric.. I mention a mod in the initial post that has a dragon mace. If it had that damage or even +1 it would be perfect.

 

Edit: Dragon Mace came up with 19 on a level 1 char, the daedric came up with 17. So 20?

Edited by CurseOfDarkness
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Jeah i will check that out, i only made a single standalone weapon 'cause i use replacer in the first place but it should be doable.

 

This is how i looks ingame atm using your model and textures:

http://666kb.com/i/c0y6bvilio352jk79.jpg

 

http://666kb.com/i/c0y6hhwksqxd57s3p.jpg

 

I wanted to make it a bit bigger but the handle is already at maximum, if i make it bigger it would result in clipping errors with the hand.

 

So if you want to change anything 'bout your mesh you should do it now before i integrate it, changing the textures afterwards or adjusting the gossiness and such stuff (what you have to do i guess) can be done afterwards as well.

 

Btw, just as info for your future weapons, you'll need an own model for the blood effect...the area, where the blood texture will stick in this case just the head of the weapon. The 2nd model as example:

 

http://666kb.com/i/c0tn1y2bcusv7m5a5.jpg

 

I'll do it this time, just takes a minute.

So you want to change anything 'bout the model or shall i go on?

Edited by ghosu
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It looks good, I could adjust the specular but I don't have an image editing program on this computer just yet.. so that's why everything is on first bake.

 

Are you saying you will make the blood map? If so, the mace final blow animation usually uses part of the blue area to cut peoples heads off, and so some of that (up to the 3rd blue ring down) should probably get blood map also.

 

A question though.. it seems quite blocky, is that because the nif has no smooth edges? Should I bake new maps from a model that has all hardened edges?

 

Edit: I also am not concerned too much about clipping errors with the hand as long as they're not all too noticeable..

Edited by CurseOfDarkness
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Dunno why but NifSkope didn't recognize the smoothed shapes of you object, i fixed it with my 3D software:

 

http://666kb.com/i/c0y6zgxb4b79t3chx.jpg

 

Jeah i'll do the blood map, Gimp with the DDS plugin should work for you to tune the specular map...that's a pretty tricky thing, you can adjust the glossiness in the NIF as well but a good specular map is essential.

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Okay well I will adjust the specular later.. you can see if you open the dds I just kind of laid everything out so I can pick it apart when I have the time.

 

As for the clipping, I had a feeling that was going to happen (the handle is quite thick, I know) - but I trust your artistic view so if you think it looks really bad clipping too much, just leave it.. otherwise just let it clip. For a test, get dragonbone gauntlets and see how bad it clips anyways maybe.

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