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#41 Kwen

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Posted 13 May 2015 - 03:24 AM

I don't mean it should be eccentric. I just don't think it looks like skin. It looks like a flat base colour with some splotches all over it, not very attractive. And you could at least make the boots a slightly different tone than the pants, so there is a noticeable difference between them.


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#42 njm1983

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Posted 13 May 2015 - 04:18 AM

Looking good. The texture and model will probably look just fine once in game

#43 Vandil

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Posted 13 May 2015 - 07:44 AM

here My thaughts:

 

1. shapeshift of Beorn pls perma-toggle

2.Weapon wasn't it a double bladed/two headed axe in the book?(The Hobbit) Im not quiet sure what was said there now ;)

3. and about the dwarvenweapons there must be bows instead of axe-throwers,cause it is more story-releated true(read the book)-and doesn't the names says directors cut? :D ,

--the next they need 1+2H swords,axes (with 1+2 Blades) than battke-pickaxes + hammers (both with two endings) and clubs they were very versatile ;)

 

yeah i know a lot of expectations ...maybe if needed i can provide maya/3ds max models of the weapons...but there should be existing material ;)

 

about armoury ...mithril should be very expensive armour upgrad to the dwarves (maybe 20k or so ?!) but should do the expected affect ;)

 

kind regards ;)


Edited by Vandil, 13 May 2015 - 03:19 PM.


#44 Nazgûl

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Posted 13 May 2015 - 10:57 AM

@Kwen, I hear ya, I just don't agree. I'm fine with him =) The skin is painted with a dark orange base, then highlighted and shaded with several shades of pink, red, yellow and white along with dirt stains in brown and black... Thanks for the constructive input though. I think he'll be fine in game. If not, I can polish the texture in Photoshop. The boots have the same color as the pants, cause the images from the movie look that way.

 

@Vandil: I don't understand much of what you are saying to be honest =p


Edited by Nazgûl, 13 May 2015 - 11:01 AM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#45 Vandil

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Posted 13 May 2015 - 03:09 PM

Ok im gonna edit my post!



#46 Kwen

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Posted 13 May 2015 - 03:10 PM

You really like toggles it seems. :p


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#47 Vandil

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Posted 13 May 2015 - 03:22 PM

yeah i love them (toggles) -i have to admit :p (and especially cause it meets the truth ;) )



#48 Nazgûl

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Posted 13 May 2015 - 05:18 PM

1. Too powerful. It will be limited in use, per summon.

 

2. This mod is primarily based on the movies, not the book. Hence the style of the axe.

 

3. This topic is about Beorn, not dwarves.

 

here My thaughts:

 

1. shapeshift of Beorn pls perma-toggle

2.Weapon wasn't it a double bladed/two headed axe in the book?(The Hobbit) Im not quiet sure what was said there now ;)

3. and about the dwarvenweapons there must be bows instead of axe-throwers,cause it is more story-releated true(read the book)-and doesn't the names says directors cut? :D ,

--the next they need 1+2H swords,axes (with 1+2 Blades) than battke-pickaxes + hammers (both with two endings) and clubs they were very versatile ;)

 

yeah i know a lot of expectations ...maybe if needed i can provide maya/3ds max models of the weapons...but there should be existing material ;)

 

about armoury ...mithril should be very expensive armour upgrad to the dwarves (maybe 20k or so ?!) but should do the expected affect ;)

 

kind regards ;)


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#49 Mathijs

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Posted 13 May 2015 - 07:57 PM

About the texture, I think the problem is that, on the high poly model, it looks better because more of the shape is determined by the mesh. On the low poly (I use the word low in a liberal sense :p), that shape is less prominent.

 

So what I would do is add definition, perhaps use photo references. That's a good excuse to look at naked men on Google.


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#50 Nazgûl

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Posted 13 May 2015 - 09:14 PM

Hahaha :p

 

Yeah, that might be the issue at hand, even though all my models suffer the same fate. My primary guess is the lack of details. I think the Bolg model would be seen the same way if it didn't have all those metal parts shoved into his torso. Regardless, I don't really see the problem =)


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#51 MattTheLegoman

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Posted 13 May 2015 - 10:59 PM

I know how to bake the details of a high polygon model into the textures in Blender.

Are you able to create a normal map?

Edited by MattTheLegoman, 13 May 2015 - 11:01 PM.

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#52 Nazgûl

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Posted 13 May 2015 - 11:16 PM

"Normal maps" (hate that name) makes models shine. I don't want his skin to shine, and I'm fine with the model, incl the texture  :xd:


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#53 Kwen

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Posted 14 May 2015 - 12:02 AM

What the game needs, is the ability to display bump maps, as oppose to normal maps.


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#54 Nazgûl

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Posted 14 May 2015 - 01:35 AM

That would be better indeed! Normal maps only fit metal imo. So I use it for uruk-hai units, and will use it for Gondor soldiers. But not more much than that since the shine is quite apparent.


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#55 MattTheLegoman

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Posted 14 May 2015 - 03:25 AM

Not necessarily. There are some BfME II models that have the wrong settings, but when applying the texture it can be adjusted so it doesn't shine. =D

 

All the 3d models that I have recently been adding, have normal maps, with the correct settings. No shine, only shadows that adjust to the direction of the light. ;)

 

P.S.

There are other textures that you can create by using the bake function in a 3d modelling program. Ambient Occlusion or Shadows might help? These will create a black and white texture that can be used to add the original detail back into the low poly model.

 

I'm sure we will see some of the original high quality detail put back into the model some way through the textures. =D

 

P.P.S.

What the game engine really needs is specular maps to go with the normal maps. That way we can control how shiny an object is and what colour the shine is.


Edited by MattTheLegoman, 14 May 2015 - 03:32 AM.

Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado


#56 Vandil

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Posted 14 May 2015 - 10:59 AM

About the toggle mode...cant he than get at least a permatoggle around lvl 10? i think this would be fair or not?



#57 njm1983

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Posted 14 May 2015 - 11:46 PM

All heroes are lvl 10 by default in see. They will have all their abilities and be more or less a support unit

#58 Vandil

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Posted 15 May 2015 - 08:32 AM

All auto LVL10? thats something new and as far as i know not the state in the current version!

-btw i feel sad about this cause in my eye's this should be essential to lvl them cause in my eyes it is fun to see them developing ;) 

and them should be given bigger roles than support as you are saying they'll have ;)



#59 Nazgûl

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Posted 15 May 2015 - 08:54 AM

 

...thats something new and as far as i know not the state in the current version!

 

There any many things new about this mod. This is not based on the current version. It's a reboot!

You need to read up about the mod before you comment.


Edited by Nazgûl, 15 May 2015 - 08:57 AM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#60 Vandil

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Posted 15 May 2015 - 09:23 AM

Sry there were to mcuh pages,to much with Old material that is not actual anymore...so pls forgive me ;)

-And by the way there still can be told ideas or whishes...no mattter if they are counting,but what's not been told will never be heard ;)






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