Work-in-progress pictures
http://i171.photobucket.com/albums/u312/RGMage2/WIP/Avatar%20Navi/Navi11.jpg------http://i171.photobucket.com/albums/u312/RGMage2/WIP/Avatar%20Navi/Navi06.jpg------http://i171.photobucket.com/albums/u312/RGMage2/WIP/Avatar%20Navi/Navi13.jpg------http://i171.photobucket.com/albums/u312/RGMage2/WIP/Avatar%20Navi/Navi14.jpg------http://i171.photobucket.com/albums/u312/RGMage2/WIP/Avatar%20Navi/Navi08.jpg------http://i171.photobucket.com/albums/u312/RGMage2/WIP/Avatar%20Navi/Navi20.jpg------http://i171.photobucket.com/albums/u312/RGMage2/WIP/Avatar%20Navi/Navi21.jpg------http://i171.photobucket.com/albums/u312/RGMage2/WIP/Avatar%20Navi/Navi22.jpg------http://i171.photobucket.com/albums/u312/RGMage2/WIP/Avatar%20Navi/Navi23.jpg------http://i171.photobucket.com/albums/u312/RGMage2/WIP/Avatar%20Navi/Navi24.jpg
Project started Dec. 12 2009
Progress
Head mesh
=============65%> =======
I have 3 working versions of the head mesh with the remodelled nose, but none of them are an accurate depiction of what the Na'vi nose actually looks like. Most of the time spent working on the head mesh was aimed at learning proper import and export methods that would enable the facial morphs to work properly and eliminating the gap at the neck. There was no point putting a lot of effort into modeling the nose if the morphs weren't going to work.
The mesh being used for this is Head06, which I have permission from throttlekitty to include in the release. The only technical issue remaining is to see if I can improve the UV mapping on the neck area, which would allow the body striping to continue from the shoulders to the sides of the neck.
Face texture
===============75%> =====
Can't go any farther with it until the head mesh is finalized. What remains to be done is the pinkish part of the nose, and the striping on the neck.
Ear mesh
==========50%> ==========
I have one set of ears which might be included in a beta release, but I really want to redo it. When I did the preliminary version I didn't know where to start, and what I ended up with is flawed and too high poly. I know the second attempt will be better.
Ear texture
=05%> ===================
Just a place holder texture for now. A final version can't be attempted until the ear mesh and face texture are completed.
Eye mesh and texture
====================100%>
new eye texture and modified eye mesh
Body Textures
==================90%> ==
More or less finished, but will need to be colour matched to the face texture.
4 digit hands and feet meshes
====================100%>
Both male and female meshes are finished, mapped and rigged and seem to work fine. As it stands now they have to be equipped by player, but I will be looking for a script to make it more immersive.
Bio luminescent face and body meshes
====20%> ================
For the glowing parts on the skin. Works like an equippable tattoo using alpha channel and glow maps. I've tested it out and it works. What I'm doing currently is using combined upper and lower teeth, and combined mouth and tongue. This frees up 2 slots, one for glowing face stuff and one for glowing body stuff. Unfortunately these slots don't differentiate between male and female, and that is bad for the body because male and female need to have different meshes. What I tried originally was combining the body mesh with the tail nif, and it worked except that I was getting some oddities, so I switched it around. I'm going back to the tail nif and see if I can solve the problem (it may have been just a rigging issue). The tail is a preferred slot because it allows for variation between male and female.
Tail mesh
00%> ====================
Currently using Khajiit tail which really isn't good enough. There will be a completely new tail mesh
Tail texture
00%> ====================
Can't think about a texture until I have a mesh.
Hair
==10%> ==================
All I have a the moment is a preliminary mesh that I put together to get an idea of how it might look. I know what I want to do there. 2 basic styles, one that is pure dreads, and one that starts smooth and ends in a braid. I should be able to work several variations off these styles. There will also be longer versions that will be rigged wigs. The hair will be a lot of work but I think it will be worth it.
Clothing and Armor
==10%> ==================
Initial clothing will be very basic (replacing the jail clothes). Loin cloths, jewelry and that sort of thing. Would also like to include complete sets of Leather and Iron Armor (optimized for Na'vi) that you could pick up in the tutorial.
Weapons
not really thinking about it, but anything is possible.
Attributes and Stat bonuses
to be decided by a poll conducted on this forum
Racial Ability
Eywa's gift, permanent regenerate health - 1 per second on self. I've already tested this out and it's a little overpowered in the tutorial, but once you get out of the sewers it's helpful but not a game breaker. It also compensates for the fact the Na'vi will have no starting restore health spell.
Projected release date
I have no idea. I wish I could tell you but I can't. I have no timetable or schedule. It will be done when it is done. I do most of my modding on weekends, so even though I'm a month into this, it's not like I work on it every day. I figure I've put about 50 hours into this, and it might take 200 hours in total.
When it looks like it is ready, I will put a link on this thread to a beta test version that anyone can download and test. We will make some adjustments and work out any bugs, and then it will be done.
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Bodies and compatibilities
Roberts v5 muscular male, and Bab female. I know that will be a dissapointment to many, but I use Bab and I mod for Bab. That's the way it is. Because this is a custom race it can be pathed to the correct texture, and as long as you equip meshes that will come with this mod, then it will be compatible with your game. Where it will become an issue is when you want to use the default clothes or armors, or other modded outfits you have downloaded for your chosen body.
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Conversions to other bodies
Probably to early to talk about this, but since I already know where I am going, here it is:
Yes, conversions will be allowed as long as they are in patch form requiring the original version.
Example: HGEC user downloads and installs Bab version, then downloads and installs HGEC patch overtop of Bab version, overwriting Bab specific meshes and textures.
For any modder wanting to do a conversion, be aware that it will require more than just a texture or simple clothing conversion. A proper conversion will require the 4 digit hands and feet meshes and the bio-luminescent body mesh. If you are unable to do these on your own, I will be willing to help you. I limit this offer of help to d-cup or smaller. Anything larger than a d-cup and you are on your own.
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Inclusion of this mod into other projects
Yes, under the condition that support for Bab and or Roberts v5 are not removed from this mod. Your mod must support Bab and Roberts v5. As long as you maintain the original file folder structure, then the user can easily convert it by a patch if there is one available.
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I will be updating progress in this thread but don't expect it to be every day. Like I already said, most of my modding happens on the weekends.
I hope this answers most of the questions that some people may have had about this
mod. If you have any unanswered question, ask it here in this thread, not via PM. Your question and my answer can benefit others if asked here.

RGM