Let's say one is a nostril and one is an eye
Let's say one is a nostril and one is an eye
Alit's walking in circles and falling down alot? yes please!
Those are defintely nostrils, especially if you consider the concept art, in which what are presumably "eyes" are located much further back.
Erm, what seems to be the problem? Neither better bodies nor heads are a big deal to work with in Blender. The only thing I know, that would obligatory require Max 4-5 would be particles, cause those are not supported by the nifscripts (yet).
Skin modifiers and vertex normals are proving to be challenging. For further discussion, check out the http://www.gamesas.com/topic/1457876-wipz-morrowind-heads-update-project/
http://oi43.tinypic.com/1rfdxy.jpg.
For the Dragonborn Telvanni robe, read the conversation http://www.gamesas.com/topic/1438303-mge-screenshot-thread-no-8/page-6#entry22601290.
That happened quickly!
Are we really just a UV mapping away from that majestic new Telvanni master robe? I'm chuffed.
Not so fast, i need to make a model and this will prooly take about two weeks (i'll be off until next week) and then UV mapping
I figured, but you two really arranged everything with alacrity. I barely had time to wish someone would do it before you guys were on the job, haha.
You know, I wanted it to be available for everyone since the first thought about converting the robe. I was just lazy and i can't make textures myself so i decided just to make a conversion, but when i saw that ppl would really enjoy it to be released, and SWG is ready to help with textures, there's not much to talk about - let's just do it
Wanted to start modelling after i'm back home (tomorrow i'm going on a trip), but started today
So far i've just done the belt.
http://i.imgur.com/q0JKFti.png
http://i.imgur.com/UXI6CMH.png
EDIT: I only fear that i'll exaggerate a bit with polys. Original belt has about 300, and mine has already about 700 (I'll try to reduce them later...)
Thought I'd finish this http://img213.imagevenue.com/img.php?image=359545873_ClaimCellMapVvardenfellFiremothSolsthiem_122_961lo.jpg. It bothered me I could never find a proper, x y labeled, high res grid map so I made one myself based on the Province: Cyrodiil claim map. It *should* be accurate, I checked the map with some locations in the CS and it appears to line up. I want to colour code it according to region and maybe annotate it with locations like the P:C map does but for now I'm taking a break from it. Hope someone finds it useful!
Work now, link does. Looks good Peter.
(No idea why my last post came out so... Yoda-ish...)
I have a sort of stylistic question: do you think it is bad practice to edit existing quests in a mod? I've been doing it with the companion mod I'm working on to http://i206.photobucket.com/albums/bb230/Umpteenth/MGEScreenshot13.png?t=1367511729 and, occasionally, alternate http://i206.photobucket.com/albums/bb230/Umpteenth/MGEScreenshot14.png existing quests. I think it's a fun way to make a companion seem more involved, but it also risks incompatibilities with other mods that might edit the dialogue of some default npcs. What do you think-- better to leave vanilla stuff mostly untouched, or go for it and let incompatibilities be damned?
Incompatibility be damned.
Patches can be made. No reason to not make adjustments to your own game at all. Experiment, have fun and try things out.
Yeah, I'm inclined to agree with you. I'll just avoid screwing around too much with quests I know have been improved by other (read: better ) mods, like many Redoran and Telvanni quests.
http://www.jonaybacallado.com/web/wp-content/uploads/2012/03/John-Carter-of-Mars1.jpg
https://dl.dropboxusercontent.com/u/45826855/Screens/harness1.jpg
I'm starting texturing now.