Show Us What You're Working On #37

Post » Sun May 05, 2013 3:44 pm

Let's say one is a nostril and one is an eye :P

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Cat Haines
 
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Post » Sun May 05, 2013 11:25 pm

Alit's walking in circles and falling down alot? yes please! :D

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Marine x
 
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Post » Sun May 05, 2013 1:38 pm

Those are defintely nostrils, especially if you consider the concept art, in which what are presumably "eyes" are located much further back.

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Steven Hardman
 
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Post » Sun May 05, 2013 5:31 pm

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).

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Lavender Brown
 
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Post » Mon May 06, 2013 1:35 am

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/

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Samantha Wood
 
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Post » Sun May 05, 2013 1:46 pm

Thx, posted over there. ;)

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ONLY ME!!!!
 
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Post » Sun May 05, 2013 4:15 pm

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.

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Robert Garcia
 
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Post » Mon May 06, 2013 2:41 am

That happened quickly!

Are we really just a UV mapping away from that majestic new Telvanni master robe? I'm chuffed. :happy:

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Kelli Wolfe
 
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Post » Sun May 05, 2013 12:56 pm

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 ;)

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aisha jamil
 
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Post » Sun May 05, 2013 3:12 pm

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. :D

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willow
 
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Post » Sun May 05, 2013 8:29 pm

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 ;)

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Skrapp Stephens
 
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Post » Sun May 05, 2013 1:12 pm

So, model it instead of posting ;P

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Jade Payton
 
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Post » Mon May 06, 2013 12:32 am

This. Thank you very much, Fae & SWG :D

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chirsty aggas
 
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Post » Sun May 05, 2013 10:16 am

Wanted to start modelling after i'm back home (tomorrow i'm going on a trip), but started today :tongue:

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 :tongue: (I'll try to reduce them later...)

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Emmie Cate
 
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Post » Sun May 05, 2013 3:13 pm

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! :)

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Khamaji Taylor
 
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Post » Sun May 05, 2013 3:06 pm

Some progress on the new Nirnroot model:
http://www10.pic-upload.de/01.05.13/bn4cp4h1cz2o.jpg
Just sticking planes together :confused:
90 polys.

I find it useful. Would be great to have this grid as a overlay for the UESP online map.
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tegan fiamengo
 
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Post » Sun May 05, 2013 12:55 pm

Links not work! D:

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Joanne Crump
 
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Post » Sun May 05, 2013 12:40 pm

Did http://oi44.tinypic.com/2i7lav.jpg?

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Jamie Moysey
 
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Post » Sun May 05, 2013 2:13 pm

Work now, link does. Looks good Peter.

(No idea why my last post came out so... Yoda-ish...)

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Lindsay Dunn
 
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Post » Sun May 05, 2013 4:41 pm

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?

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Reanan-Marie Olsen
 
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Post » Sun May 05, 2013 1:06 pm

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. :)

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Laura Cartwright
 
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Post » Sun May 05, 2013 5:08 pm

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 :P) mods, like many Redoran and Telvanni quests.

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Alessandra Botham
 
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Post » Sun May 05, 2013 9:41 pm

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.

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:)Colleenn
 
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