Oh, wow.
I got totally distracted with my own project that I forgot to show you what my personal changes to the materials and alpha settings did for these beautiful gems.
http://img329.imageshack.us/img329/6661/soulgemik7.png
I changed their materials properties to have a nice emissive glow depending upon what type of gem they were, this one is purple (actually a desaturated http://en.wikipedia.org/wiki/Programmers), and the alpha properties were set to what is seen above. The overall effect is the gems look like they are glowing with eldrich energies, and the world seen through the gem is just as bright as it was, only now it is colored pink. The background is white to show better what how the transparencies affect the colors behind the gem.
I altered the other soulgems in a similar way, adding emissive glow based on what the overall color of the texture is, and the alpha was set manually on each gem to give the best effect. Most of them are not as shiny as the Greater Soul Gem, shown above, and for a good reason. I didn't alter Azura's star too much, except to fix a part of the mesh that had no texture, which may or may not look better than the original.
It's a nice effect, I think.
And yes I know the aspect ratio is a bit strange. I use a 10:16 aspect ratio, mainly because it's closer to the golden ratio than 4:3
Whoa. That does look pretty cool.
I could export the soulgem with the matte base that the crystals are affixed to as a seperate part of the mesh - then the crystals could have the appropriate alpha settings made and the more mundane base could remain... mundane. It'd be interesting to see how that would turn out.
Is there any chance you could e-mail me the files so I could see how it looks in-game? I'll pm you my e-mail address if so.
I wonder if there really
is a way to make it glow only when full? That would be amazing.
Some sort of super-overly-complex-work-around method maybe... any ideas?
A part of Azura's star had no texture? :\
Sounds like I messed up exporting
It was all supposed to be textured - I assume it was the bits that curve inwards on the 'arms' that were textureless? I guess it wouldn't make
that much difference visually for them, the intended texture was plain grey anyway.