TheDaywalker's Faerie Realms

Post » Sat Oct 16, 2010 3:15 pm

like a sky view of the mod like form above looking down showing us the entire area
User avatar
Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Sat Oct 16, 2010 3:45 pm

like a sky view of the mod like form above looking down showing us the entire area



Why should I do that??? That would kill the surprise. You will see that all in game and not before that!!! :nono:


TheDaywalker :rock:
User avatar
Chris Ellis
 
Posts: 3447
Joined: Thu Jul 26, 2007 10:00 am

Post » Sun Oct 17, 2010 12:56 am

wow, i love these little faerie creatures, especially the honey licker, that tongue animation is hilarious :biglaugh: i'm guessing some of these wont be compatible with open helms, though i don't really wear helms myself so doesn't bother me
i see you have become obsessed with glow maps as well, i have been cooking up some creatures and applying glow maps to quite a lot of them, i really can't help myself, looks superb on these faeries though

can you make custom jump animations for the wings so they flap wider or faster depending on the wing type, or would that be impossible due to the static nature of jump animations (maybe adding a jump: loop animation to the wings would work, if not then i guess it's a job for the animation workaround project)

and lastly will you be making any custom animations for this mod other than the head ones you have done already, you have been researching animations for a while IIRC, and now the exporter for blender is fixed, i'd like to see what you can do ^_^
(no pressure though, i've been taking a break from animations lately due to how time consuming it is)
User avatar
Noely Ulloa
 
Posts: 3596
Joined: Tue Jul 04, 2006 1:33 am

Post » Sat Oct 16, 2010 11:32 pm

wow, i love these little faerie creatures, especially the honey licker, that tongue animation is hilarious :biglaugh: i'm guessing some of these wont be compatible with open helms, though i don't really wear helms myself so doesn't bother me
i see you have become obsessed with glow maps as well, i have been cooking up some creatures and applying glow maps to quite a lot of them, i really can't help myself, looks superb on these faeries though

can you make custom jump animations for the wings so they flap wider or faster depending on the wing type, or would that be impossible due to the static nature of jump animations (maybe adding a jump: loop animation to the wings would work, if not then i guess it's a job for the animation workaround project)

and lastly will you be making any custom animations for this mod other than the head ones you have done already, you have been researching animations for a while IIRC, and now the exporter for blender is fixed, i'd like to see what you can do ^_^
(no pressure though, i've been taking a break from animations lately due to how time consuming it is)



Concerning armors I have to say, that there maybe a lot of clipping issues with standard armors. Dependig on my free time, I will make a few but exclusive armor pieces for every race. But as Faeries are all flying creatures and have to care for weight, it is very untypical for them to wear armour at all. Except some light armor maybe.

New jump animations cannot be done, because that would change the jump animations of all standard races too. The movement of the wings stays the same all the time, I have chosen a speed that doesn't irritate the player to much ingame. Custom speed and amplitude of the wings during jump would have to be scripted. But normally it is so, that all animations freeze during jumping. Don't know, if one could go arround that.

There will be some new animations of mine, but I have to test out what works first. Only 50% of what I can do in blender does work ingame. There are certain limitations that make animations very tricky. I won't promise anything, but I'll try to make at least one new creature for this project and a bunch of texture- and activator animations.


TheDaywalker
User avatar
Roisan Sweeney
 
Posts: 3462
Joined: Sun Aug 13, 2006 8:28 pm

Post » Sat Oct 16, 2010 5:20 pm

i meant new jump animations for the wings only, they use a different animation to base_anim don't they? so if you changed the jump animations it would only effect the wings, not the animations of the whole body, though i understand from your post now that they use a constant animation, it might still be possible through animations, though i haven't looked into how these wings are made, so i'm only making presumptions here and could be totally wrong, so forgive me if i am

jumping animations use a one frame loop, this is the frozen animation that is displayed mid-air, the animations don't just freeze as other animations can still be activated during a jump (eg. attack while jumping) so you can add new animations while jumping through scripting if you wish, or maybe even through animations, though it might need a slight tweak to base_anim in blender, nothing big, just a lengthening of the static jumping animation loop which would allow the wing animation to play during the loop while the other animations are static.
User avatar
Sam Parker
 
Posts: 3358
Joined: Sat May 12, 2007 3:10 am

Post » Sat Oct 16, 2010 8:23 pm

i meant new jump animations for the wings only, they use a different animation to base_anim don't they? so if you changed the jump animations it would only effect the wings, not the animations of the whole body, though i understand from your post now that they use a constant animation, it might still be possible through animations, though i haven't looked into how these wings are made, so i'm only making presumptions here and could be totally wrong, so forgive me if i am

jumping animations use a one frame loop, this is the frozen animation that is displayed mid-air, the animations don't just freeze as other animations can still be activated during a jump (eg. attack while jumping) so you can add new animations while jumping through scripting if you wish, or maybe even through animations, though it might need a slight tweak to base_anim in blender, nothing big, just a lengthening of the static jumping animation loop which would allow the wing animation to play during the loop while the other animations are static.



The wings' animation is no idle animation, just an infinite loop. In my eyes you can't influence the animation of a single bodypart during different idles, except you change the base animations. The only thing I think one could do is making the wings an armor and exchange it by script with an identical one that features a different animation. But honestly, I can live with the wings as they are. This is an old game, I don't intend to make it that complicated.


TheDaywalker :rock:
User avatar
Nicole Coucopoulos
 
Posts: 3484
Joined: Fri Feb 23, 2007 4:09 am

Post » Sat Oct 16, 2010 9:37 pm

From the hostile salty swamps of "Mudluren" comes this evil creature, the infamous "Swamp Crawler". This creature masters camouflage till perfection and it's only purpose in life is hunting down other creatures that are weaker and smaller then them. Besides, they eat what they hunt and there is one thing they adore most of all: fresh meat of faeries. :flame:

http://www.youtube.com/watch?v=ouloFanbwjo

PS: Sry for bad quality of the vid, wasn't my day this day!!! :(


TheDaywalker :rock:
User avatar
Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

Post » Sat Oct 16, 2010 6:33 pm

From the hostile salty swamps of "Mudluren" comes this evil creature, the infamous "Swamp Crawler". This creature masters camouflage till perfection and it's only purpose in life is hunting down other creatures that are weaker and smaller then them. Besides, they eat what they hunt and there is one thing they adore most of all: fresh meat of faeries. :flame:

http://www.youtube.com/watch?v=ouloFanbwjo

PS: Sry for bad quality of the vid, wasn't my day this day!!! :(

TheDaywalker :rock:

The video quality is fine. :P Anywho, those things are pretty scary looking, and I'll keep in mind not to let them confuse me for a faerie! :sad: ( Or just try to convince it that wood elves taste like tree-sap. :D )

I love this project. I've never seen anything so wonderfully original made for Morrowind before. ;)
User avatar
LuCY sCoTT
 
Posts: 3410
Joined: Sun Feb 04, 2007 8:29 am

Post » Sat Oct 16, 2010 4:51 pm

The video quality is fine. :P Anywho, those things are pretty scary looking, and I'll keep in mind not to let them confuse me for a faerie! :sad: ( Or just try to convince it that wood elves taste like tree-sap. :D )

I love this project. I've never seen anything so wonderfully original made for Morrowind before. ;)



Thank you very much, my face is getting a bit red, lol!!! Here is something new. I'm a big fan of the movie "Pan's Labyrinth" and I have decided to feature that pan as a playable race in this mod. I already made the head model and now I'm trying to texture it. I choose the word "trying", cause I totally svck at photoshop. I was curious and put the original textures from the film on my model. Hope I can make it look that way too. If not, I guess I will have to get on Westly's nerves once again!!! :rolleyes:


http://pic.leech.it/i/d39b1/cb9f089panx.jpg
http://pic.leech.it/i/eba56/0a61bdapanxy.jpg


Greets, TheDaywalker!!! :rock:
User avatar
Rhiannon Jones
 
Posts: 3423
Joined: Thu Sep 21, 2006 3:18 pm

Post » Sat Oct 16, 2010 1:57 pm

Those are some wonderfully fantastical creatures! Pan looks especially good...it's amazing what's still being done with Morrowind.
User avatar
KIng James
 
Posts: 3499
Joined: Wed Sep 26, 2007 2:54 pm

Post » Sat Oct 16, 2010 3:34 pm

Pan's labyrinth, what a great movie that was!
and that's a great model as well, and looking at your other faerie textures, i think you should be able to texture pan just fine, you've done a good job on the head already
you should convert some of these to creatures when you are finished, retexture them a little to suit morrowind, and release a creature pack of them, that would be awesome

btw you should make the creepy thing with hands on it's eyes :lol: ( don't worry, i'm kidding, i know that would be a nightmare to make)
User avatar
Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Sat Oct 16, 2010 7:06 pm

Thank you very much, my face is getting a bit red, lol!!! Here is something new. I'm a big fan of the movie "Pan's Labyrinth" and I have decided to feature that pan as a playable race in this mod. I already made the head model and now I'm trying to texture it. I choose the word "trying", cause I totally svck at photoshop. I was curious and put the original textures from the film on my model. Hope I can make it look that way too. If not, I guess I will have to get on Westly's nerves once again!!! :rolleyes:

http://pic.leech.it/i/d39b1/cb9f089panx.jpg
http://pic.leech.it/i/eba56/0a61bdapanxy.jpg

Greets, TheDaywalker!!! :rock:

Pan's a Satyr or Faun (I forget which one), and I don't believe anyone has even made race for them yet. :P
Are you going to make other heads of the same style for the race besides just the one that looks like pan?

Anywho, as the self-proclaimed official fan-girl of this project, I make it my duty to turn your face red! :hugs:
User avatar
Amanda savory
 
Posts: 3332
Joined: Mon Nov 27, 2006 10:37 am

Post » Sat Oct 16, 2010 1:34 pm

Wow. Where did this come from. As I got to page 3, I was gonna say that this reminded me a bunch of Pan's Labyrinth. Then I see that you've gone ahead and made that creepy dude. Awesome work.
User avatar
Zualett
 
Posts: 3567
Joined: Mon Aug 20, 2007 6:36 pm

Post » Sun Oct 17, 2010 5:46 am

...after "Lady Druwenn" the ultimate evil faerie sorceress had been driven into exile by the monarchy, the befriended realms "Old Dranesh", "A'lyndrah" and "Mudluren" felt a breeze of piece wealth again. Business between the "High Houses" was blooming like never before and after the last of "Lady Druwenn's" servant creatures was slain be the royal guards of "Queen Sylvinn", the roads on the ground and travelling routes of the flying merchant's ships remained save for a long time.

Meanwhile the furious old sorceress was restlessly searching for a new place to hideout and build up a new domain. And the day came, when she lay her eye on a small secluded valley in the southern tip of "Alyndrah". That small valley had been a claim of the Flyhead Folk" for many hundret years and in their native language they called this place "Valley of Grynnach". "Grynnach" had been their greatest hero, back in time, and he was known for having driven the monsters off this valley, so that the "Flyheads" could settle down there. Nobody except some hunters of that region knew about Grynnach and as those creatures always lived in solitude, not caring for the other folks at all, noone really cared about them and so they almost got forgotten as the years passed by.

For "Lady Druwen" this was the ideal place to recover strength and plan her revenge on the Queen and the High Houses. It took her hardly 2 years, to turn the blooming valley into a poisoned, barren piece of stone, with all animals and plants killed and the poor "Flyheads" enslaved and slowly turned into brainless monsters. Only a hand of that folk could escape the cruel fangs of the sorceress. One of them was a young female fae named "Lishaah" and she is now on her way to inform the Queen that "Lady Druwenn" is back again. But that's weeks ago now and not a single word was heard of "Lishaa" again. Maybe she didn't get far...

http://pic.leech.it/i/0f791/e282e85screenshot.jpg
http://pic.leech.it/i/ce2b3/b319f4c2screenshot.jpg
http://pic.leech.it/i/bc2bd/b6ae8ec2screenshot.jpg
http://pic.leech.it/i/0ea03/59dd7c4screenshot.jpg
http://pic.leech.it/i/5cc4a/c6d78c08screenshot.jpg
http://pic.leech.it/i/686fd/1736fa32screenshot.jpg
http://pic.leech.it/i/6a18e/910ebccscreenshot.jpg
http://pic.leech.it/i/b2c41/f77208escreenshot.jpg
http://pic.leech.it/i/04024/a68b372screenshot.jpg
http://pic.leech.it/i/cc08f/4cee092screenshot.jpg
http://pic.leech.it/i/25f93/fd67f892screenshot.jpg
http://pic.leech.it/i/b7b36/e1abe125screenshot.jpg


Video coming soon, TheDaywalker!!! :rock:
User avatar
Ray
 
Posts: 3472
Joined: Tue Aug 07, 2007 10:17 am

Post » Sat Oct 16, 2010 11:24 pm

Darkly beautiful. Perfect for an evil sorceress-type. ;)
User avatar
Emily Martell
 
Posts: 3469
Joined: Sun Dec 03, 2006 7:41 am

Post » Sun Oct 17, 2010 1:13 am

Wait until you see the interiors, got something special for that in mind yet!!! :D


TheDaywalker :rock:
User avatar
KIng James
 
Posts: 3499
Joined: Wed Sep 26, 2007 2:54 pm

Post » Sun Oct 17, 2010 12:15 am

http://pic.leech.it/i/0f791/e282e85screenshot.jpg
http://pic.leech.it/i/ce2b3/b319f4c2screenshot.jpg
http://pic.leech.it/i/bc2bd/b6ae8ec2screenshot.jpg
http://pic.leech.it/i/0ea03/59dd7c4screenshot.jpg
http://pic.leech.it/i/5cc4a/c6d78c08screenshot.jpg
http://pic.leech.it/i/686fd/1736fa32screenshot.jpg
http://pic.leech.it/i/6a18e/910ebccscreenshot.jpg
http://pic.leech.it/i/b2c41/f77208escreenshot.jpg
http://pic.leech.it/i/04024/a68b372screenshot.jpg
http://pic.leech.it/i/cc08f/4cee092screenshot.jpg
http://pic.leech.it/i/25f93/fd67f892screenshot.jpg
http://pic.leech.it/i/b7b36/e1abe125screenshot.jpg


Very innovative stuff. I particularly like the bridge you created.

Cheers,

Swiveller
User avatar
Jesus Duran
 
Posts: 3444
Joined: Wed Aug 15, 2007 12:16 am

Post » Sat Oct 16, 2010 5:54 pm

Very innovative stuff. I particularly like the bridge you created.

Cheers,

Swiveller



Thx, I try to make as much new unique models as I can, because I want the player not to have the experience like "Oh, look, that originally belonged to the arena in Vivec". This makes the progress of this WIP slow down a bit, but I think in the end it is worth it.


Cheers, TheDaywalker :rock:
User avatar
Kara Payne
 
Posts: 3415
Joined: Thu Oct 26, 2006 12:47 am

Post » Sun Oct 17, 2010 4:35 am

yeh, new models make a hell of a lot of difference
is this gonna have some quests? i'm getting bored of standing round morrowind with nothing to do, so a new quest to go with all this stuff would be cool
User avatar
ONLY ME!!!!
 
Posts: 3479
Joined: Tue Aug 28, 2007 12:16 pm

Post » Sat Oct 16, 2010 8:21 pm

yeh, new models make a hell of a lot of difference
is this gonna have some quests? i'm getting bored of standing round morrowind with nothing to do, so a new quest to go with all this stuff would be cool



I hope that I will find the time to do some good quests, but building the whole scenes, which are all interiors, will take me a long time. I hope I will get some help with this WIP some day, but it seems as if faeries are not that popular!!! :P :lol:


TheDaywalker :rock:
User avatar
Josh Lozier
 
Posts: 3490
Joined: Tue Nov 27, 2007 5:20 pm

Post » Sat Oct 16, 2010 3:36 pm

well i got my hands full doing creatures for TR at the moment, it looks like i'm the only animator working on morrowind, so i got a hell load of work to do, and i can't really help with this
maybe release a version 1 without quests, and a version 2 with quests?

tbh honest, when i saw the title, i thought i was gonna see something along the lines of http://images.google.co.uk/images?q=faerie&oe=utf-8&rls=org.mozilla:en-US%3a%6ffficial&client=firefox-a&um=1&ie=UTF-8&sa=N&hl=en&tab=wi :biglaugh: guess that is just a stereotypical view of faeries, though it could be why the topic's not getting attention
you should change the title to kick ass bug thingies, that should get this topic some well deserved views B)
User avatar
phillip crookes
 
Posts: 3420
Joined: Wed Jun 27, 2007 1:39 pm

Post » Sun Oct 17, 2010 4:24 am

Finally had a look through this thread, am impressed, some very cool stuff here, well done :goodjob:

Look forward to seeing it.

-KWM



ps - you're aware there's an external to internal cell converter? Think it was fligg or yacoby. I've not used it but could be helpful for you doing all internal cells.
User avatar
BRIANNA
 
Posts: 3438
Joined: Thu Jan 11, 2007 7:51 pm

Post » Sat Oct 16, 2010 2:28 pm

@Dirnae: You do animations too?! Cool, we gots to talk about that by time!!! :D Guess Tamriel Rebuild is a good place for showcasing your creatures. I assist on "Skyrim for Tes 3", you sure have heard of this and when I am a bit better with my animation skills, I will create a few new creatures for that Mod too.


But now I got this here first. A new wicked creature, somewhat like a troll or minion I'd say. My question is, if you want to have that thing as a playable race or as a creature. I could plug that head on a retextured and modified standard creature. Not sure which creature would serve best. So what do you suggest?! :)

http://pic.leech.it/i/4c359/b44ed7ctroll1.jpg
http://pic.leech.it/i/944fb/a3b5356troll4.jpg
http://pic.leech.it/i/1ad72/93ebc22troll2.jpg
http://pic.leech.it/i/d11a4/0d396a6troll3.jpg


TheDaywalker :rock:
User avatar
james tait
 
Posts: 3385
Joined: Fri Jun 22, 2007 6:26 pm

Post » Sat Oct 16, 2010 9:13 pm

yeh, i started animating about a month ago
http://www.gamesas.com/bgsforums/index.php?showtopic=976489&hl=Walking+Animations

i feel so stupid looking back at that now i've learnt a lot more about the whole subject of animation and modding in morrowind, though that's probably the same for everyone who looks back at when they started out doing something
i'm not doing that project anymore though, an animator called Networm is going to give it a go now

I'd personally like to see that head as a creature, though not on just a retextured body, but a remeshed one as well, the wide jawline makes me think it should go on something big, whether it's fat or bulky doesn't matter really
i dont like to think what body it should go on, but instead what animation it could go on, with a little tweaking of an ogrim skeleton you can make it more fitting for something bulky, or you can even shrink the skeleton to make it a short stumpy creature, without destroying the animations (i've even got a four armed ogrim skeleton on my computer if you want to play around with it, it uses standard ogrim animations, but has four arms). So yeh, as a creature has my vote, but a remeshed creature

though maybe i should let your 'official fan girl' Linora have the last say in this :lol:

looking at this work makes me want to learn more about using blender, max is better for animations imo, but for meshes, blender is simply amazing
keep up the great work :foodndrink:

edit: btw, whats the polycount on those models like?
edit 2: woah, i that was an awfully long post :blink:
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Sat Oct 16, 2010 9:01 pm

Yeah, I thought about taking the Ogrim-Animations, but I would have to tweak them, because of clipping, when the Ogrim scratches his head in some idle. I'm just playing around with animations at the moment. I know, I could do a creature from scratch, but the amount of work is scary. I sure will make my own creatures in near future, but now I'm more into modeling and improving my texturing skills.

Blender is a great software and it is free, but 3DS Max still is the best programm, if you consider what it all can do. I envy those people who own it!!! :drool:

My head-meshes polycount goes from 6000-max 15000. I know that is a lot, but I'm too lazy to retopologize my highpoly meshes. So most times I only take a lower division level of my highpoly models.


PS: Can you PM me the four armed Ogrim, so that I can have a look at it and can you tell me in short how such a thing is done. This is very intriguing!!! :)


EDIT:

I have updated the troll with some antlers and realistic eyes to give it some more personality.

http://pic.leech.it/i/58981/a32e462f99yy.jpg
http://pic.leech.it/i/8fca9/462cce47yyy.jpg
http://pic.leech.it/i/88251/897e2e1dyyyy.jpg



TheDaywalker :rock:
User avatar
Cameron Garrod
 
Posts: 3427
Joined: Sat Jun 30, 2007 7:46 am

PreviousNext

Return to III - Morrowind