WIPZ The Batcave version 3

Post » Tue Sep 03, 2013 2:59 pm

I had never intended on doing another update on my batcave mod (link at the bottom of the post for shameless plugging) but when I found myself browsing my reference shots I'd gathered for the original mod I soon found myself in blender playing with different ideas and messing around with things until this happened....

http://skyrim.nexusmods.com/images/288485//?

I love the creative process but the actual work involved in getting something to work in game has always been a drag. Even so I have perseveared and well here's the new suit in game....

http://i136.photobucket.com/albums/q189/arkham666/ScreenShot10_zps2885f712.jpeg

http://i136.photobucket.com/albums/q189/arkham666/ScreenShot5_zpse2aaad9b.jpeg

http://i136.photobucket.com/albums/q189/arkham666/ScreenShot9_zpsda1c8f2b.jpeg

http://i136.photobucket.com/albums/q189/arkham666/ScreenShot7_zps0cef3a59.jpeg

http://i136.photobucket.com/albums/q189/arkham666/ScreenShot8_zpsd240a3e8.jpeg

there is an absolute ton of work still to do before reelease. The rig on the cuirass has some errors I want to touch up all the textures a little and make _m maps, then I need to make all the big body versions and do the same for the femae versions, the menu objects, updating the cave and I've got an idea for a Robin suit so basically its done when its done, it'll be a while but I'll update when there's more to see.

This mod will be fully compatible with the origonal mod and the armours should be interchangable, for this reason and this reason alone both capes will be seperate objects and not parts of the cuirass so you'll be able to put them on and take them off like normal capes.

Overall I've enjoyed making this, my first project was based off a reference picture but I've liked freestyling this mesh together and got to apply many of the new things I've learnt about texturing to finished product.

original batcave mod

http://skyrim.nexusmods.com/mods/23962//?

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Julia Schwalbe
 
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