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Messages - nargil66

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Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 25 November 2021, 06:05:02 »
I had an idea today for the next possible goddess - Hera. Her sacred animal is the peacock (myth of the giant Argus), then why not make her wear a peacock headdress instead of normal crown? She is a vain goddess after all, hehe... :)
After the idea has hit me, i searched a bit on google for peacock headdresses and found amazing concepts, this one for example:

Edit - Early headdress model + mask:
Spoiler for Hiden:
Edit 2 - Dress test:
Spoiler for Hiden:
Necklace and bracelets are just placeholders, they both need to be much more rich-looking.
Edit 3 - Almost finished:
Spoiler for Hiden:

Edit 4 - Ok, i made another variant - more lore friendly and more "Elizabeth" style:
Spoiler for Hiden:

I can use an opinion here. Which of the 2 variants you guys like more?
Nevermind, i settled with something in between. Here is the final variant before export:
Spoiler for Hiden:
Edit 5 - Almost ready:

Expect the new Fallen Gods version later tonight.
Edit 6 - Added one final detail, her Lotus Staff (another of her symbols):

Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 23 November 2021, 22:33:51 »
I post the latest Ariadne model (version 2.9H), so it doesn't get lost till i prepare a more proper release.
Preview (censored nudity):
Spoiler for Hiden:
What is new on the model  - Improved face proportions, more gracious neck, more slender hands, better shoulders + other small tweaks.
See attachment below for download (I don't send a link this time, because not all is done).
Regarding the standalone Athena and _noarmors _haironly requests, they are coming shortly.

Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 22 November 2021, 01:22:27 »
I can't do it for all those versions, but a new one is coming very soon (based on Hecate), i'll include it there as an option.

Humor / Re: Funny Videos
« on: 22 November 2021, 01:15:16 »

Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 21 November 2021, 06:50:56 »
Ok, here is more "official" release, with some tweaks on color theme (thanks to @icefreeze for his suggestion):

Fallen Gods Addon v0.9E:

- Added 1 more version of Hecate (made to default for female)

Spoiler for Hiden:


Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 20 November 2021, 22:12:21 »
Here it is as a variant:
Spoiler for Hiden:
Just place it where you pick deities in Fallen Gods.
Thank you @Antar36  for your comment. I always wanted to make a character similar to Dark Elf Sorceresses in Warhammer. I think this is close enough ;D

Join the SV Discord channel, you can find a link to the templates there.

Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 20 November 2021, 18:46:28 »
All your models are amazing. The third version of Hecate (the best in my opinion) reminds me a bit of Almalexia from TES 3 Morrowind.
After seeing her, that gave me an idea how to make the two even more alike :) :
Spoiler for Hiden:
It's a shame Telkhine's armor isn't very useful as a MI, its one of my favorite (especially when used on half-naked girls :P )

Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 20 November 2021, 08:31:06 »
Fallen Gods Addon v0.9D

- Added Hecate (Greek goddess of magic) with 3 variants, made to default for female

Spoiler for Hiden:

Old Model to compare

Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 19 November 2021, 18:47:49 »
The texture of the cloth is not very easy to edit, because it's UV map is all over the place. I think one of the problems that makes her too human is the skin color. She is goddess of the moon and underworld, she must be pale imo. Also made her dress brighter and changed color of the hair to less human too + added the old jewelry on the texture:
Spoiler for Hiden:
The more skimpy Hecate is made just for fun, i'm not trying to be close to the lore there.
A nice artwork, not lore friendly, but it's still awesome :)
Spoiler for Hiden:

Edit - Nevermind, after i woke up and looked at it again, the new skin is way too pale. So i made something in between (see the next post, the next FG version is ready).

Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 19 November 2021, 14:49:38 »
Hmm, something is missing on the new Hecate model... she is lore-friendly now, but she still looks somehow "ordinary", not enough like a goddess. If anyone has ideas on how to make her more "godly", I'm open to suggestions. Here are screens of old and new model to compare:

Spoiler for Hiden:


Btw, i made alt versions as well (not very lore friendly, but smexier :P):

Spoiler for Hiden:

Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 17 November 2021, 07:57:27 »
Sure, give me some time, probably after finishing the current model i'm working on.

A more lore-friendly Hecate on the making:
Spoiler for Hiden:
Everything is still WIP. The main inspiration was this statue:

I'm still not sure what her accessories should be... have to find some more concepts.

Edit - Today's Progress (new torch preview, fixed some issues on the body/dress, reworked her "rays" to not be so flat):
Spoiler for Hiden:
Edit 2 - Ready for export (finally found some fitting bracelets):
Spoiler for Hiden:
Edit 3 - New Hecate inside the pantheon map:

Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 16 November 2021, 22:40:11 »
Fallen Gods 0.9C
- Added Zeus (Greek god-king of thunder), made to default for male



Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 16 November 2021, 15:59:55 »
Thank you very much! I'm having a blast with fresh playthroughs using these new skins.  O:-)

Is there a way for the Athena skin to behave like Ariadne's, in that it has a nude no-helmet base, but other worn equipment is visible?

I have to make it a standalone mod for that, because if i enable armors in Fallen Gods all other goddesses will be affected too. I missed the "standalone" part in your first message, soon it will be corrected :)

Btw, i think it's time for Zeus to finally appear in FG. Expect him for the next version (i think to tweak his textures first).

Edit - Here is the new Zeus, more looking like a Greek god and less like some superhero:
Spoiler for Hiden:

Old texture to compare

Texture & Skin Modding / Basic tips in modeling
« on: 16 November 2021, 07:15:15 »
For those interested in making or editing TQ models, Here are a few tips. I had a question about my workflow in PM, ill post the response here as well. My knowledge is pretty basic, but it may help someone to start.
My workflow is the following - first i load an existing character MSH file to 3ds max 2012 using Tokloo's 3dsmax plugin (it works better than the official Max exporter imo).
If i want to just reshape the model in blender, i import without bones, and then export as OBJ file to Blender. Blender is 10 times more user friendly than Max when doing almost any manipulation. For reshaping in Blender i mostly use Elastic Deform. If i want to add some accessories to the model (e.g. horns) i download a model from free 3D site and convert it to OBJ (using Max or Blender depending on the case), then load it in the scene where the main TQ character model is. Most accessories doesnt fit, so i rescale them, adjust them and reshape them untill they do. Usually its best to enable X symmetry when in sculpt mode, so both sides of the model are affected simultaneously. Ok, now - say you wanted to reshape a bit the male character, add horns on his head and export back to the game. You export both models (male pc mesh and horns) separately as OBJ to 3ds Max. Sometimes its better to uncheck "Write Normals" when exporting, because they display incorrectly in Max (but not always the case). If a model is made from more than 1 part (male model has part of his arm and leg as different object from the rest) you export each part separately. So you have 3 objects to export in this case - horns, body part 1 and body part 2.
How to transfer animation/bone data after exporting from Blender:
First, you import the original male model to Max using Tokloo's plugin again, but this time with bones, hitboxes and optionally with attach points (whatever it has).
On top of that model you load the modified OBJ files you exported from Blender. Next, on the 2 body parts (not horns) you apply Skin Wrap modifier. For each part on the modifier's settings under "Deformation Engine" choose "Face Deformation" and set "Falloff" value to 0,001 (the lowest value). Then click on "Add" and pick a base part of the mesh you want to import Skin data from. In the given example with male model for the arm-leg part of the body (the smaller one) you "Add" the corresponding arm-leg part of the base mesh to import Skin data from; in the same way for the bigger part (rest of the body), you transfer from the bigger part of the original mesh.
After the Skin/bone data is transferred, lower in the Skin Wrap modifier settings you click on "Convert to Skin". This will disable Skin Wrap modifier and add a new Skin Modifier on top of it (the model is already connected to the skeleton).
For the horns - thats easier, since they are dependent on 1 bone only (Bone_Head) you can apply Skin Modifier directly and in the empty bone list click "Add" and then pick Bone_Head from the list. Now the horns will always move with character's head.
After you attach your model's parts to character bones, apply Edit Normals modifier to each separate part. Select all normals (Ctrl + A) untill they are all red and then in Edit normals settings tick "Use threshold", then change the value next to "Selected" to 0,0001 (this will set it to 0,0). Then click on "Selected" button. The normals should change their position. If black parts appear on the mesh using this method, click on Unify Normals instead. When you exit the modifier, the normals should be green or light blue now.
You are pretty much set up for export. How to Import/Export you probably already know (it's explained in Endymion's tutorial).
I usually do not export or import Attach Points to Max, instead i open the original mesh and the newly created mesh with MeshView and paste text data from one to the other. This does the trick.

Here is a small visual quide, only pictures:

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