Modeling the creatures of Morrowind
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03-12-2006, 09:48 AM,
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I'd kind of like to see how it looks with more detail before deciding one way or another. The grissle thing could turn out really cool.
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03-12-2006, 11:21 AM,
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like I said, I don't mind, infact I kinda like it.... but I dunno....
though if people start feeling a bit lore-offended.... we could always say that one is a Blighted one and therefore mutated... hrug: |
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03-12-2006, 07:24 PM,
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It has the potentional to look cool on it, and I doubt people are going to care THAT much about it have the extra tendon
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03-16-2006, 03:40 AM,
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if anyone can post some pics of creatures i can start modelling and i'll give the rigging a shot.
i wouldn't mind animating either but im kinda new to tes so i 'm afraid i wouldn't know how to emulate a believable animation without actually seeing it. Also, what poly count are you guys using for the creatures or anything for that matter.
:bananarockroud Member of Team Ramrod :bananarock:
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03-16-2006, 07:51 AM,
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I think sticking to around 1,500 - 2,000 triangles for creatures is a good idea. I haven't seen any interviews with the devs that have given an exact amount, but I'm pretty sure the engine can handle 2,000 triangle creatures just fine, and we shouldn't need any more than that especially with the parallax & normal mapping we'll be able to do.
- Brett the Cryonaut
Head of creature-development for TES4: Vvardenfell - & - Owner / Maintainer of Morrowind-Mods.org http://www.morrowind-mods.org |
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03-16-2006, 12:16 PM,
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I remember a very old dev quote, pre-Morrowind, where they said that an NPC in TES3 was made up by, on average, 2,000 polygons just like Cryonaut said. That would include the polys of whichever garment or armor the NPC was wearing (of course, if an NPC puts on, say, a Bonemold cuirass it replaces the polys for his chest and torso).
It's true that most of the developments over the past years have been in texture techniques rather than more and more polys; for instance I read somewhere earlier that an enemy in Doom 3 used an average of 'just' 3,000 polys. So, if it's in that ballpark I'm sure it would work, but if it's like 10,000 polys then it could be a problem. I'm sure it could work a one-off 'boss' creature, in a small interior cell load at the end of a dungeon, but having ten enteties with 10,000 polys running around in an exterior cell probably wouldn't work.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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03-16-2006, 01:50 PM,
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Quote:Originally posted by KuKulzA Now there is the germ of a wonderful concept: the blight has come to an end? The heart is finished, so no new blight except that created by contact with whatever remains in the soil or creatures and even plants affected. But therre is a huge question herre - DOES THE BLIGHT CAUSE INFERTILITY or MUTATION IN SUBSEQUENT GENERATIONS? If it transfers to subsequent generations in some form then we will see 'new forms' of 'old' creatures! Perhaps in an after effect that could not happen while the 'Heart' was affecting things directly.
Because loyalty is not to be spoken of and honour is to be endured. Whilst courage is to be survived. These virtues belong to silence.
Steven Erikson. But, if one man does nothing can he be said to be good? raggidman |
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03-20-2006, 07:39 PM,
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Hey Cryonauot or whatever, : )
great idea in Pm, I agree; You model, I animate. If you have questions, -> mblaza@eunet.yu Sorry for the delay.. or something..
Time waits for no one
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03-20-2006, 08:17 PM,
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can someone get an overhead pic of a nix hound?
cause I think cryonaut is right about the large thing onthe front legs... |
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03-20-2006, 08:28 PM,
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Quote:Originally posted by KuKulzA
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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