Rootworm Tunnels tileset
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02-21-2009, 08:56 PM,
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@ Senten & Ibsen:
Yeah, I know the texture isn't all that great. I was planning on altering the texture anyways. I'll check out those textures you sent me, Ibsen, later on. And thanks for the compliments. Koniption EDIT: New textures are now shown on dead rootworm using what Ibsen sent me. Check out my photobucket link in previous post in this thread to see the updated textures.
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off.
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02-22-2009, 01:00 AM,
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Ah yes, those textures make it look so cute .
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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02-22-2009, 01:51 AM,
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Quote:Originally posted by Ibsen's Ghost :eek: What you really mean is, "Those textures make it look so putrid." That is some rootworm sushi I would never try to get to know, ever, ever, ever. Koniption
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off.
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02-22-2009, 10:23 AM,
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Quote:Originally posted by Koniption Hahaha :lmao: |
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02-22-2009, 11:44 AM,
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Quote:Originally posted by Koniption Awww! Poor little guy. You've hurt it's feelings..... =)....(got the files btw, thanks!)
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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02-24-2009, 06:10 AM,
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I've updated my photobucket link with the finished and textured animated rootworm for fast travel. It's shown in it's unanimated pose.
I've sent the animated rootworm files to you, Ibsen. But someone else need to script the beast and set it up for fast travel purposes. Since I don't know how to do NPC AI nor combine the AI with a scripted object (the worm), a more experience scripter needs to take over. But man, was it fun walking around in the mouth of that beast when I tested it ingame!! :] Koniption
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off.
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02-24-2009, 09:21 AM,
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Awesome. I'm gonna nickname it W00Tworm, hence.
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02-24-2009, 06:37 PM,
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Quote:Originally posted by Sachiel :lmao:
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off.
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02-27-2009, 10:32 PM,
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I must have somehow missed Koniption's update here. Anyway, I got the files and I've been working on the tileset again. It's all going rather well but I wanted people's opinion on something. I have reached a model called the 'pitchannel' and it all looks nicely 'gland-like' =) but I have two textures for the protruding parts.
One, the 'bloody meat' texture, creates the more convincing effect of capillaries or veins bursting from the organic walls but the point where it matches the other texture is very pronounced and obvious. However, my lovely new 'bone02' texture looks a lot more fitting but I'm wondering if there would indeed be that many bone shards. Yes, the beast is dead but would it have really suffered so much deterioration of its insides? So it's a toss-up between the visual effect (bone02) and a sense of 'anatomical realism' (bloody meat). What do you think? I'd like to include both but I keep becoming aware of the growing vastness of our asset archive and would like to cut down a little.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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02-28-2009, 02:26 AM,
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Quote:Originally posted by Ibsen's Ghost Hey Ibsen, I saw your post and started to work on a "vein-y" texture that has smooth transition, but I now am being summoned to play NWN with my brothers. So I'll post that texture tomorrow, or something, for you to use. Koniption EDIT: I PM'd you some textures, Ibsen.
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off.
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