Ghogiels Models thread |
-Sulan-
Chieftain of Skyrim
Registration Date: 06.03.2006
Posts: 443
Location: Sweden
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hehe The stormtrooper helmet looks cool!!
Stormtroopers are cool!!
But the helmet in your last post looks even cooler!!
I love that kind of closed helmet! Is it inspired from 16th century?
btw remember the guys in starwars 4 (the very first one that is) that
flip the switches and press the buttons for the deathstar to fire? They
had that kind of helmet only it was black and shiny
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12.01.2007 14:41 |
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Durdain
Baron
Registration Date: 15.08.2006
Posts: 18
Location: Wigan, England
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Watched the 1953 (I think) of Knights of the Round Table on TV the
other day, the armour in that was very similar to the High Rockish
stuff you made - I love it!
__________________ Down in the Tubestation at Midnight
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12.01.2007 15:23 |
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Ghogiel
Inactive ST modder
Registration Date: 16.08.2006
Posts: 471
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17.01.2007 21:39 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 814
Location: Netherlands
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To brown in my opnion
I prefer dark grey maybe add a blueish overlay or something.
__________________ "Why would I be bound by rules if I can see so far beyond them?"
"I think, therefore I am" - Descartes
"I don't think, therefore I spam"
"Do not seek to follow the footsteps of the wise, seek what they sought"
"On top of the world"
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17.01.2007 22:46 |
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Ghogiel
Inactive ST modder
Registration Date: 16.08.2006
Posts: 471
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might come in handy.
__________________ AM NOT A TEXTURER
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13.02.2007 02:17 |
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quote: |
Originally posted by Ghogiel
might come in handy.
[...] |
That would be exelent, if the Deer Head was more of a "mask" than a open helm (For use making Hircine in the Werewolf Movies).
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13.02.2007 03:35 |
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Ghogiel
Inactive ST modder
Registration Date: 16.08.2006
Posts: 471
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I'm already ahead of you on that.
in fact....I basicly just lopped the head off of the Hircine statue and
then exstensively edited the mesh to make that deer helmet.
I suppose I could easily make an actual Hircine head/helmet for cutscene use.
I have been messing with the daedric statues a bit lately, and this was just something that popped outa that.
__________________ AM NOT A TEXTURER
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13.02.2007 03:57 |
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quote: |
Originally posted by Ghogiel
I'm already ahead of you on that.
in fact....I basicly just lopped the head off of the Hircine statue and
then exstensively edited the mesh to make that deer helmet.
I suppose I could easily make an actual Hircine head/helmet for cutscene use.
I have been messing with the daedric statues a bit lately, and this was just something that popped outa that. |
Cool.
Offtopic: Do you think you could rig the Clavicus Vile staue (The model
would need altering abit) to an Npc/Creature skelleton? PM me your
response, so your thread doesn't get cluttered.
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13.02.2007 04:28 |
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Ghogiel
Inactive ST modder
Registration Date: 16.08.2006
Posts: 471
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Dunno someone might have said something about the texturing. I don't do
texturing....so nope, I blank any complaints about textures.
first I have to find some pics for CV in redgaurd. I dunno how you
intend to implement it. I guess I could just rig them to the head bone
and then you can set it up in game to use the amulet or tail slot I
guess. Give me a couple days I'll have em to ya.
__________________ AM NOT A TEXTURER
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13.02.2007 11:55 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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Dear head... a shaman wouldn?t be found dead without it!
The horn textures need a bit of work, but the rest is spot on... well maybe the fur could be a bit darker too.
Also the sword is excellent.
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13.02.2007 18:18 |
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quote: |
Originally posted by Ghogiel
Dunno someone might have said something about the texturing. I don't do
texturing....so nope, I blank any complaints about textures.
first I have to find some pics for CV in redgaurd. I dunno how you
intend to implement it. I guess I could just rig them to the head bone
and then you can set it up in game to use the amulet or tail slot I
guess. Give me a couple days I'll have em to ya. |
Offtopic: Here is a good shot from Redguard, showing those C.V. horns.
The Old Ye Bard has attached this image (downsized version):
part10image11.jpg (15.07 KB)
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13.02.2007 18:45 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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Oh enough with the "Off topic:" already, make a new thread!
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13.02.2007 23:54 |
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fwp_coder
First Knight
Registration Date: 18.01.2007
Posts: 143
Location: sweden
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Great!
Would be good for hunters to lure the other Elks inte the trap
__________________ Felix WP
Self inflicted fractures.
I replace my bones with bars.
Aluminium,
Bleeding oxide.
The drug of Gods into my pounding veins.
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14.02.2007 08:47 |
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Tlo1048
Count
Registration Date: 02.07.2007
Posts: 726
Location: Blackrose
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I love your shields, and the claymore.
The drinking horn is genius, but is going to be hard to make animation for...
Your misc tools, would be great for a mod I'm working on.
If you have no clue who I am (most likely), I'm on the team over at TES
IV: Vvardenfell, and I thought I'd see If I could join Skyrim too.
I recommended you to them for yor bonemold, and dreugh armor. But they are already using them.
I asked if I could work on the mountaineer armor, over in visual
development, and I'd love it if you could help me by designing a model.
Thanks!
__________________ Member of -
TES IV: Black Marsh - Leader
TES IV: Skyrim
TES IV: Vvardenfell
TES IV: Valenwood
Akavir Project - Lore Master
Any help in Black Marsh and Valenwood would be great.
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03.07.2007 16:33 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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Good news, everyone! (Futurama ftw
)
I got in contact with Ghogiel on BSF and he's trawling through his backups to see what he can find of his models
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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21.07.2007 03:02 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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An update
A PM from Ghogiel:
quote: |
while going just randomly looking in a folder on my pc, trying to
extract the st files, (which causes my heap of crap pc to reboot
because its only being run on 200w psu...) I found a folder called
misc. looks like its complete. all with textures etc.
there is still a lot of work to do on them. 1 they should ALL be re
UVed. all textures redone. and all normal maps redone. plus setting
them up scale wise to be exported. will make a difference. that way the
Barrel and bucket etc can use the same textures. or I could just export
them as they are and not bother. well mainly because I am busy. so
these are old work and the Noob modeller shows. mostly in the UV and
texture department, the meshes themselves are fine smile.gif.
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Just waiting on an upload.
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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25.07.2007 23:17 |
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Tlo1048
Count
Registration Date: 02.07.2007
Posts: 726
Location: Blackrose
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Cool.
Now I have something to mess around with.
Just waiting for an upload.
__________________ Member of -
TES IV: Black Marsh - Leader
TES IV: Skyrim
TES IV: Vvardenfell
TES IV: Valenwood
Akavir Project - Lore Master
Any help in Black Marsh and Valenwood would be great.
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26.07.2007 00:58 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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Bah. I just found out that Ghogiel's model were all Max scenes and need to be converted to .nifs
He has textures though and if someone was willing to convert 'em he'll upload the Max scenes as well...
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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26.07.2007 11:16 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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If it's Max 8, I'll do it. Please tell me the conversion priorities;
it's likely to be a few at a time. Also if someone else wants to help,
that would be great/
Steve
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26.07.2007 16:59 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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Awesome! Thanks, SACarrow. I'm just waiting on a reply from Ghogiel about an upload and then I'll ask what Max he uses.
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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26.07.2007 23:20 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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NP. Also ask him (if he does use Max 8) if there is anything special to
do when exporting armor. This is Ghogiel, so you know there's armor in
there somewhere.
Steve
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27.07.2007 00:09 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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Another PM:
quote: |
max R8 sp3
I just use the usual niftools or civ4 exporters for armor. civ4 usual
export set up options, niftools make sure export skin modifier is
ticked. thats pretty much for exporting.
the meshes will need scaling and translation setting before export. there is no collision.
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I also asked if he could upload everything soon.
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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28.07.2007 17:22 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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longship.zip
[Mirror]
That's the longboat, which needs exporting from Max. So if you want to get started, go for it, Sacarrow.
helmet_shield.zip
[Mirror]
There's a helmet and a shield also. Ghogiel said the shield was a 10 minute retex so I'm not sure of the quality
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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03.08.2007 06:37 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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The longship is flat gorgeous! I've enclosed some NifSkope screens w/o
texture to show the form. Now what I need to do is make a collision
mesh (CM) for this ship, so I figured I'd put my initial thoughts up
here. What follows is very geeky collision and Max suff; feel free to
gawk at the pretty pictures and then leave.
With the current Max plugin (0.2.16), it's fairly easy to make CMs with
multiple parts, though there are issues with the more complex types
(TriStrips and Convex Shapes).
My first cut will have:
- A big Box enclosing the hull and deck. The disadvantage here is that
it will extend WAY beyond the hull on the outside; on the water, I
suspect that would be less of a problem.
- A series of thin Boxes for the railings,
- Capsules for the masts,
- No collision for the rigging,
- 2 or 3 convex shapes for each prow. Right now convex shapes don't interact correctly with arrows, but the basic CM is solid.
One big annoyance is that until some genius figures out the Mopps
thing, concave shapes can only be dealt with by subdivision. Oh well.
Any thoughts welcome.
SACarrow has attached these images (downsized versions):
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03.08.2007 22:07 |
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Tlo1048
Count
Registration Date: 02.07.2007
Posts: 726
Location: Blackrose
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All I can say is
Wow
That ship is downright amazing!
You should see if Akavir, or Black Marsh can play with the meshes to make ships for their mods.
Thanks.
__________________ Member of -
TES IV: Black Marsh - Leader
TES IV: Skyrim
TES IV: Vvardenfell
TES IV: Valenwood
Akavir Project - Lore Master
Any help in Black Marsh and Valenwood would be great.
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03.08.2007 22:12 |
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Ghogiel
Inactive ST modder
Registration Date: 16.08.2006
Posts: 471
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RE: Longship collision mesh |
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quote: |
Originally posted by SACarrow
The longship is flat gorgeous! I've enclosed some NifSkope screens w/o
texture to show the form. Now what I need to do is make a collision
mesh (CM) for this ship, so I figured I'd put my initial thoughts up
here. What follows is very geeky collision and Max suff; feel free to
gawk at the pretty pictures and then leave.
With the current Max plugin (0.2.16), it's fairly easy to make CMs with
multiple parts, though there are issues with the more complex types
(TriStrips and Convex Shapes).
My first cut will have:
- A big Box enclosing the hull and deck. The disadvantage here is that
it will extend WAY beyond the hull on the outside; on the water, I
suspect that would be less of a problem.
- A series of thin Boxes for the railings,
- Capsules for the masts,
- No collision for the rigging,
- 2 or 3 convex shapes for each prow. Right now convex shapes don't interact correctly with arrows, but the basic CM is solid.
One big annoyance is that until some genius figures out the Mopps
thing, concave shapes can only be dealt with by subdivision. Oh well.
Any thoughts welcome,
Steve |
I already exported the ship and set up the mesh as a nif.
there should have been a low poly collision mesh in the max scene. I
would have exported it myself aswell, but the niftools exporter is too
processor intensive for my pc and causes a reboot. All that needs to be
done is export the mesh from max using the niftools plugin, setting the
collsion mesh as a collision mesh. then paste the collision block into
the nif I set up. delete the colision thats in the nif right now, and
add the exported collision to the root ninode and bobs your uncle.
I may tweak some UVs still. there are a couple that are annoying me.
probably in the not too distant future, hopefully, there will be a
spell in nifskope that if your nitrishapedata colision is convex, it
should be able to convert them to bhkconvexshapes. I think mopp shapes
are farther off happening if at all. I haven't heard much about
niftools developement in number of weeks
the mentioned shield isn't a retex at all, it all custom mesh (apart from the handle) and all custom texture.
I kinda didn't want these mesh links posted publically, there is no credit list and yadda yadda included in the dl.
__________________ AM NOT A TEXTURER
This post has been edited 3 time(s), it was last edited by Ghogiel: 03.08.2007 23:21.
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03.08.2007 23:18 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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OK.
- I hadn't checked out the Max scene yet; just the NIF. So I'll use the low-poly one instead.
- The newest plugin has totally rethought collision support (thanks to
tazpn) and works much better IMO. It has convex shapes that can be
auto-generated based on an existing object; it's just some fine details
that need to be ironed out. Mopps stuff I don't ever see happening,
especially since since I have a sneaking suspicion that even if there
is a freely available algorithm, Havok messes with it in a nonstandard
way.
- As for DLs, just PM me the URLs, Smokindan, and I'll PM back the NIFs and any altered Max scenes.
- In Max, the length of the longboat is ~1300 units, or about 10 PC
heights. Is that a good length for a Nordic longboat? Also I was
thinking of putting the origin at the miiddle (X, Y) bottom (Z) of the
boat. Is there a better place?
Buh-bye for now,
Steve
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04.08.2007 00:29 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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Any of these things (particularly the stuff like the misc items and
that on the first page) done? I am considering modelling a few things
myself for practice so if there's anything simple (misc items most
likely) I could give it a try.
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29.08.2007 07:23 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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The longship was my first try but I discovered that I needed more of
Ghogiel's shield textures. I PMed him, but his Internet access has gone
out, leaving him with no way to re-upload stuff for a while. If anyone
has a cache of his material from previous uploads, I'd be happy to go
through that. Otherwise we're slightly stuck for awhile.
Sorry,
Steve
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29.08.2007 07:32 |
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Vality7
Guardian
Registration Date: 13.08.2006
Posts: 53
Location: Nouvelle-Zelande
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quote: |
Originally posted by SACarrow
..I PMed him, but his Internet access has gone out, leaving him with no way to re-upload stuff for a while... |
He PM'd me yesterday (at BSF) saying he's in Switzerland untill Sep
7th, so that's only a week away. He should be able to upload/finish
stuff after that I imagine.
__________________ - My Mod Website
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30.08.2007 07:28 |
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Lord Grievous
Warder
Registration Date: 29.03.2007
Posts: 41
Location: Antwerp -> Flanders -> Belgium -> Europe
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Shield B and Ornate Claymore look nice
__________________ What if...girls weren't picky?
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12.09.2007 13:58 |
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Richard
Chieftain of Skyrim
Registration Date: 23.08.2006
Posts: 747
Location: Invercargill, New Zealand
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It's past the 7th of September now
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13.09.2007 08:25 |
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Ghogiel
Inactive ST modder
Registration Date: 16.08.2006
Posts: 471
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but there is still the fact I have no internet.
sorry guys I'm lame.
Although I am going to remake the shield mesh. It was originally a
modified beth mesh, but considering all the textures I did for it, I
should have made my own mesh. it wouldn't have taken an hour to get it
complete and UV. so I am going to re do that. Plus I am going to re
organise the folders and files names so they can share a single normal
map. which will dramatically cut the vram drain and the file size
.
__________________ AM NOT A TEXTURER
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22.09.2007 00:52 |
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