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Windy
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Registration Date: 02.11.2006
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Windy's Little Vector Forge...again Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Hi, I'm Windy, novice artisan, at your service.

Basically, I'm going to throw all my work in this thread so that it's all in one place, for posterity's sake.

The simple information first:

The Man
I'm a university student, I taught myself how to model and I'm an inveterate cheapass when it comes to how I model things. I have a tendency to be over-reliant on using extrusion modelling at the expense of limited knowledge on other techniques. If it's a complex model I usually prefer to splice bits of other models since I'm still no good with complex geometry. Don't let the work fool you - I'm still newbie.

The Tools
3D Studio Max is my weapon of chioce. I tried blender and simply couldn't get used to it. Sadly, I've still yet to figure out rigging so I'm limited to weapons. Alas. I usually hand draw the general curves and looks of weapons I model. Then I scan that in and put it through photoshop to clean it up, and then I use that to make the model. Seems to work well so far.

The Works
(note: download links will be provided on request)

'Jagged Dagger'

Concept Sketch

Render

'Camoran Sword'

Concept Sketch (Based off Mormacil's original)

Render

'Dryad Sword'

Concept Sketch

'Silgrad Blade'

Concept Sketch (Mormacil's Original)

Render

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This post has been edited 4 time(s), it was last edited by Windy: 17.12.2006 09:32.

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Arbiter
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OK, formal Valenwood welcomes. :D

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walrus
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Welcome. Dancing Banana Dancing Banana Dancing Banana Dancing Banana Dancing Banana Dancing Banana Dancing Banana
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Hehe, little hard to say anything untill FLESH makes his appearance. :D

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Windy
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No worries, I'm gonna get to work on that first sword mesh.

EDIT: updated with a concept sketch.

Contours are somewhat different from Mormacil's drawing, please advise if this is an issue. In particular the downward pommel on the right side I can change/remove. Also I've changed the curvature of the blade slightly although this has more to do with the drawing process than an intentional thing.

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This post has been edited 1 time(s), it was last edited by Windy: 02.11.2006 02:40.

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Windy
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New Render posted. Camoran Sword almost done, just needs UV Mapping and then setting up with a *.nif

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FLESH
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Welcome to Valenwood Windy Wave I love your work. I hear you have been having troubles with rigging, I'm sure if you PM Heywood he would be happy to help you , or check out Heywood's Rigging Tutorial . I recieved a PM from arbiter stating that you can model weapons, and interiors. Now I'm confused at that last part, can you model interiors? Or mod interiors? We have both up for grabs :D

Good work on the Camoran Sword Good job!

And again, Welcome to the team =)

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:D

Looking good so far. Now we only gotta wait for Mormacil to comment.

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Windy
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I can make interiors, i.e. in the CS, which is currently what I'm doing for the other mod project I'm working for, Windfall. As for modelling, I've never tried, but in a pinch I'd happily have a go.

As for Heywood's tutorial, thanks for the link but it's Maya. I can more or less figure out how to rig the model to the skeleton, it's things like, which bit to rig where, how much weight should I paint to each bone (e.g. there's like 3 pelvis bones, which one does what?) and stuff like that. Then it's how on earth I export all of that correctly to NifSkope because so far NifSkope has utterly refused to co-operate. Still, thanks for the help.

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FLESH
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Have you tried looking up CuteUnit?

If you can make interiors (CS) head over to the claims section, you might find something you like :)

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Windy
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Yeah, CuteUnit was one of the first people I consulted, but she uses Blender. My problems are more lying towards moving the model from 3DSMax to NifSkope successfully. I'm not sure if it's because I've rigged it wrong or because my settings are wrong.

Oh and if it's OK, I'd like to hold off doing any interior work for you guys for now. Currently I promised those particular services to another mod project so I'm technically obliged to meet that requirement first. In any case I don't really have much time to be working on stuff like interiors because I tend to go overboard and throw in far too many objects (the last one I did ended up with something like 5 times more than Bethesda's typical interior and it took me weeks). Once I get to the holidays I'll see if I can juggle a bit better.

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I can do that well. Have you tried saving as a Nif and opening itin Nifskope instead of importing the .obj file? Or is that what you have been doing?

Well figured something out :D that armour is too good to waste.
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Windy
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I've tried segmenting it as several OBJ's, I've tried single OBJ, I've tried direct *.nif with two different plugins, you name it.

It's this mesh:

http://img142.imageshack.us/img142/58/farenderfrontspgn6.jpg

I've been throwing it around the ES forums for a while hoping someone would take up rigging it. I've more or less given up on getting it to work properly. If any of the Valenwood team wants to work on it, I'd be more than happy to share the 3DS scene or export it as an *.obj, *.3ds or just about any other file format 3DS Max can export. I just need to make one minor modification so that it's not dependent on Eshme's V2 Body.

Oh, and for the Camoran Sword mesh, if I can get a go-ahead from Mormacil I can have it UV mapped and in NifSkope in about 20mins.

Also, can someone send me a link for a *.nif with a sword that is single edged (i.e. the cutting surface faces one way, e.g. a sabre). Just I need one of those so I know which way to line it up.

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This post has been edited 1 time(s), it was last edited by Windy: 02.11.2006 10:33.

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I'll take a look at it, see what I can do.
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Windy
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Sure thing. What format do you want it in?

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Sorry for taking so long to reply, I'll take it in any format that Max supports.
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Windy
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Sorry for it taking so long, I had to clean up and make a last minute alteration to the mesh. The model here isn't rigged, I've removed my rigging work on it since I had a feeling it was probably defective. In any case I had to clean up the mesh a bit, and there's probably some more cleaning up to do (the lower chest piece was originally meant to be unclothed, but since I can't really factor in different body meshes, I decided to make it clothed at the last minute, I ended up having to turn the body mesh I was using as a base into part of an item of cllothing so it's quite hastily done Frown

In any case the UV Mapping is all there (don't talk to me about quality) and apart from minor distortion here and there, it should be ready to rig/nif. I hope you can make something of it, I bloody well can't.

Oh and if you get it anywhere, it's yours to use, have, keep, claim rights to, urinate upon for sake of territorial dspute, etc. I'll happily relinquish any rights to it since to me it's a bit of a lost cause.

Enjoy:

http://users.tpg.com.au/adsll2ok/windyfassn.zip

~Windy

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lothar100
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quote:
The Man
I'm a university student, I taught myself how to model and I'm an inveterate cheapass when it comes to how I model things. I have a tendency to be over-reliant on using extrusion modelling at the expense of limited knowledge on other techniques. If it's a complex model I usually prefer to splice bits of other models since I'm still no good with complex geometry. Don't let the work fool you - I'm still newbie.

haha! sounds like me! that complex stuff is hard, ever try making a modle of a double helix, OMG HARD! well it definatly takes practice and I can surly say that my modeling has gotten better as I went along. :D have fun :D

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Windy
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I've gotten better, although I think the more correct term is 'more cheapass' Tongue

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Azkur_pt
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hi welcome to the team I hope you enjoy it and I hope you enjoy the team also I would like to know if you did all the female body or if you just did the armor beacause human body shapes take a lot of pratice to make well.....

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Mormacil
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Hmm, I'm sorry I can't really give you a go atm Frown I got a serious migraine attackcan't really think and see clear. I think I should be alright tomorrowmorning, that's in 12 hours or so.

Mormacil
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Windy
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quote:
Originally posted by Azkur_pt
hi welcome to the team I hope you enjoy it and I hope you enjoy the team also I would like to know if you did all the female body or if you just did the armor beacause human body shapes take a lot of pratice to make well.....


lol, no I'm nowhere near good enough to do bodies and stuff...yet.

I basically used Eshme's V2 body as a base and then extruded parts of it. From there I edited the vertices so that they fit into place and then selectively extruded more pieces. Some of the simpler details were done with bending a solid shape around. Mainly the chest and thigh areas are more or less just Eshme's V2 body mesh with some cutting down and vertex editing to get rid of unneeded details (e.g. bellybutton, gentalia, etc. The chestplate was made by extruding the same mesh and editing vertexes to clean it up. The rest was done with extrusions mainly and was not based off Eshme's mesh. I'm especially proud of the waist/codpiece.

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Azkur_pt
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hey thx for clearing that matter up... I would advice you to instead of extruding direct?y of the body mesh, just copy the part you wanna extrude copy to another mesh resize it to 101% so the armor will be 1 mm of the body and then extrude the new mesh .... that is what I do with modo I dont know if it works with your program also you could make costumized armors soing extrude with a boc and trying shapes os they match with a human chest

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Windy
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That's basically what I did, but I went with extrusion over scaling because it works better. If you scale it in 3DS Max, some parts don't scale properly, but if you extrude off local normals, then it basically does what you said: makes each face sit a little bit off the original face.

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Mormacil
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Ok migraine is gone, time for some clear thinking and constructive comment. First of all I think your handle is a bit to thin, just na little bit, second the design resembles a tree. On the bottom of the hilt you got the roots, above, where the blades is attached, you got the leaves, not just spikes, but leaves, it's going to be more detailed when textured. Atm yours look to much to spikes to me.
I'm back in the run :D
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Windy
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I see. The thickening handles thing I can do pretty quickly, as far as the leaves bit goes, I'll have a see what I can do. I've got one or two ideas in that direction.

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Sorry it's taken me a while to get anything done, please advise if this is more to the design.

http://img155.imageshack.us/img155/6403/camswordtx0.jpg
(2540 Polys)

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It's really nice. I like that wreath thing on the handle, it makes it seem more... elegant.

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Yeah it's nice
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Looks good to me. Good job!
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Nice Good job!
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its... ... Good job! good! Good job!

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Right, if we approve, I'll have it UV Mapped and sent in.

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Bounce Bounce Bounce big gren welcome Windy

Your original rimmen concept in your first post with the offset 'flame' was 1,000% superior windy. A truly sophisticated achevement, with a deadly feel.

The current 'wreath' has a comparatively derivative feel, and as a piece of design is both clumsy and superfluous. As is the blade. Send it back to LOTR you have better to offer.

A terrible thing to say, but you can and have done better.

I can understand that modelling is different to drawing, but if you can use the lessons you have learned from the work you have done to realise your initial inspired work in full and without alteration then you will have something to be proud of. Yes

Now you can all beat me up. I dunno
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looks great. the handle might be a bit too thin to suport such a wide blade confortably though...

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lol.

@raggidman

It's fine by me if you think that and to tell the truth, I'm quite attached to the original look. However, the design of the sword is based on Mormacil's work and as such I'm obliged to go with his stylistic considerations. The hilt of the sword was intended to have a leaves/wreath motif and as such I've changed it to suit that.

@Lady N

The hilt's been a constant pester, I've tried, oh how I've tried, but I can never seem to proportion it right. To me, it always seems to look fine, alas. Guess I just don't have the eyes to see it properly, to me the handles always just been a case of 'can the hand grab it? yes? done.'

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Mormacil has fine ideas. Scared and I have to say this, but like me he needs to take a lot of time to make his artwork really work. You have to recognise that we all have our limitations. And in point of practice concept art is rarely intended as a precise instruction - usually it is intended as an inspiration.

Your concept blade works better for you than trying to precisely follow Mormy's jotted sketch - so purlease use your work. If you can make a model as good as your carefully worked concept then Mormy will be delighted and he will have the satisfaction of knowing that he made a strong contribution to a great piece of work. If you continue with the blade as it is ... he just won't get the same bang out of it - and neither will anyone else.

If I believed that sayng this would hurt either of you I would pm you both ... to me this is just normal working practice. If Mormy feels aggrieved (I do not believe he will [except maybe that I just called him mormy Tongue ] ) then he will correct me here, or pm me - either way follow your muse and Tongue to the rest.

There will be situations where we all have very precise requirements - then we will say. Trust me, that this is not the case here.

Mormy does have other Concept stuff that is worked for specific reasons - and they are clearly connected to other stuff - that's different.

Anyhows, whatever you decide, you are the artist and modeller. But be warned that I may just try and persuade someone else to make a model of your original (post #1) design if you do not. Yes

ps. maybe there will be a use for the current design somewhere, so please do not junk it ...
17.11.2006 12:47 raggidman is offline Search for Posts by raggidman Add raggidman to your Buddy List
Mormacil
Herma-Mora the Woodland Man


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Registration Date: 15.08.2006
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Location: Netherlands

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Although it's always nice to see your concept put into practise, sometimes you run into problems you overlooked earlier, sometimes it just don't work out. I have to agree with Raggidman (no that isn't that easy Tongue ) But he's right, maybe you should use that sketch more as inspiration, not as a rulebook. Maybe something great comes out that I love more then my sketch :D I'm not perfect, 3D always looks other then 2D although I try to let it look good in both views. So go hurt something :lmao:
17.11.2006 13:30 Mormacil is offline Send an Email to Mormacil Search for Posts by Mormacil Add Mormacil to your Buddy List View the MSN Profile for Mormacil
raggidman
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Registration Date: 06.01.2006
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Location: where my heart is

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yeah, wot he said - but don't go hurt me - I can't help bein' 'orrible - hmmm actuaallyy, you dont know what I look like, so I am safe :D
17.11.2006 19:21 raggidman is offline Search for Posts by raggidman Add raggidman to your Buddy List
Mormacil
Herma-Mora the Woodland Man


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Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands

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I don't need to, a name and adres is enough... ah well if you pay them well it is.
17.11.2006 19:28 Mormacil is offline Send an Email to Mormacil Search for Posts by Mormacil Add Mormacil to your Buddy List View the MSN Profile for Mormacil
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Silgrad Tower: Oblivion » Beyond Cyrodiil » Valenwood » Valenwood Development » Valenwood Visual Dev. » Windy's Little Vector Forge...again