Author Topic: Project Reforged: Replacement of ALL Default Weapon Models  (Read 1820 times)

Legacy_s e n

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #90 on: October 16, 2012, 10:49:34 pm »


               skinmeshed body parts '<img'>
nice blades there!
               
               

               
            

Legacy_henesua

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #91 on: October 16, 2012, 11:00:49 pm »


               Zwerkules, there are a few, but not a great number that I have found. Project Q has a number of these. Like the super buff looking torsos for males, better looking tattoos (dragons etc...). I was hoping to see stuff like that come out of the Character Customization challenge. -- oh... there are also a bunch of naked skin add ons, but i haven't got into the social stuff

TAD - NICE!
               
               

               


                     Modifié par henesua, 16 octobre 2012 - 10:03 .
                     
                  


            

Legacy_Rolo Kipp

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #92 on: October 16, 2012, 11:07:51 pm »


               <shopping in the...>

Zwerkules wrote...
...Did anybody ever make better body parts except for heads and hands? I mean body parts that aren't just the same ones as all the others but with better textures. Are there for example higher poly models for bare arms and legs?

To the best of my knowledge there is only Ragnarok's Hi-Poly Human Torsos, an attempt at fixing the gnome "popeye" arms (Tuldor's New Gnomes) and a slew of jiggly "Dolly Parton" torsos...

Be happy to be proved wrong, though :-)

<...body shop>
               
               

               


                     Modifié par Rolo Kipp, 16 octobre 2012 - 10:37 .
                     
                  


            

Legacy_OldTimeRadio

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #93 on: October 17, 2012, 02:02:23 am »


               @The Amethyst Dragon - Great work, Amethyst Dragon!  I'm surprised to have two quibbles which may or may not be valid concerns, or even quibbles:  

First, on the middle screenshot I think you might be in danger of overshooting the sweet spot (detail-wise) for generic weapon replacements.  Purely an aesthetic thing, though, and only the gold cross-guard seems like it might be a little much.  I think you struck the perfect balance on the dart, whip, sickle, kama & longbow:  Still generic but much more realistic looking & without as much individual character.  Again, purely an aesthetic difference.  I'm not even sure what I'd suggest as an alternative.  It does look fabulous.

Second, (and kind of related?) I was noticing the geometry on those two same longswords (the golden winged crossguard on one and the loops on the other) and especially the crossbows looked really detailed, geometry-wise.  I generally don't like talk that something has "too many triangles" (because it's usually a misnomer, anyway) but on non-static geometry, lots of tris can eat resources with shadowing (which also, of course, affects static) and aura effects, either VFX applied to the player or from mouseover.

I don't know how much custom texturing you're doing on these.  It could be that I'm just being fooled by the textures, thinking they're geometry.  It's not so much the impact of one of these but I wonder what that situation looks like when multiplied by 10x or 20x or however many wind up on a screen at a time.

Anyway...There is no "otherwise", these are definitely fantastic models.  Just throwing my two bits in from the peanut gallery.

@Zwerkules - Aside from what Rolo mentioned, there's this (by Kino) and this (by Xaltar), off the top of my head.  Thallion may have also done some legwork, too, but i haven't checked those to see. 
               
               

               
            

Legacy_Rolo Kipp

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #94 on: October 17, 2012, 04:53:10 pm »


               <peeking...>

@ OTR: Re the shadowing... if he's canny (and he generally is), TAD will have shadows turned off on the complex geometry and have a non-rendering simple shadow-caster...

Re the other bits I missed... Saw Kino's and lumped it in with the jiggly bits :-P Missed Xaltar & Thallion's stuff completely. Heh. Thanks

<...out of the shadows>
               
               

               
            

Legacy__six

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #95 on: October 17, 2012, 09:17:49 pm »


               You really need to work on the smoothing on those blades. It might just be the screenshot but the blades looked smoothed around which is not a good look at all.

Nice models though.
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #96 on: October 18, 2012, 05:14:01 pm »


               I agree with _six on this. The smoothing group on the edges should be divided so it´s actually sharp there. Anyway great looking blades:)
               
               

               
            

Legacy_OldTimeRadio

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« Reply #97 on: October 23, 2012, 03:07:11 am »


               I grabbed the heavy blades pack from the Vault and took a look at them.  That's a lot of geometry.  The 4/6/3 longsword combo comes in around 4,300 faces.  Looks like the low end combo is around 850.

I don't know if all the reforged items are this intensive but for some of the heavy blade pieces I looked at,  you could cut down the polycount a lot and not notice it too much.  Either use textures for details instead of geometry or just much simpler geometry.  This bit, for instance, this little band on the blade is almost 900 faces.  If you cut fat like that out it may look slightly less awesome in a close-up screenshot but that's about it.  Other things like spheres or similar could be cut down dramatically without much noticable difference.  Smoothing groups and the lighting system are responsible for the smooth shading, not the number of faces when it comes to stuff like that. 

And yet the same faces that the smoothing groups average away, the shadow system makes you pay through the nose for.

BTW, if you have 3DS Max 2010 or later, the ProOptimizer modifer can help you quickly drop the polycount on some of the less-easily optimized meshes, usually cutting their face count in half and sometimes down to 1/3 without it being that noticable.
               
               

               
            

Legacy_The Amethyst Dragon

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #98 on: January 23, 2013, 11:14:45 pm »


               Long time, no post. ':unsure:'

I got burned out on doing model work back in October, so moved on to doing mostly scripting and area building for my PW.

I eventually got over being burned out, and have started in on model work again.

Thanks for the feedback, folks.

Yes, the weapons are rather "heavy".  I haven't seen any visual lag with them myself, but then again I don't spawn more than a couple dozen NPCs with visible weapons at any one time.

I don't have 3DS, just gmax.  I think I'll be leaving the polycount as is on them (simply because it'd be too much work to remake every model).  In the near future though, I'm going to run through all the models and shut off shadows.  It's a relatively simple fix, which I'll do for the models I have up so far, when I get some time.

The 7th group will be posted to the Vault sometime soon, after I make a demo module and screenshots for the entry.

In the meantime, I'm back to work on the final grouping, ranged weapons.  The only models I have left to make, after today, are bolts (ammuniton).

I reworked my heavy crossbows, replacing all of the "double bows" with single metal ones, to account for the extra power a heavy crossbow has and to make them look better.  Here's a couple of gmax screenshots of heavy crossbow, part(s) 3, color 1...before and after Reforging...Let's just say the Reforging is badly needed.

'Image

'Image
               
               

               


                     Modifié par The Amethyst Dragon, 23 janvier 2013 - 11:15 .
                     
                  


            

Legacy_Squatting Monk

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #99 on: January 23, 2013, 11:28:02 pm »


               Beautiful work!
               
               

               
            

Legacy_Pstemarie

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #100 on: January 24, 2013, 12:47:30 am »


               Wow
               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #101 on: January 24, 2013, 01:53:01 am »


               Moving images to page 5 here...

'Posted

'Posted

I did keep the idea of the windlass, but moved it from the front (where it'd never be on a real crossbow) toward the back...just not all the way back like a real crossbow, since the way the 3-part models are set up, the back/bottom end (butt of the stock) is largely decorative.

I also moved the decorative parts of the back end downward, so they go under the armpit instead of through it.  All of the crossbows have the foot support for reloading, even if NWN doesn't animate that action.

The bolt I added stays the same between all across all the crossbows, since it's the default appearance I'll be using for Reforged crossbow bolts as well.  The bolt will be part of the "top", so it'll overlay the middle layer nicely in the inventory icons.

The original crossbow models were so bad I really had to take some creative freedom with them.  I basically went with a mix of historical + fantasy + "works in NWN".
               
               

               
            

Legacy_Master Jax

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #102 on: January 24, 2013, 06:38:34 am »


               And it shows! The detail is not only aesthetically pleasing, but functionally appealing. I think these are the best items out of your whole reforge project yet.
               
               

               
            

Legacy_Draygoth28

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« Reply #103 on: January 24, 2013, 11:23:38 am »


               Very nice work....
               
               

               
            

Legacy_NWN_baba yaga

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Project Reforged: Replacement of ALL Default Weapon Models
« Reply #104 on: January 24, 2013, 07:02:02 pm »


               heh that old crossbow looks like a weapon from zelda n64 from that close up...

Great work AD:)
               
               

               


                     Modifié par NWN_baba yaga, 24 janvier 2013 - 07:02 .