Is that your stuff in the top photo? (The skeletal hyena model is eerily suggestive on its own, but you seem to claim these things as your own creation. Nice work, if so.)
Regarding slats:
that is one of the details I need to add. I agree that the best way to do this is texture only. Since I've had a difficult time drawing precise rectangles on the model, I plan on burning them on the texture as shadows. I'll do that in the next few days.
You are generally correct in your assessment of how the texture is set up. The very top is the "skirt". Then just below that are the "shoulders". At the very bottom is the "foot". And just above that the "belt". Perhaps I'll attach an annotated map to help people out.
Most importantly:
I've been wondering how to implement the lights on the head. I am not using NWMax/Gmax etc... to do this. So I won't be able to implement an animated light in the way that NWN prefers. I can make this work in Unity3D, but how this happens in NWN I dunno.
My plan is to create the lights as a separate mesh and texture and let someone else figure it out. They would need to implement the animated lights on the head.
Rigging:
I may rely on someone else to do the rigging and animation.
If I am to do the rigging and a few key frame animations, I'll need someone to let me know if there are special conventions for setting up the rig. Do I need to use specific names for any of the nodes? And by nodes I mean nodes in the rig.
Another question: are all of the nodes on the rig? So if I want to add monster nodes at the eye stalk and the gun, a scripter could set up special Dalek rays etc... right? Or what? How do those nodes work?
I'd also like to rig it properly for VFX if I am to do the rigging.
So... to wrap up: rigging. I can do it if someone guides me to naming the nodes correctly. Alternatively someone else could take full responsibility for it.
Modifié par henesua, 11 avril 2013 - 04:04 .