Author Topic: Custom Content Challenge: July 2014: Deities and Demigods  (Read 4417 times)

Legacy_Shadowing2029

  • Sr. Member
  • ****
  • Posts: 267
  • Karma: +0/-0
Custom Content Challenge: July 2014: Deities and Demigods
« Reply #45 on: July 10, 2014, 11:37:38 am »


               

Does this count as one?


http://en.wikipedia.org/wiki/Koschei



               
               

               
            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
Custom Content Challenge: July 2014: Deities and Demigods
« Reply #46 on: July 10, 2014, 12:52:00 pm »


               

Sounds lich-y and close enough to a demigod to me!



               
               

               
            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
Custom Content Challenge: July 2014: Deities and Demigods
« Reply #47 on: July 10, 2014, 03:38:00 pm »


               

Early Wendonai is coming along well. He's got a combination set of animations pulling from both c_demon and c_devil. No offhand slot yet, but I will change that.


 


Unlike Malkizid, he's kept his original wing parts and so the animation looks a lot smoother.


 


2fRem0q.png


 


I've added tiny eye nodes with a blue self illumination. They are cones so they look better from various angles, and you can tell what it is he is focused on.


 


Not much detail on clothes or anything yet, and his color may be too dark for the engine's base shadows. As with Malkizid, this is an entirely new texture file, including custom face similar to hellboy, and pulling various body parts off human textures.


 


I may work on that bottom jaw a bit. I want an underbite, but not a square jaw. I may also better the hands and feet. Larger wings might be nice too. After all, he is a balor lord. Wendonai descriptions have him set to 12 feet tall, but I wonder if 15 would look better and set him more apart from normal balor models.



               
               

               
            

Legacy_Ssythilac

  • Full Member
  • ***
  • Posts: 239
  • Karma: +0/-0
Custom Content Challenge: July 2014: Deities and Demigods
« Reply #48 on: July 10, 2014, 06:07:10 pm »


               

Great work with Malkizid and Wendonai, MerricksDad! '<img'>


 


I liked very much the Forgotten Realms supplement of the Lost Empires of Faerûn, and know well about these tandem of good guys... I found especially interesting the fallen solar Malkizid because his dark affairs with the houses of solar elves while the ancient Crown Wars. And in modern times by his alliance with Sarya Dlardrageth in the depths of the ruined Myth Drannor..


 


The Wendonai beta model looks neat also. Maybe I could suggest to make him more large in size than a normal balor (same for the wings, maybe you could use a reworked versión of Mephistopheles`), and rework the texture of the belt (and otherwise clothes) to make it more ancient and bizarrous.


 


Anyway good work and initiative, M!



               
               

               
            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
Custom Content Challenge: July 2014: Deities and Demigods
« Reply #49 on: July 10, 2014, 10:57:14 pm »


               

I am definitely thinking up upscaling Wendonai to 15 feet. I still need to cloth them all, and I want to pick a lot of unique gear to fill up their texture files corner to corner.


 


Just finished the first version of Aulmpiter, but I want to modify the head before I show a pic. The arms are just duplicates of the primary arms, and then I redid the animation sequences for them. Some animations make use of the arms more than others, but at no point so far do I have them attack or use a weapon. I see most Nycaloths are described as using big axes, with the most impressive ones using even larger axes, so I am thinking a 3x size modifier with either greataxe or battleaxe weapons equipped. The arms are most active on taunt and slash animations.


 


For skin, I simply modified the skin I used for Wendonai, making it a sick yellow green. The horns are also a yellow green of a slightly different hue, but I may make them jet black. As I mentioned, the head needs to be unique on each of my balor and nycaloth models, so all members of the "Trio Nefarious" will have different snouts, horns, and gear.


 


I'm also working on all these models I've shown so far to give them head-look abilities. They each have two neck joints, and the base angles on those joints are non-zero, making the applied rotation really screwy right now.


 


I may also change the balor lord wing appearance, giving him a torn flesh look instead of nice new wings. For the nycaloths, I may give them a more scaly appearance. For the balor, I would also like to add some more spikes and claws to various wing segments. For the nycaloths, I may remove a wing-finger entirely.


 


Anyway, heading to the fair with my boy. Be back to summon more demons later.



               
               

               
            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
Custom Content Challenge: July 2014: Deities and Demigods
« Reply #50 on: July 11, 2014, 12:51:05 pm »


               

Thinking out loud here...


Referencing back to the 3.5 size categories, the 3.5 nycaloth entry, and thinking about making the "trio nefarious" just nycaloth commander creatures. That would put them at a minimum size of 16 feet tall, rather than the basic nycaloth 8 feet height. Personally, I think that comes across as kinda ridiculous, but I am going to try it and see what we get. Perhaps I can just fire up the scaling bases and plug nycaloths into a script, giving them a randomized height based on the 8 ft animations? Not completely sure how that works.


The reason I am thinking of making them much larger is 1) they look small at 8 feet, and 2) at 8 feet, with small stat blocks, I am not convinced they could have done what they did leading up to the fall of Myth Drannor. Weilding vorpal weapons is simply not enough to take on that many allied elven high mages and other folk. But if I grant them at least 6-12 levels each of a class, or even an epic class, such as some wizard/warlord for Aulmpiter, some rogue/assassin for Malimshaer, and a bunch of barbarian for Gaulguth, that would make more sense. I am thinking Gaulguth would have the highest combat level, just for sheer repeat use of his personal powers.


 


Thinking about that, I went back to reading up on named balors. While Wendonai is not very well fleshed out, Errtu is. Errtu is described as 12 feet tall, which is mid-range for size large. If I go with 15 feet on Wendonai, that is not out of questionable range for a generic Balor. Again, the 3.5 monster manual shows a balor can advance and become larger after 10 HD worth of levels, attaining size huge at 16 feet tall, minimum. Checking that against the known Wendonai stats, he's only progressed 6 levels and remains size large, so 15 feet seems large, but reasonable for a balor lord.



               
               

               
            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
Custom Content Challenge: July 2014: Deities and Demigods
« Reply #51 on: July 11, 2014, 09:25:09 pm »


               

After wrestling with my demons, or more specifically the fact that I forgot Nycaloths have tails, I ended up with something like this:


 


WT91Ehh.png


 


As you can see, I've added a new custom tail to the model, as well as modified the wings to have only 2 subsections, instead of the normal 3 on wings. I'm packing the normal nycaloth model, which is the color and gear shown here (but not the head model). He'll be only 8 feet tall. The one shown in the image above is the 16-17 foot tall Aulmpiter (again wrong head), and without gear yet. Both will need some final texture correction to match all the body parts together. I still need to master the item scale. The ones shown are just battle axe and dwarven waraxe and simply don't do well enough in those big hands.


 


I almost feel sorry for the orcs!

AakzfQy.png



               
               

               
            

Legacy_Hekatoncheires

  • Full Member
  • ***
  • Posts: 219
  • Karma: +0/-0
Custom Content Challenge: July 2014: Deities and Demigods
« Reply #52 on: July 12, 2014, 12:42:22 am »


               

(edited, I misread >.>)



               
               

               
            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
Custom Content Challenge: July 2014: Deities and Demigods
« Reply #53 on: July 12, 2014, 12:44:30 am »


               

I have noticed some descriptions do say vaguely canine, similar to the glabrezu.


 


Edit:


 


Maybe like this?


 


WL9WwnD.png



               
               

               
            

Legacy_Hekatoncheires

  • Full Member
  • ***
  • Posts: 219
  • Karma: +0/-0
Custom Content Challenge: July 2014: Deities and Demigods
« Reply #54 on: July 12, 2014, 12:47:53 am »


               

A great image: http://forgottenreal.../wiki/Nycademon



               
               

               
            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
Custom Content Challenge: July 2014: Deities and Demigods
« Reply #55 on: July 12, 2014, 01:56:38 am »


               

I've been using that one and the one with Aulmpiter, trying to come up with a good appearance. I've got 6 demon heads prepped and ready to attach to any random demon now. Probably make more and release a pack or something.


 


Edit:


 


It may be that I like making demons too much


 


6wCffXD.png



               
               

               
            

Legacy_PLUSH HYENA of DOOM

  • Hero Member
  • *****
  • Posts: 995
  • Karma: +0/-0
Custom Content Challenge: July 2014: Deities and Demigods
« Reply #56 on: July 12, 2014, 02:20:37 am »


               

Kali is nearly ready to go forth and mush Spleens...


She still needs some fine-tuning but she's basically finished. The arms are more or less sorted out, her headdress has stopped evolving of its own volition and I finally remembered to give her her ankle bracelets which stopped her being moody for a while.


She now has a zonking great red jewel on her forehead to represent the traditional bindi Hindu women wear on their foreheads (this representing - amongst other things - the "third eye" of Hindu deities, focus of meditative vision).


We've come to a compromise about the number of skulls (mandatory for Kali) that she's wearing and she's stopped trying to hurl swords at me. Mostly.


PHoDKali01.jpg


Kali stands ten feet tall (in-game). Do not irritate her. Don't even look at her funny. Patience is not amongst her talents, even whilst she's in her "beautiful aspect".


An indestructible and savagely powerful slayer of gods, demons and everything in between, she's not a lady it's wise to cross.


Her poly-count had gone a bit outrageous, so I had to remove a few extra skulls and some jewellery. The rings on her fingers were all little bits of extra geometry, for example, which I got rid of and just used texture details instead. She now works without any lag I can detect whilst slaughtering twenty Rakshasi (proper ones, not those tiger-headed oddities of BioWare's which I suspect have little if anything to do with actual Rakshasi in Hindu mythology).


As I say, she needs a little more work, but I thought I'd put an image up anyway.



               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Custom Content Challenge: July 2014: Deities and Demigods
« Reply #57 on: July 12, 2014, 11:53:41 am »


               


...Kali stands ten feet tall (in-game). Do not irritate her. Don't even look at her funny. Patience is not amongst her talents, even whilst she's in her "beautiful aspect".


An indestructible and savagely powerful slayer of gods, demons and everything in between, she's not a lady it's wise to cross...




 


Baba Yaga could eat her for lunch  '<img'>


 


Great model - maybe I'll have her as a guest in Baba Yaga's hut.



               
               

               
            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
Custom Content Challenge: July 2014: Deities and Demigods
« Reply #58 on: July 12, 2014, 01:34:38 pm »


               

I'll be posting the basic Nycaloth on the vault in a bit if anybody wants to play with it. In the meantime, I will be substantially upgrading the balors and nycaloth generals, as well as redoing the fallen solar wings.



               
               

               
            

Legacy_Shemsu-Heru

  • Hero Member
  • *****
  • Posts: 1007
  • Karma: +0/-0
Custom Content Challenge: July 2014: Deities and Demigods
« Reply #59 on: July 12, 2014, 03:55:41 pm »


               

Lillend_Head.jpg


 


The Lillend has been more complicated than what I had thought. However It's ready at last and seems to work quite well.


 


Lillend01.jpg


 


It uses two skins as well as not skinned geometries; And dynamic, custom, wings...


 


Lillend02.jpg


 


The lillend is described as both a lover and protector of music, art, clothing, literature, and all other forms of culture. In addition to being fine at these things themselves, they defend others who create it, and seek out and punish those who despoil it. They can attack by constricting with their tails, and can cast all sorts of spells. They also sometimes carry weapons. They can also play soothing music on their harps. Being highly civilized, they will not always kill opponents and instead merely try to talk some sense into them.


 


Lillend03.jpg


 


I consider myself like a some artist, so the lillend is my  favourite D&D celestial; in addition the lillend have boobs.  '<img'>  '<img'>  '<img'>


 


Lillend04.jpg


 


Beware! probably, the lillend is angry with the NWN community for have discarded the "bards & artist stuff, challenge" suggestion...