Also - we've seen a remodeled Aribeth (even on this thread) - but nothing else indicates anything about any character models having gone through any update (again in their screenshots and video preview). You'd think (or I would, if I was them) - I'd be show casing the more up to date graphics/models. Because that might be a deciding factor for some people.
then I see it this way ... based on what I saw the last BD streaming, I think that with the possibility of being able to have better Tileset and models with more defined polygons, we could open new doors for the community, building better models, and more articulate tile sets ... but that does not mean that this detracts from the compatibility and this is totally optional ... but at the same time it allows the community to build on a higher level ... do not understand this, and how miss a unique chance to make NWN: EE a better game than it has ever been before.
I'm not sure what you mean HunterRayder93 but the community is already aware of the new technology and have already tested some of it. I think Andarian and Savant1974 are using higher resolution skyboxes, and I think TarotRedhand released some celtic patterns with spec maps. Neverblender also got updated I believe. I think the main thing missing is good documentation of the new graphics features.
Yeah I'm wondering what they are going with for the new model stuff, would really like to know what to shoot for and then make a few new assets to take advantage - love this sort of handpainted miniature look and think a few critters of mine would work nicely.
now more specifically: https://1.bp.blogspot.com/-vyI_cPf_4Yc/WqL771mj7cI/AAAAAAAAAcc/E7fS8dOO2X4f6ok4G_Qvw4IuctgWk_vlwCLcBGAs/s640/BG1-2018-mar-9-001.jpg the primary floor texture shows too conscious of an effort to make the floor tile look less repetitive and it's just too busy, especially the varying size of stones which looks "unrealistic". the original texture is aesthetically better - just take the exact original texture and remake in higher res, keeping the original design (shape of the depicted stones); but despite this, it's not bad and the scene is really apealling
@bob_veng I second everything you said. I'd just add that the lighting at times makes the stone look more metallic than it should. It would be great to have an official feedback thread for this kind of stuff.
and I think TarotRedhand released some celtic patterns with spec maps
@FreshLemonBun I did indeed although as I pointed out at the time it was purely an experiment in using both normal and spec maps. It was an experiment that just updated the metallic placeables in an earlier release of mine. I did try it with the whole of that release but decided that those maps didn't play nice with my "marble" textures and so only released the metallic ones as updated (but left the marble ones in for contrast). This experiment is available on the vault.
Just in case anyone's not aware, @TheBarbarian has released a modified version of the Beamdog update to Aribeth. IMO @TheBarbarian model is much prettier. Don't just take my word for it, here is a pic I took in game -
I'd like to push that praise on to where it belongs, though - to the original creators at Beamdog. Having a good base to start from makes a world of difference. Besides, I mucked up the normal map. See the lighting difference between the face and the rest of her? That's wonky as heck. But, good practice all the same.
Someday I will catch some proper 3d modelers and latch on to their heads and gnaw on their skulls until their skills become my skills and then I will possess ultimate power to shape virtual reality and then I will make ... bunnies.
Background bunnies that kind of stare at you when you walk past them, like those creepy paintings whose eyes seem to follow you around, and they will be very slowly chewing dandelions. Over time, as you pass by them more and more often, everything around them will change in some way or another, including the area lighting, but the bunnies... the bunnies will stay *exactly* the same, completely unaffected by the changes. Just staring. Chewing. Timeless. Eternal. It'll be subtle at first. But then, one day, you'll walk in, and *their faces are your face* and *they're still chewing* but then they stop chewing and smile.
@BlackRider Yes you can work on nwn EE new models with NWmax when exporting they lose there data related to normal map / spec maps and you have to add that information back in with a text editor, I use Notepad++. The new tileset models throw and error on import. You just have to import them into blender using neverblender and then export them back out and then they will work with nwmax. I will probably switch over blender after I get all my setting the way I like and get reacquainted with it systems. BD is currently using NWNUnity. I'm guessing a custom export program of Unity. You see that if you open any model files with Notepad++ Sorry I have not release my version of Aribeth, but I have two other models I working on along with Aribeth (carrion crawler, stone giant and doing other work on my Base module) TheBarbarian has already released a good version.
I am concerned about animations, I really hope they get improved significantly. Then of course there will be the issue of integrating new models with such animations.
@ShadowM Thank you for your reply. So you haven't partly tweaked the NW(g)max scripts? If I have read correctly, the tile-export work around via blender works, because you have to QUOTE 'enable the checkbox "Export Normals and Tangents" in the export options' (https://forums.beamdog.com/discussion/69980/mdl-tangents-normals-line-entries - symmetric Posts: 24). If not checked, NW(gmax) can import them, I suppose. Don't worry regarding your Aribeth model. I just used this BD version to check things out.
FWIW @TheBarbarian has just released a Blender tutorial using both versions of Aribeth (that they have released) to illustrate it. As someone who runs screaming from the complexity of Blender, I think its not bad. Don't just take my word for it, go and check it out.
Comments
now more specifically:
https://1.bp.blogspot.com/-vyI_cPf_4Yc/WqL771mj7cI/AAAAAAAAAcc/E7fS8dOO2X4f6ok4G_Qvw4IuctgWk_vlwCLcBGAs/s640/BG1-2018-mar-9-001.jpg
the primary floor texture shows too conscious of an effort to make the floor tile look less repetitive and it's just too busy, especially the varying size of stones which looks "unrealistic". the original texture is aesthetically better - just take the exact original texture and remake in higher res, keeping the original design (shape of the depicted stones); but despite this, it's not bad and the scene is really apealling
https://1.bp.blogspot.com/-7LeSpiK7gpY/WqL8QZvdZCI/AAAAAAAAAck/BRNAUOfDYFspIAuoFobr-KtuKgF-mhcHwCEwYBhgL/s1600/BG1-2018-mar-9-015.jpg
looks quite alright. the character's posture is a bit front-leaning in a way that doesn't look completely natural
https://2.bp.blogspot.com/-a7vaQKA2HkQ/WqL8XK3lpcI/AAAAAAAAAco/U8agIhnM7WEN2m5fR7TbNvbTRlfeI38gACLcBGAs/s1600/BG1-2018-mar-9-018.jpg
the candelabrum needs a fittingly heavy base, or alternatively, some way of depicting that it's been bolted into the floor. doesn't look believable right now
https://3.bp.blogspot.com/-QG8DhmGh8zI/WqL8kp5BZzI/AAAAAAAAAcs/LLsYY-db-uIgjcEZW1jBB3OBJcVi8S0EgCLcBGAs/s640/BG1-2018-mar-9-021.jpg
the statue amazing.
it's fingers are too thin however.
@FreshLemonBun I did indeed although as I pointed out at the time it was purely an experiment in using both normal and spec maps. It was an experiment that just updated the metallic placeables in an earlier release of mine. I did try it with the whole of that release but decided that those maps didn't play nice with my "marble" textures and so only released the metallic ones as updated (but left the marble ones in for contrast). This experiment is available on the vault.
TR
And "new" Aribeth vs Bioware "Dark" Aribeth -
The project page is here.
TR
It's a mod of a mod of a mod and it's fantastic!
@TheBarbarian always does such amazing work!
I'd like to push that praise on to where it belongs, though - to the original creators at Beamdog. Having a good base to start from makes a world of difference. Besides, I mucked up the normal map. See the lighting difference between the face and the rest of her? That's wonky as heck. But, good practice all the same.
Someday I will catch some proper 3d modelers and latch on to their heads and gnaw on their skulls until their skills become my skills and then I will possess ultimate power to shape virtual reality and then I will make ... bunnies.
Background bunnies that kind of stare at you when you walk past them, like those creepy paintings whose eyes seem to follow you around, and they will be very slowly chewing dandelions. Over time, as you pass by them more and more often, everything around them will change in some way or another, including the area lighting, but the bunnies... the bunnies will stay *exactly* the same, completely unaffected by the changes. Just staring. Chewing. Timeless. Eternal. It'll be subtle at first. But then, one day, you'll walk in, and *their faces are your face* and *they're still chewing* but then they stop chewing and smile.
It's good to have goals in life.
So you were able to tweak NWmax/NWgmax to get it to import and export "Aribeth EE"?
Yes you can work on nwn EE new models with NWmax when exporting they lose there data related to normal map / spec maps and you have to add that information back in with a text editor, I use Notepad++. The new tileset models throw and error on import. You just have to import them into blender using neverblender and then export them back out and then they will work with nwmax. I will probably switch over blender after I get all my setting the way I like and get reacquainted with it systems. BD is currently using NWNUnity. I'm guessing a custom export program of Unity. You see that if you open any model files with Notepad++
Sorry I have not release my version of Aribeth, but I have two other models I working on along with Aribeth (carrion crawler, stone giant and doing other work on my Base module) TheBarbarian has already released a good version.
Thank you for your reply. So you haven't partly tweaked the NW(g)max scripts? If I have read correctly, the tile-export work around via blender works, because you have to QUOTE 'enable the checkbox "Export Normals and Tangents" in the export options' (https://forums.beamdog.com/discussion/69980/mdl-tangents-normals-line-entries - symmetric Posts: 24). If not checked, NW(gmax) can import them, I suppose.
Don't worry regarding your Aribeth model. I just used this BD version to check things out.
“Nnnnope!”
- Bat Manuel and The Tick
TR