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OdysseusB

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Everything posted by OdysseusB

  1. wants to be modeling, but is instead doing a psych paper

  2. You need to think about what you're giving for an award. I'd say the worth of an object should be related strongly to how hard it is to get the object - the more of a fight/challenge it is to obtain, the more powerful it is. Therefore, if it's an awesome artifact of doom, enemies should provide insane challenge. Of course, enemy toughness is tricky. A base that I do is take the enemy, plug in a level, and auto-balance. Then I uncheck auto-balance and tweak the stats to the enemy. I usually lower the health and raise the amount of damage it can deal in a single hit (and raise the fatigue), because I prefer my enemies to have more oomph but not last forever.
  3. OdysseusB

    Odysseus' Junk

    Stuff from upcoming Bevy of Heroes and other misc projects.
  4. From the album: Odysseus' Junk

    Inspired by unused concept art from Guild Wars
  5. From the album: Odysseus' Junk

    A sword from Bevy Of Heroes/The Wayward City
  6. From the album: Odysseus' Junk

    I plan to do the interior tileset to this someday.
  7. OdysseusB

    Wayward City Axe

    From the album: Odysseus' Junk

    You use it to chop stuff.
  8. From the album: Odysseus' Junk

    For an upcoming mod. Super WIP
  9. Yes, I think so. Some kind of scripted battle involving lots of minions being summoned.
  10. I like the idea of having an area that's filled with baddies and a McGuffin at the end.
  11. Could use some help brainstorming a third option for part of a quest. Major spoilers, so it's spoiler tagged.
  12. So there are a few things of news: I fixed my installation of Blender and got the model exported. Yay! Unfortunately, the computers I can get access to can't run Oblivion, so unless there's a spare video card lying around, I can't shove it in game. This may be a blessing in disguise, though. I had to resort to doing the normal and specular maps out here without a tablet, photoshop, or xNormal and I am not certain I'll be happy with the result as is. When I get back to my apartment I may completely re-work the specular map and finesse a few of the UVs, which should lead to a better image. So my holiday gift is becoming more of a post-holiday gift. Oh well.
  13. Was trying to get the weapon exported before I had to leave today, but it seems the exporter is incompatible with Max 2010. I'm going to have to export a .obj and hope to succeed at pulling the sword from blender.
  14. Won't have time to get it done by the Holidays (gonna be about 1000 miles from my graphics computer by Sunday), but I may at some point in time.
  15. Sweet, gonna have to try that out. Does it also fix the animation export issue? Otherwise I need to re-write the max exporter or something. I mostly use blender just for normal map creation.
  16. Yeah, I generally prefer to use Max for my modeling needs, and Blender for any sculpting/fluid dynamics. When Blender 2.5 comes out, I may have to re-think my workflow. I've already been loving the alpha.
  17. Sadly, I can't work on it over break (my computer will be about 1000 miles from where I am), but my laptop can at least allow me to develop the stories and quests somewhat...
  18. Hey guys! I found myself with some free time for the first time in a couple of months (to think that finals week is when I finally get free time) so I decided that I should begin work on a new weapon model. After five minutes of pondering, I decided to with Soul Calibur from the game Soul Calibur II by Namco. Screenshot1 Screenshot2 Screenshot3 It's going to be a bit high-poly for a weapon mesh (at least compared to my normal polycount - I believe it's actually lower than a lot of the better known weapon mods), but I think the quality makes it worth it. I'm currently trying my hand at hand-painting all the textures. If I run into issues, I may end up using some reference photography I have. After this is done, I'll bring it into blender to generate normal maps and then throw it into Oblivion. I do plan to release some more stuff if I can find time after January 9th - as it is I'm going to be lacking access to my 3D computer after this Saturday, so I won't be able to do much over my break.
  19. Quick little update: There's a little more info in the first post, and some new, self-drawn concept art (albeit not very good...) As a side note, I used a lot of the work I had done for this in my demo reel, which I firmly believe helped me land my part-time job. What's awesome is that I'm working in my field and getting paid, but I have even less time now.
  20. So due to a class I'm taking for my major this semester, you can expect something new related to this mod soon. It's nothing playable, but it may interest some.
  21. Really quick ninja post! I obviously was not able to get the demo out in a months time - I started to make progress, but then I got a job. My major + a job (at least it's in my field!) = pretty much 0 free time. I may be able to get a little bit done this weekend, but expect the demo to take a while to come out.
  22. Slight slight update: A little busy right now as I get prepared to move into my first apartment. However, I think I may have a demo out in about a month's time (no promises, though!). It will only be available for download here, on the Alliance (and possibly my student webspace, in case of emergency).
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