Hi all! I have a few questions ...
1) whether it is necessary to make the grid more sparse(scattered)?
2) when will be made retopology, how best to put the character in the position?
3) normal maps and textures I impose on the character before installing it into the pose?
I have a feeling that the net too frecuent .....
or must first be put in the position of the character in zbrush, and then do retopology?
OK, well hopefully we can rig it to a skeleton and we can move it around for a few poses. In f ct there are 8 different instances of the statue, so having a different position for each one will add that extra edge to seeing each one in the game.
Going forward I'd like everyone doing statues to model around skeletons for this reason.
Now the other thing is that these statues are huge. Yes that is an NPC smaller than his head...no not that kind, the one on his noggin. So make sure you use 4096 texture.
Also because this is the first statue, we have the chance to make sure that we get a visual consistency with the textures.
So I'd really like 3d artist to give advice here. How do we use the same technique to bake all the textures for the daedric princes? Especially as they feature in the same rooms together sometimes. Literally carved from the same stone.
Below is the skyrim mehrunes, which is about the same size as Molag Bal. We want this quality at least :)
HappyChappy, thanks, I also thought that the rig will need to do in order to be able to change the position of the character. Textures are not a problem, I think we can draw a few textures, and then just apply them on textural sweep statues ... so you are rightly said - the material is the same. also would like to learn more polygons limit, which would be optimal for the game engine. I think the current grid(mesh) would do well to halve...
I would be wary of reposing rock/metal statues after baking, as it tends to create warped UVs, but u can help this by relaxing the vertices in the joints.
The mehrunes model was sculpted to a simple level, and all the rock detail was overlayed in photoshop.
we can reuse that rock overlay for each one.
however I would suggest using a variety of rock textures/colours depending on what area the rock is cut in.
Ideally we need all the pieces in one model (teeth, body, etc) and we need slightly less polygons, more like 10k. Do what u can.
remember we can overlay rock textures later. or, is this made of metal?
Ok, i reduce the number of polygons. Yes, it's will be stone material. But the belt is part of the clothes, and so wanted to make it a separate object...though ... now make a sketch in zbrash and see how it will look
Lovin it. If reducing poly count is too much effort 15k will be ok.
I would be wary of reposing rock/metal statues after baking, as it tends to create warped UVs, but u can help this by relaxing the vertices in the joints.
The mehrunes model was sculpted to a simple level, and all the rock detail was overlayed in photoshop.
we can reuse that rock overlay for each one.
however I would suggest using a variety of rock textures/colours depending on what area the rock is cut in.
So I'm not sure what the solution is, but the textures in Skyrim are baked and this makes the quality of statues like ten times better than some tiled textures.
Ravanna can you make sure we are all on the same page so that Nifhlem knows the best approach? My understanding that for all intensive purposes these statues should be made exactly the same way as any creature.
Also for a skeleton to rig to we could use the spriggan? However as any skeleton from any source (not just skyrim) can be used becuase this is just for 3d program manipulation, not for actual in game. However this is just a suggestion because it seems to be good enough?
If the statue is still in zbrush, you can just use transpose to get it into a pose, then you only need to run it through max to export as nif. You can skip the whole skinning process that way.
belt buckle for Molag Bal. texture of stone laid for example. I think we need to add texture moss and some plants on stone texture...stone may need a shade of red ... as in Morrowind Daedric ruins
I know that there was quite a bit of discussion over whether or not Molag Bal should have a loin cloth or not, is it too late to suggest using that belt buckle but with a tongue sticking out? Kind of like the "forbidden tickle" on the daedric mask concepts?
I really like the belt buckle that Niflhelm has already made, I was just making a suggestion to possibly bring together a couple of ideas. (I'd rather not associate GWAR with this game because a I don't like GWAR but I guess that's just my opinion)
Hey there random guy that thinks this statue is frigin sweet here, have you thougth of a pose yet? if you use the pose from oblivion statue but with the spade of his tail placed in front of the torso while he has his tongue hanging out of his mouth and curling up at the tip, it all gives of a very rapey feel. sorry just an idea, good luck.
There was a slight problem when I bake a normal map (3d max or xnormal), visible seams of low-poly models (pictured), I have to paint them manually? Map of AO no seams
nilf, make sure your low poly is all one smoothing group.
in 3dsmax apply 2 normal modifers, and make sure in xnormal u dont have harden normals on "smooth normals" in the low res tab.
So... That's a no go on the balls then?
Don't start a flame mxzero11.
Hi all! I have a few questions ...
1) whether it is necessary to make the grid more sparse(scattered)?
2) when will be made retopology, how best to put the character in the position?
3) normal maps and textures I impose on the character before installing it into the pose?
I have a feeling that the net too frecuent .....

or must first be put in the position of the character in zbrush, and then do retopology?
OK, well hopefully we can rig it to a skeleton and we can move it around for a few poses. In f ct there are 8 different instances of the statue, so having a different position for each one will add that extra edge to seeing each one in the game.
Going forward I'd like everyone doing statues to model around skeletons for this reason.
Now the other thing is that these statues are huge. Yes that is an NPC smaller than his head...no not that kind, the one on his noggin. So make sure you use 4096 texture.
Also because this is the first statue, we have the chance to make sure that we get a visual consistency with the textures.
So I'd really like 3d artist to give advice here. How do we use the same technique to bake all the textures for the daedric princes? Especially as they feature in the same rooms together sometimes. Literally carved from the same stone.
Below is the skyrim mehrunes, which is about the same size as Molag Bal. We want this quality at least :)
HappyChappy, thanks, I also thought that the rig will need to do in order to be able to change the position of the character. Textures are not a problem, I think we can draw a few textures, and then just apply them on textural sweep statues ... so you are rightly said - the material is the same. also would like to learn more polygons limit, which would be optimal for the game engine. I think the current grid(mesh) would do well to halve...
I would be wary of reposing rock/metal statues after baking, as it tends to create warped UVs, but u can help this by relaxing the vertices in the joints.
The mehrunes model was sculpted to a simple level, and all the rock detail was overlayed in photoshop.
we can reuse that rock overlay for each one.
however I would suggest using a variety of rock textures/colours depending on what area the rock is cut in.
teeth and the belt will do a separate entity. I will try to insert the bone, if the grid is normal, then bake texture...15k tris

Ideally we need all the pieces in one model (teeth, body, etc) and we need slightly less polygons, more like 10k. Do what u can.
remember we can overlay rock textures later. or, is this made of metal?
Ok, i reduce the number of polygons. Yes, it's will be stone material. But the belt is part of the clothes, and so wanted to make it a separate object...though ... now make a sketch in zbrash and see how it will look
That there was no dispute that should be between the legs, we decided to make a belt. Denevir said great idea that should look like a belt.
Lovin it. If reducing poly count is too much effort 15k will be ok.
So I'm not sure what the solution is, but the textures in Skyrim are baked and this makes the quality of statues like ten times better than some tiled textures.
Ravanna can you make sure we are all on the same page so that Nifhlem knows the best approach? My understanding that for all intensive purposes these statues should be made exactly the same way as any creature.
Also for a skeleton to rig to we could use the spriggan? However as any skeleton from any source (not just skyrim) can be used becuase this is just for 3d program manipulation, not for actual in game. However this is just a suggestion because it seems to be good enough?
If the statue is still in zbrush, you can just use transpose to get it into a pose, then you only need to run it through max to export as nif. You can skip the whole skinning process that way.
belt buckle for Molag Bal. texture of stone laid for example. I think we need to add texture moss and some plants on stone texture...stone may need a shade of red ... as in Morrowind Daedric ruins


I know that there was quite a bit of discussion over whether or not Molag Bal should have a loin cloth or not, is it too late to suggest using that belt buckle but with a tongue sticking out? Kind of like the "forbidden tickle" on the daedric mask concepts?
Maybe a really suggestive thong like Oderus Urungus's "Cuttlefish of Cthulu"?
I really like the belt buckle that Niflhelm has already made, I was just making a suggestion to possibly bring together a couple of ideas. (I'd rather not associate GWAR with this game because a I don't like GWAR but I guess that's just my opinion)
looking super good!
Sweet!
Hey there random guy that thinks this statue is frigin sweet here, have you thougth of a pose yet? if you use the pose from oblivion statue but with the spade of his tail placed in front of the torso while he has his tongue hanging out of his mouth and curling up at the tip, it all gives of a very rapey feel. sorry just an idea, good luck.
Remember this model? Yeah it never got handed in, big surprise...not. Shame back to the drawing board.
HappyChappy wrote:
Wow... why do people do that?
Hi all, returned after the holiday, did not have enough time to finish the model, I will try to finish it soon)
There was a slight problem when I bake a normal map (3d max or xnormal), visible seams of low-poly models (pictured), I have to paint them manually? Map of AO no seams

nilf, make sure your low poly is all one smoothing group.
in 3dsmax apply 2 normal modifers, and make sure in xnormal u dont have harden normals on "smooth normals" in the low res tab.
o! Now all right! thank you!
I am working on a mod for Skyrim and I was wondering if I could use this model for a statue.
Looks amazing, really liking the new head, looks similar to both the old and the new interpretations.
prime, he only sent the sculpt, which was fucked, and no low poly, so we're redoing it, after all that drama, and it wont be ready for ages.
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