Well I just checked it with PolyF and the mesh is in squares, So I believe the visible triangles are are residue of the lower poly count previous model.
I fixed it today also don't worry about the rings those are still a wip
Its looking great, two things that have been bugging me are the two large plates near the back of the head. The front plate should be overlapping ontop of the plate behind it, not the other way around, if you know what I mean by that.
Also all of the Kwama have only 4 legs, I know thats rather odd for bugs, but thats the way Bethesda went with it. Increase the size of the back legs, move them further back, and then remove the middle set of legs.
Ya, I've been saving the legs for the end of my work and i'll look into making the front plate overlapping to see how it looks though that may take some time but thanks for the info.
The abdomen shouldn't have such big ridges. The Morrowind model was very smooth in that area. Also the back ridges and legs really need work. It looks like it's getting further from the Morrowind model as things progress. I like the added detail, but I think overall people want things to be rather close, with only the big departures where it makes more sense or is in line with the intention of the originals.
Here's a good reference image I think you should use:
No disrespect to you, Nebbie, but this model is a huge improvement over the original. Put simply, the blocky models and low-res textures from the original don't provide a suitable level of detail for a game like Skyrim, neither do they provide enough detail to base a more detailed version of the original off of them that does the enhanced graphics of Skyrim justice. In the end, if anyone wants a Kwama queen that doesn't look like a cheap toy next to all the other models used for Skyrim's creatures, we'll all just have to get over our fear of replacing some of Morrowind's original art. He's doing an amazing job, so when you start feeling like it should be kept as close to the original as possible, remember that part of the reason the original models for Morrowind are so smooth and so flat is because the engine for Morrowind couldn't handle models high-poly enough to show actual shape and detail.
No disrespect to you, Nebbie, but this model is a huge improvement over the original. Put simply, the blocky models and low-res textures from the original don't provide a suitable level of detail for a game like Skyrim, neither do they provide enough detail to base a more detailed version of the original off of them that does the enhanced graphics of Skyrim justice. In the end, if anyone wants a Kwama queen that doesn't look like a cheap toy next to all the other models used for Skyrim's creatures, we'll all just have to get over our fear of replacing some of Morrowind's original art. He's doing an amazing job, so when you start feeling like it should be kept as close to the original as possible, remember that part of the reason the original models for Morrowind are so smooth and so flat is because the engine for Morrowind couldn't handle models high-poly enough to show actual shape and detail.
Again no disrespect, I'm not after a flame-war.
I would usually agree, as I have had to add some detail to my models that wasn't present in the Original. But not in this case.
To me it is very, very clear that the eggsack/ass/lower abdomen is supposed to be smooth, that is how it was intended. It's not just a case of technological constraints of the time. It is even a completely different colour and style from the rest of the body. It's clearly meant to be a very distinct part of the body. I agree with Neb on this.
The rest of the model looks great, the added detail is obviously needed, and it is staying true to the original. But there is no distinction between the back part of the body, and the front. As there was in the original model.
I've always viewed the morrowind's models as a base not the end of all things, I believe that the artist does have the right to interpret his own creation and the fact is that I and others have invested $700+ and our time to work on and complete this project.
Though I would like to work on all suggestions you need to realize that this for one is my first major modeling projects and that I'm working and learning Zbrush on my free time which is not allot because I have school and work to worry about.
However if you are not happy with my departure from lore you or anyone else are allowed to invest their time and money into the making the Kwama Queen.
Thanks Nexos that actually looks really cool and makes more sense than what I have, when I get time I'll go back into Zbrush I'll defiantly look into it.
Also to anyone else feel free to post pics for reference they really help me come up with ideas for adding to this model.
im with sheepdog wolf. theres improving the look, and adding detail, and then theres completely changing it. while im all for improving the models, this just looks way to different to me.
I have to say, I like the egg-sac concept provided by Nexos, it provides an "insect queen" vibe and makes the whole thing seem a little more Kwama. In my opinion it could look good either attached to the pre-existing tail you have, or possibly attached to the abdomen with the tail removed. Even without the egg-sac though, I stand by my original opinion that this is a great improvement on the original.
Hey everybody sorry for disappearing for a awhile, but problems at the home front and a fried computer prevented me from working on my model.
I've finally been able to pick this up again and as you can see I've added better legs...I'm still debating on what to do with the egg sack and the finer details.
Suggestions are always welcome specially with reference pics =).
Shushine, I'd say these look really good if Kwama Qweens weren't so ugly. As it is, I think I can only say "well done!"
lol.
But seriously, "she's" looking really.... Kwama-y. Great work good sir!
You are the Kwama queen, young and sweet, only seventeen
Kwama queen, feel the beat(ing) from the Nerevarine
You can squirm, you can jive, having the time of your life
See that bug, watch that scene, diggin' the Kwama queen...
Experimenting with poly paints....Wanted to make the kwama queen to feel muddy and faded; like she hasn't moved in years. Not really sure if it works though
some tips:
When polypainting, go to render and choose fast render, then in the options below, set fast render to ambient .5 and diffuse .5
If the queen hasnt moved in ages, she is caked in dirt and mud.
Where does mud and dirt cling to? cavities and crevices.
In the masking section, select ambient occlusion (play with settings, and dont have your top sub D level active)
Then invert the mask, and paint/sculpt mud into the dark bits.
then do the same with c avity mask.
better. try sculpting in some mud/dirt into the crevices too, and dontduse skin shade when sculpting, use basic material or MatCap white. Skin shade is too bright.
are u also considering the work alexanderb has done whit kwama forager and kwama worker ? because the qeeun is both of them toghether whit a egg sack and i like the colours and shape but the center part of the qeeun doesnt look like it was ever a kwama worker
also alexanderb your kwama worker maby needs a bit of adjusting because seeing this make's your worker look wierdt and boring (sorry for saying that stil love your work)
oh my that sure looks nice :) well done, i cant come up with anything else than to make it look less mirrored :)
I think issue number 1 is: why are you sculpting triangles?
Zbrush works with squares, how did u get triangles? Did you not use dynamesh?
If you don't use squares to sculpt with, you're gonna have a bad time!
its a good start though. You can use dyanmesh and projectall to transfer these details into a new quad mesh
Hmmm, I used dynamesh maybe i did something wrong im going to go back to the model tomorrow and see if i can fix it.
Well I just checked it with PolyF and the mesh is in squares, So I believe the visible triangles are are residue of the lower poly count previous model.
I fixed it today also don't worry about the rings those are still a wip
very nice work dude, keep it up :)
Did a bit more work on the head
Trying to get a bloated feel for the neck

Made a bit more separable looking mouth
Did some work on the abdomen
Its looking great, two things that have been bugging me are the two large plates near the back of the head. The front plate should be overlapping ontop of the plate behind it, not the other way around, if you know what I mean by that.
Also all of the Kwama have only 4 legs, I know thats rather odd for bugs, but thats the way Bethesda went with it. Increase the size of the back legs, move them further back, and then remove the middle set of legs.
You're doing really damn well (:
Ya, I've been saving the legs for the end of my work and i'll look into making the front plate overlapping to see how it looks though that may take some time but thanks for the info.
Made more of a turtle neck
Removed the middle leg
Experimenting with the stomach haven't come up with anything definite
The abdomen shouldn't have such big ridges. The Morrowind model was very smooth in that area. Also the back ridges and legs really need work. It looks like it's getting further from the Morrowind model as things progress. I like the added detail, but I think overall people want things to be rather close, with only the big departures where it makes more sense or is in line with the intention of the originals.
Here's a good reference image I think you should use:
No disrespect to you, Nebbie, but this model is a huge improvement over the original. Put simply, the blocky models and low-res textures from the original don't provide a suitable level of detail for a game like Skyrim, neither do they provide enough detail to base a more detailed version of the original off of them that does the enhanced graphics of Skyrim justice. In the end, if anyone wants a Kwama queen that doesn't look like a cheap toy next to all the other models used for Skyrim's creatures, we'll all just have to get over our fear of replacing some of Morrowind's original art. He's doing an amazing job, so when you start feeling like it should be kept as close to the original as possible, remember that part of the reason the original models for Morrowind are so smooth and so flat is because the engine for Morrowind couldn't handle models high-poly enough to show actual shape and detail.
Again no disrespect, I'm not after a flame-war.
Valtallan wrote:
I would usually agree, as I have had to add some detail to my models that wasn't present in the Original. But not in this case.
To me it is very, very clear that the eggsack/ass/lower abdomen is supposed to be smooth, that is how it was intended. It's not just a case of technological constraints of the time. It is even a completely different colour and style from the rest of the body. It's clearly meant to be a very distinct part of the body. I agree with Neb on this.
The rest of the model looks great, the added detail is obviously needed, and it is staying true to the original. But there is no distinction between the back part of the body, and the front. As there was in the original model.
totally agree with valtallan, its a huge improvement of the ugly lego model from morrowind :)
I've always viewed the morrowind's models as a base not the end of all things, I believe that the artist does have the right to interpret his own creation and the fact is that I and others have invested $700+ and our time to work on and complete this project.
Though I would like to work on all suggestions you need to realize that this for one is my first major modeling projects and that I'm working and learning Zbrush on my free time which is not allot because I have school and work to worry about.
However if you are not happy with my departure from lore you or anyone else are allowed to invest their time and money into the making the Kwama Queen.
I'd agree with SheepDogWolf. I've always thought of the kwama queen as a bigger version of this:
http://s1.e-monsite.com/2008/12/29/07/6458021reine-termite-jpg.jpg
http://classiques.uqac.ca/collection_sciences_developpement/maldague_michel/etude_termites_bambesa/termites_figures/termites_fig_02.gif
The sack is full of eggs, and is just weird stuff from which little Kwamas come to life. Yet, Shushine's doin' great =]
Maybe you could have a big abdomen sack coming out from underneath, pulsating with eggs? Eeewww. In any case looks great.
Thanks Nexos that actually looks really cool and makes more sense than what I have, when I get time I'll go back into Zbrush I'll defiantly look into it.
Also to anyone else feel free to post pics for reference they really help me come up with ideas for adding to this model.
im with sheepdog wolf. theres improving the look, and adding detail, and then theres completely changing it. while im all for improving the models, this just looks way to different to me.
I have to say, I like the egg-sac concept provided by Nexos, it provides an "insect queen" vibe and makes the whole thing seem a little more Kwama. In my opinion it could look good either attached to the pre-existing tail you have, or possibly attached to the abdomen with the tail removed. Even without the egg-sac though, I stand by my original opinion that this is a great improvement on the original.
I always thought the abdomen WAS an egg sack, considering the other Kwama lack it. So I'm all for the egg sack idea.
Still working out the proportions but I made a egg sack like abdomen
I'm currently making two versions and this is just a very early concept model
Taking a temporary hiatus to learn how to get better at Zbrush and to prevent tunnel vision with this model.
is this still being worked on? and the shape reminds me of the reapers from mass effect
Hey everybody sorry for disappearing for a awhile, but problems at the home front and a fried computer prevented me from working on my model.
I've finally been able to pick this up again and as you can see I've added better legs...I'm still debating on what to do with the egg sack and the finer details.
Suggestions are always welcome specially with reference pics =).
Added the surf board looking thing but not sure of the best way to implement it.
Looking good
Experimenting with leg details...Don't know if i want to keep the spikes.
looking good so far! great to have you back!
like the shape of it, any chance you can change the shape of the back legs/size to support the egg sack more?
what the hell we rigging this to anyway? :p
make a chaurus walk backwards and rig it to that so it spits from its behind lol
Ravanna wrote:
Well, unless someone figures out how to create custom creatures, we'll probably have to do a lot of experimentation to see if any are a good fit.
Added the tentacles like things however I don't know how long they should be because I'm not really sure how we could animate them.

Thickened the surf board part and connected it to more of the body.
.JPG)
Detailing!
Detailing
Shushine, I'd say these look really good if Kwama Qweens weren't so ugly. As it is, I think I can only say "well done!"
lol.
But seriously, "she's" looking really.... Kwama-y. Great work good sir!
You are the Kwama queen, young and sweet, only seventeen
Kwama queen, feel the beat(ing) from the Nerevarine
You can squirm, you can jive, having the time of your life
See that bug, watch that scene, diggin' the Kwama queen...
I have no idea why I'm a leper in real life
Experimenting with poly paints....Wanted to make the kwama queen to feel muddy and faded; like she hasn't moved in years. Not really sure if it works though
some tips:
When polypainting, go to render and choose fast render, then in the options below, set fast render to ambient .5 and diffuse .5
If the queen hasnt moved in ages, she is caked in dirt and mud.
Where does mud and dirt cling to? cavities and crevices.
In the masking section, select ambient occlusion (play with settings, and dont have your top sub D level active)
Then invert the mask, and paint/sculpt mud into the dark bits.
then do the same with c avity mask.
This will darken and detail the model further.
And alexb, give shu the kwama!
thanks for the advice!
Poly paint changes
Added some more cracks and
bumbs
better. try sculpting in some mud/dirt into the crevices too, and dontduse skin shade when sculpting, use basic material or MatCap white. Skin shade is too bright.
More detailing
thats a nice looking qeeun good work man
are u also considering the work alexanderb has done whit kwama forager and kwama worker ? because the qeeun is both of them toghether whit a egg sack and i like the colours and shape but the center part of the qeeun doesnt look like it was ever a kwama worker
also alexanderb your kwama worker maby needs a bit of adjusting because seeing this make's your worker look wierdt and boring (sorry for saying that stil love your work)