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[RELz] BONES, CORPSES by Batmanna/Ravanna

Submitted by grumpycat on

All these could be done with Skyrim assets, with manipulation of the body in a software program to position the corpses the same way. Need somebody to proactively do this.

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Last edited by grumpycat on 8 Dec 2014 - 19:34.

"\Data\meshes\morrowind\clutter\bones\bigbone01.nif"

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"\Data\meshes\morrowind\clutter\bones\bone01.nif"

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"\Data\meshes\morrowind\clutter\bones\rib01.nif"

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"\Data\meshes\morrowind\clutter\bones\skull00.nif"

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"\Data\meshes\morrowind\clutter\bones\skull02.nif"

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"\Data\meshes\morrowind\clutter\bones\skull03.nif"

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"\Data\meshes\morrowind\clutter\bones\skull10.nif"

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"\Data\meshes\morrowind\clutter\bones\skulllight3.nif"

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"\Data\meshes\morrowind\clutter\bones\skullonastick01.nif"

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"\Data\meshes\morrowind\clutter\corpses\containcorpse00.nif"

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"\Data\meshes\morrowind\clutter\corpses\containcorpse10.nif"

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"\Data\meshes\morrowind\clutter\corpses\containcorpse20.nif"

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"\Data\meshes\morrowind\clutter\burial\burial00.nif"

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"\Data\meshes\morrowind\clutter\burial\burial10.nif"

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"\Data\meshes\morrowind\clutter\burial\burial20.nif"

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"\Data\meshes\morrowind\dungeons\cavernincarnate\ci_mummy01.nif"

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"\Data\meshes\morrowind\dungeons\cavernincarnate\ci_mummy02.nif"

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"\Data\meshes\morrowind\dungeons\cavernincarnate\ci_mummy03.nif"

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"\Data\meshes\morrowind\dungeons\cavernincarnate\ci_mummy04.nif"

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"\Data\meshes\morrowind\dungeons\cavernincarnate\ci_mummy05.nif"

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"\Data\meshes\morrowind\dungeons\cavernincarnate\ci_mummy06.nif"

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HappyChappy

"\Data\meshes\morrowind\clutter\bones\skullonastick01.nif"

 

 

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Wouldn't a few of these be redundant with Skyrim models? Totally agree with Denevir for the skulls, however I think we should be able to use vanilla Skyrim skeletons for a couple of these to avoid doubling over work needlessly. Just my two cents. Can't wait to see some of the ash statues ;) 

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Denevir

Skulls should have a merish shape, as opposed to a human one, given that many of these bones are from Chimer/Dunmer.

Not a problem, thanks

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wel i like it dunt knowe if its that big a diferens between dark elf and human skuls if there is any but i like the model 

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Denevir

Also fadday, see if you can establish a comm link with Nandi, who will also make a merish skull for his undead models, so as to maintain consistency ;)

Ok, I will try to contact him

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no1

wel i like it dunt knowe if its that big a diferens between dark elf and human skuls if there is any but i like the model 

I tried to give a more alien forms :) And thanks

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I believe mer skulls would be a little more elongated. Also there is the mer 'ridge' around the forehead. 

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Those models look amazing, just remember to keep in mind to do the low poly versions of them.

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HappyChappy

"\Data\meshes\morrowind\clutter\bones\skull00.nif"

 

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HappyChappy

Those models look amazing, just remember to keep in mind to do the low poly versions of them.

Thank you! I'm trying =)

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I think I need more optimization with polygons count and UV. I would be very grateful for the feedback and advice.

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Jaw's a bit too pronounced here.

Try to make a skull like this... 

[External image]

to fit this profile...

[External image]

The nose of this Dunmer is a bit too rounded, but the skull shape looks about right - the 'angry' brow ridge, the shallow forehead, the pointed chin, prominent cheekbones, and the slight elongation of the back of the skull.

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you know u could just edit the original skull from skyrim to be dunmer and use the same texture? ;)

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Alright, I reved up my old dusty plane shifting machine and went on a little trip to Morrowind. Like in a Predator movie I hunt down a Dunmer and grabbed his head, cleaned it up afterwards. Might be a good reference for modelling their skulls:

[External image]

 

Note the big cheekbones, eyebrow ridges and fangs. Looks great on the drawer by my bed.

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no1 cares :(

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Due to the lack of progress reporting, fadday has not logged in for 6 week, these models need to be claimed. Please Help!

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Hi, i can work in 3ds max 2014 and zbrush4r6 and i wanna help with this modell, where i can find this original model and how import in 3ds max? 

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^ i miss plasmax :(

i started a zbrush file for better skulls, layers for elves/human races.
I'll link it soon in zbrush4r6 format

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Ok I now have a zbrush 4r6 file that has a new skeleton in it.
the low poly will be the same more or less, but better uv.

We need a semi pro zbrusher to detail in the bones in zbrush.
The skulls are going on a seperate UV, and have one for different races.
The arms, feet, spine, ribcage etc are all seperate parts.
These parts can be morphed later to use as bones for animals too, and for clutter.

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New here but followed your efforts since a long time.

Noticed that apparently none yet worked on those corpses, and after reading first post I made a few test models,

only vanilla assets are used, and I tried to edit the skull a bit in order to better match dunmer head shape.

Let me know if those are fitting with overall design and I'll work on all the others.

[External image]

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Batman we created new skeleton assets, better textures.
Not yet done skulls, could do one or 2 this week.
[most skeletons are dead dunmer or nords with different skulls]

If we sent u the models and textures you could create the assets we need with correct models. Pose the skeletons etc.
Also can provide you with common usage textures.

Contact us when ready.
 

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Ok, happy to help in any way I can. I'll have no problem posing skeletons and I'm trying to lear creating good collisions with 3dsMax. As you are lead 3d designer I'd ask if tweaked draugr models could work for mummies ( draugr are mummyfied corpses so I suppose they shud fit just fine ) . Of course a grey retexture would be part of that.

 

If you can provide common usage texture I'd use them for wood parts if you prefer , as the ones I used are from dunmer furniture from Dragonborn DLC.

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Ok I will prepare everything u need, including a very simple mummified dunmer model.

are u creating skeleton (technical bones in humnoid in max/maya) and then using physics to collapse the body into shapes?
THe method I use for posing such things is zbrush, using transpose master and masking.

Whilst we can add some fresher bodies using the main character system, ancient bodies would have to be static (mummies would turn to dust if touched).

Give me 3-4 days and i'll try get everything u need.
Candles I dont have, eloth should have them.

 

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To pose skeletons I use only 3dsMax. I import the whole model skinned to his own skeleton ( In this case I used corpse model with his own skeleton ( I think it's draugr skeleton ) , then I manually move skeleton bones to get the right pose, and to finalize it I convert all corpse parts to a simple editable mesh deleting their skinned datas, I delete the skeleton and I export the result.

This way I could create a static mesh from draugr ( honestly It's very quick this way to create a static from any creature ).

Anyway this is a 15 minutes made static mummty sample.

[External image]

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Ok Batman we're ready.

New assets made:
skeleton (uses 1 texture) (rig to draugr)
mummified dunmer (uses 1 texture) (rig to dragur)
Various skulls (3 different textures per race) (attack to skeletons)
leather strap texture
Wooden pole texture


Already created: wooden planks, rope.








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I'm guessing the first skull is human, the third is elven, and the fourth is orcish, but what's the second?
Also:  Any plans for Khajiit and Argonian skulls?

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no i ran out of steam, cant be bothered. gotta get back to env meshes

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