Look into the Mirror, Part 2
Most creators of custom models for NWN2 probably learn 3D modeling by first making placeables. This was not the path I took. I felt that making a placeable was not challenging enough to hold my interest, which is why I decided to plunge head first into creature modeling. Ironically, the most complicated model that I've done to date is a placeable, the one shown in the picture to the right. It has more mesh parts than I care to count, and the whole thing weighs in at over 14,000 polygons. It has been several weeks since I first blogged about this model, which gives readers an idea of how long I've been working on it. Now, I'm tired and would like to rest. Must play Neverwinter Zork.
Comments
JasonNH
I love expert work from the community like this.
Lance.
Where do you get the time to stop and learn things like this and still make campaing progress? As if I haven't done it myself though haha.
It's a pity that we can't make full reflective surfaces, but that's not your fault.
I believe that Anduraga may be preparing a major update on our project for posting at the NWN2 forums. Anyhow, in answer to your question, I get to learn and do 3D modeling by severely cutting down on my gaming time. :( Nevertheless, I manage to enjoy a few sessions of Amraphael's NWN2 Zork once in a while. :)
@Amraphael,
I really like the custom content you did for Zork, including the huge mirror with its VFX. Great game so far. :)
I just thought maybe some sort of "reflection" could be approximated by copying the PC when he stepped in front of the mirror (trigger), and spawning the copy in an alloted space behind the mirror. The mirror part would need to be turned translucid. The PC copy could have VFX anim freeze applied to it (so it doesn't play the idle anims), and rescaled so it's super thin so it can fit snuggly behind the mirror. Not by any means perfect, but might work to give that bit of "neato" factor.