i think the lower jaw needs to be slightly longer than the upper jaw. also i'd make the lower jaw a bit more "massive" and add a chin to make the whole mouth look less like a beak.
look at the side view of the picture you posted to see what i mean.
other than that i think this is looking pretty good ;)
I took your advice about lengthening the lower jaw, I also gave it a little more mass. It is a fine line between making the model look more accurate and making it look unproportional, so I didn't over do it.
The goblin model itself is now complete. Final thoughts or changes before I add clothing?
Sorry in advance for the sheer number of posts in such a short time. I just want to make sure to take everyone's suggestions into account to get the best looking model possible.
So here it goes no1, I changed it up a bit...Is this what you're talking about?
The riekling-based goblins don't seem to be able to use 1-handed weapons, shields, or spells, as far as I can tell. (I haven't tested bows, but I'm guessing that their animation will involve throwing their arrows at the player like they're javelins.) We're either going to have to find a new placeholder goblin, or deal with goblins who can't use the weapons they're given in Morrowind and Oblivion.
[Edit]
For clarification, when given a sword and shield, the goblin circled around me with his hands up for fist-fighting. This meant the point end of the sword was sticking into his face. His sheath was upside-down on his back. And, most importantly, the guy just wouldn't attack.
I have begun adding clothing to the Goblin. This is the latest and last screen I can post until I get my new laptop (Should be here Wednesday). The one I am using has a wonderful integrated graphics card, and the model is at something like 2.5 million triangles...In other words, if I add any more to the model, the program will crash.
I guess before you make the clothes makes sure that you have a separate model for a naked goblin. Armour/clothes are separate items that get added in game.
I hooked Tumbajamba's goblins on the falmer skeleton instead of the Riekling ones. I think they look more like the Morrowind ones now. What do you think?
This is for Tribunal, remember. Major work on Tribunal in Skywind probably won't happen for another year at the least. I'm sure the newly-created goblin model will be fully done by then. As for that falmer-skeletoned goblin, it just looks generic. The uniqueness of the goblin's appearance is important as it helps contribute to the feeling of Morrowind:the familiar mixed with enough oddities to feel interesting.
Basically, the Tumbajamba models just aren't right for Skywind, and are going to be unnecessary by the time they would've mattered.
I don't really see what the problem with goblins/rieklings is. Those goblins look really neat, and the riekling body base makes them just as jumpy and creepy you'd expect goblins to be.
Maybe they are a bit different from the goblins you saw in Oblivion or morrowind, but I'd use the tumba's goblins over working for hours for something that is rigged to falmer.
Goblins may be best using a morphed falmer skeleton.
take the low poly posed falmer into the sculpt program, and repaint/sculpt.
you'll have to amour/clothe each one then re rig.
Thanks Andmoreagain,
I just extended the mouth a wee bit. Do you think it is noticeable and remedies the problem? Here is a comparison Below:
New:
Looks great to me!
i think the lower jaw needs to be slightly longer than the upper jaw. also i'd make the lower jaw a bit more "massive" and add a chin to make the whole mouth look less like a beak.
look at the side view of the picture you posted to see what i mean.
other than that i think this is looking pretty good ;)
I took your advice about lengthening the lower jaw, I also gave it a little more mass. It is a fine line between making the model look more accurate and making it look unproportional, so I didn't over do it.
The goblin model itself is now complete. Final thoughts or changes before I add clothing?
only thing that would look better i think is a bit longer neck and that the neck come's more from the shoulder and not the chest
and maby the mouth need's something but are you going for reptile mouth ore more chimp like and i cant see the nose
but that's just nitpiking from me it is a good looking gobling
Sorry in advance for the sheer number of posts in such a short time. I just want to make sure to take everyone's suggestions into account to get the best looking model possible.
So here it goes no1, I changed it up a bit...Is this what you're talking about?
Original.png)
New Hunched Version:
Better?
Hunched version looks a helluva lot more like the ash goblin above. Great work!
ya is looking beter
So, funny thing...
The riekling-based goblins don't seem to be able to use 1-handed weapons, shields, or spells, as far as I can tell. (I haven't tested bows, but I'm guessing that their animation will involve throwing their arrows at the player like they're javelins.) We're either going to have to find a new placeholder goblin, or deal with goblins who can't use the weapons they're given in Morrowind and Oblivion.
[Edit]
For clarification, when given a sword and shield, the goblin circled around me with his hands up for fist-fighting. This meant the point end of the sword was sticking into his face. His sheath was upside-down on his back. And, most importantly, the guy just wouldn't attack.
I have begun adding clothing to the Goblin. This is the latest and last screen I can post until I get my new laptop (Should be here Wednesday). The one I am using has a wonderful integrated graphics card, and the model is at something like 2.5 million triangles...In other words, if I add any more to the model, the program will crash.
I'm impressed that you guys have not used a modded Falmer instead. I like where this is going. Will they have the same movements?
Thanks!
Good question...I have no idea about animation, I am just modeling the thing and hope it will be useful!
I guess before you make the clothes makes sure that you have a separate model for a naked goblin. Armour/clothes are separate items that get added in game.
Not to worry, I do have a separate model for a Goblin in his birthday suit!
I hooked Tumbajamba's goblins on the falmer skeleton instead of the Riekling ones. I think they look more like the Morrowind ones now. What do you think?
This is for Tribunal, remember. Major work on Tribunal in Skywind probably won't happen for another year at the least. I'm sure the newly-created goblin model will be fully done by then. As for that falmer-skeletoned goblin, it just looks generic. The uniqueness of the goblin's appearance is important as it helps contribute to the feeling of Morrowind:the familiar mixed with enough oddities to feel interesting.
Basically, the Tumbajamba models just aren't right for Skywind, and are going to be unnecessary by the time they would've mattered.
I don't really see what the problem with goblins/rieklings is. Those goblins look really neat, and the riekling body base makes them just as jumpy and creepy you'd expect goblins to be.
Maybe they are a bit different from the goblins you saw in Oblivion or morrowind, but I'd use the tumba's goblins over working for hours for something that is rigged to falmer.
Goblins may be best using a morphed falmer skeleton.
take the low poly posed falmer into the sculpt program, and repaint/sculpt.
you'll have to amour/clothe each one then re rig.
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