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Ravanna
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[RELz] Dreugh - A bit of a contraversial design change

Due to having to use the Dragonborn seeker (only creature with multiple limbs and tentacles)
means much of the design will change.
I already tried making the back of it have a large sack like an octopus but it looked terrible.

I think now 'll be going for a soft human octopus covered in thick spikey shell.

Edited by: grumpycat on 03/15/2014 - 02:05
TheComfyCushion
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Looks good, actually. They're

Looks good, actually. They're purely aquatic in Morrowind, right? So the floaty animations of the seeker could work for the dreugh.

Ravanna
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one hour later

one hour later

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LASentry
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That actually looks really

That actually looks really good!

Iniquity
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mb u can give him stone human

mb u can give him stone human face?

no1
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body like it looks very god

body like it looks very god but yes like Iniquity say's cant it have a human like face because the say hey is half human half octopus 

also u gone make also the dreugh armor so it matches perfect?

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Since we have to keep Skyrim

Since we have to keep Skyrim bones, I gotta say I love what you did with design.

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I only have 2 concerns! 1 is
I only have 2 concerns! 1 is it possible to widen his chest to look a tad more humanoid like the original, same with the head, without messing anything up structure and rigging wise? 2 I only ask so it will match the dreugh armour design as the morrowind version is just the dreugh bones, looks almost exactly like the dreugh, the other solution could be to model the armour after your design instead. And on opinions I like, and I'm just glad someone is doing them! (my favourite creature) I would like to see a more human face, it always made me feel more creeped out, maybe something like Davie Jones from the pirates of the carrabian movies? Also the three different "stages" of dreugh are cycles in its lifetime so unless they are all the same age an a region of tamriel why couldn't we have all the variations? But again I don't really care I'm just glad your doing it!
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There are no bones to allow

There are no bones to allow much of a face or spinal cord in the design. But i will try humanizing the face a bit.

I was using a few designs, the original mixed with this one

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Ravanna
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ok, i redid it to be more

ok, i redid it to be more human. hope u  like!
 

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Ravanna wrote:ok, i redid it
Ravanna wrote:

ok, i redid it to be more human. hope u  like!
 

Lol perfect!
Nandi
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hahahahah ​http://youtu.be/y
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Ravanna wrote:There are no
Ravanna wrote:

There are no bones to allow much of a face or spinal cord in the design. But i will try humanizing the face a bit.

I was using a few designs, the original mixed with this one

You can has land one look exactly like dis?!
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By far the scariest creature
By far the scariest creature in skywind!
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I was always frightened of

I was always frightened of dreugh and ascended sleepers 

Ravanna
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zbrush finished, and I am

zbrush finished, and I am still ill and sleep deprived. So will finish this during Xmas.
today I also finished ancestor sleeper reskin from kura and tidied up the bonewalker shaman, plenty for alexb to play with later.

all of these pieces will be cut off and used for dreugh armour.
I may even use the same baked low poly pieces.
 

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Woooow. Fcuk that, I'm not

Woooow. Fcuk that, I'm not going into the water in Skywind when this is released.

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Awesome work Ravanna. I think

Awesome work Ravanna. I think that from now on I'll be sleep deprived too.

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Love the attention to the

Love the attention to the detail on the carapace. Can't wait to see the next progresses over the holidays. This thing will truly be a terror in the seas - slaughterfish can go eat their heart out.

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love the  hand claws  and it

love the  hand claws  and it got a good mix of land dreugh in it 

and i could se myself  finding ore killing 1 of those and make armor from them

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I love it! Do you think you

I love it!

Do you think you could add more colours into it for the final version? I think it will help to make certain things pop more in game. Might be a bit hard to see detail if its too much the same colour and also of course being underwater. So I think for underwater creature colours can be quite saturated.

Maybe just make the yellowish parts a lot more yellow.

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I agree with chappy,

I agree with chappy, saturating the dreugh will make it easier to spot in the engine's murky water.

See the attached screen!

 

PS. Keep up the amazing work.

Ravanna
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finished! 8k tris and 1

finished!

8k tris and 1 texture at 2048.

Will start dreigh armour tomororw.
Alex I will record you a nice video tonight

 

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grumpycat
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Your work just gets better

Your work just gets better and better.

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the way you design creatures

the way you design creatures keeps surprising me Ravanna! Great work here!

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Wow. 

Wow. 

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Good god. 

Good god. 

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imo looks good

imo looks good (understatement) , and the only difference is that the Morrowind one looked  a bit more humanoid, while this is zerkish but i consider it for the better. anyway beth should have made their mind.... sea creature or land creature.

How will it be? It will levitate like the seeker on the ground or it will be a sea creature only?

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@hangman04 From what I gather

@hangman04

From what I gather this is exclusively underwater and there may be a separate land dreugh implemented after alexanderb has been breaking down barriers and building bridges.

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Now THAT'S a Dreugh!

Now THAT'S a Dreugh!

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Awesome work. I'll throw in a

Awesome work. I'll throw in a request here. Could you also make the item (shell, claw, whatever) graphics, that we can use for a component so players can make the armor from that component? I can make the item, just need the mesh and texture files.

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^ Need the wax too.

^

Need the wax too.

Ravanna
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I plan to make a dreugh mesh

I plan to make a dreugh mesh hung up and make some dreugh shell meshes.
So yes.
Little things like this I need to keep hosted somwhere.
Also I need to know a bit about the system of models in inventory form.

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Crappy render, but

Crappy render, but yeah...

The Dreugh forward motion.

http://www.youtube.com/watch?v=DsDLTxLh8Eg

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Brilliant craig, coming along

Brilliant craig, coming along nicely

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seem a bit too "uniform" idk.

seem a bit too "uniform" idk. maybe change the hands slightly so they arent so in sync.

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the translation of the arms

the translation of the arms has to be in sync since otherwise it would be inefficient in the swimming process. the other option is for right and left side (both main and secondary arm) to be asynchronous, when one side pulls, the other one relaxes (similar to human swimming).

This is closest thing i've been able to find: http://www.youtube.com/watch?v=UzYFp68BRMs

Also asynchronous movement may happen when changing direction, like turning left or right. Anyway is debatable. We need to find some real life examples that fit better, and see what we can adapt. 

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I see what you are saying and

I see what you are saying and I was debating about asynchronous movement during the process, but as Alex was saying, from the side, the hands being in synch looks too uniform and a bit boring. Theres a fine line between exaggerated movement to make things more aesthetically pleasing and realistic movement to make the creature more believable.

I'm currently working on the attacks at the moment, but I will tweak the forward a bit and put out a couple more renders for you guys to critique soon.

I appreciate the feedback guys, keep it coming!