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The Otyugh

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Kalister68
The Otyugh

Hi,

I'm starting a post to talk about the new creature I'm working on : an otyugh.

Here is the high poly model I sculpted, based on the beautiful otyugh made for Sword coast legends :

I don't pretend to reach the quality of the model made for Sword coast legends, which is a professional work. But I'll try my best to model something appealing enough for Nwn2. Nonetheless, this is by far the most complex creature I had modeled so far, so I'm not sure I'll be able to complete this task... especially concerning the animations making. As you can see, the model I sculpted has no teeths, because I planned to add it later, in 3ds max.

Here is a pic of the low poly model (with the teeths :p), with a basic unpainted texture, and the normal map I made with the high poly model :

This model weighs 5000 polys, which is quite high, but similar to a stock dragon.

Next step, and probably one of the most difficult : paint the texture !

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MERP UK

Awesome work! Loving the mouth detail there. Disgusting! ;)

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PJ156

It's a step up from an ooze :)

Looking very nice,

PJ

 

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Trinital

Good luck on animating those appendages.. :p

 

It looks amazing Kalister.

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kamal
Does SOAR already have an otyugh? There's on pretty early on in the game.
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kamal
Where is my jaw? Oh, here it is, on the floor, let me pick it up.
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rjshae

That's a pretty big leap from a Larva, Kalister, but it'll be awesome if you can pull it off. I know there was a Otyugh model built for NWN, but it never received a full set of animations.

https://www.youtube.com/watch?v=tXWtX61P00U

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ShadowM
ShadowM's picture

No, I finished the whole animation set and put it in my base and gave it to project Q also. After Project Q made some minor changes in animation, I also made some minor changes in my base (I think my base version has the better of the two animations sets.)

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Kalister68

Yes, I saw this otyugh model, but since it was designed for Nwn1, and was not yet ported, I thought it would be good for the Nwn2 community to have this mythical d&d creature...

The video you provided is really interesting, is it ShadowM's model ?

The painting process is going well, I'll soon post a pic showing the creature in its current state (that is, half-painted :p)...

(Edit : here is the beast...)

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PJ156

Oooooh Shiny :)

That is a very cool looking beastie Kalister.

PJ

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rjshae

I love the normal map texturing along the side. It looks very good. I guess you've just got the ends of the tenrils to complete?

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Kalister68

In fact I still have a lot of things to paint, mainly patches of color and shadows here and there. The tentacle on the top and the back leg too...

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rjshae

Is the top tentacle where the eyes are going to go? It looks that way from the images available in Google.

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Kalister68

Yes, the creature is supposed to have three eyes on this tentacle. You can see it better on this video.

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Kalister68

The texture is now painted :

Now the hard part : let's see if it's possible to animate this thing...

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Trinital

Looks great Kalister.. if you create an attatchment point at the middle hand / tentacle.. We could probably make a VFX of 3 Eyes Looking around / blinking so you don't need to animate that on your rig..

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rjshae

Aww, what a cutie. Who's a good dog? Yes you are, yes you are. *scratches under chin* Speak, speak....

 

That does look really good. I pity the fool who descends into the sewer now...

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Kalister68

Trinital : yes, I plan to create an attachment point for the eyes (at least one for the biggest eye).

For the moment, I'm still caught in a vertices weighting nightmare :D
But I'm making progress...

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Trinital

Weight painting.. the bane of NWN2 Modelling.. lol

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Kalister68

A short video showing the idle animation of the creature...

I'm not entirely satisfied with the tentacles movements, it still need some tweaking...

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Trinital

It's actually really good.. during the Breathing frames I would have the two side tentacles wiggle.. currently they just following the rig..

Otherwise its actually very good..

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Semper

personally i would get rid of the repeated jaw movement and keep the mouth closed. it looks too mechanical. i would also slower down the breathing animation. perhaps you could add a yawn while it shuffles the legs around - i imagine a dog here. otherwise it's a splendid creature!

ps: don't forget about the barbs around the tentacles. just render the teeth to a flat texture and add a row of polygons to save geometry.

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Kalister68

Thank you for your comments :)

Just a quick update on this project : I took account of the advices and modified the idle animation, especially concerning the jaw movements... I also added some barbs on the tentacles.

I spent the last two days making the walk animation, which was a real headache. The animation itself was not so complicated, but the difficult part was to calibrate the legs speed with the forward movement of the otyugh... Here is the result (yes, the tentacles movements are destined to hypnotize the preys... I suppose).

Since it's the first time I work on a creature with legs, I took a look at the walking animations of the stock creatures, to see if there's something useful I could learn... I think the devs have not always taken much care of these animations, as you can see if you observe closely the feet of some of the creatures while they're walking, sliding on the ground like on the a slippery surface :D

I suppose the walk is not really the most important animation when you have to deal with a foe equipped with a giant mouth armed with sharp teeth...

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rjshae

It looks fine... if you don't think about the physics too much. I'd kind of expect the stride of the rear leg to be more of a hop, with the rear bumping up a bit.

https://www.youtube.com/watch?v=7IAHoLn1bXs

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Kalister68

Ah, interesting. I tried to make a second walk animation with a more bumpy stride, but the result is a little too jerky, I think...

 

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Semper

in case you didn't know, there's also a sample video of the otyugh from sword coast legends.

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Kalister68

Yes, I saw this, that's pecisely the creature I took my inspiration from :)

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Kalister68

The run animation is complete. I'll now begin the combat animations.

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Trinital

Kalister are those two tentacles weight painted to the same bone? It would just be nice to see them move slightly differently.

Otherwise great job..

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Kalister68

Thanks !

No, the two tentacles are weighted to two different bones chains. I made an other run animation, with one tentacle more rigid during the movement.

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4760

That's a nice addition! If you're interested, I can send the NWN model (in 3ds max or obj or mdb format), it should work for the L02 mesh.

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Kalister68

Thank you !

Yes, I'd be interested to see this model. Can you send it in 3ds format ? :)

The combat animations are progressing well. Here is a video showing what a combat with the otyugh will look like. Some of the animations are'nt made yet, others need some tweakings...

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Trinital

That is stunning work.. How do you get the specularity so good.. It's skin looks perfectly wet and reflective as it idle's under that dynamic light.. :\

Death animation looks perfect, nothing looks stiff or odd, Amazing Job.

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Kalister68

Thank you :)

Nothing special for the specularity, I just set the specular level and the glossiness of the texture to 40.

 

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4760

Here it is Kalister.

Note that it's the NWN model by ShadowM, so this one is a four-legged monster. I could find three-legged otyughs (here for example), but they're only in .gmax. I reinstalled gmax to be able to open the files, but I somehow messed up with the plugins as I can't export the mesh from gmax (the idea being to then import it into 3ds max).

Well, I'd try again later, but I didn't want to keep you waiting.

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ShadowM
ShadowM's picture

The model I did the animation on was this one from a dla member that was handed off to project lead.

LINK

That other one I did a long time ago and no wheres as good.

 

Your Otyugh is coming along great, a little too much sync with the tentacles on run and the whole body turn on attack is kinda weird.

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Kalister68

Thank you 4760, I'll see if I can do something with this one :)

ShadowM : I agree with you on the attack animation, I don't like it either. The problem is the tentacle, which is not flexible enough to reach its target if the whole body isn't turning. I'll try to fix this by bending the body a little more...

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4760

Couldn't you add one or two bones? Probably at the "shoulder": with two shorter bones, you'd be able to add smoothness and flexibility while keeping the body facing the target.

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Kalister68

Adding bones would imply to remake all the animations (unless I'm mistaken), something I can't imagine :)

Anyway, I managed to remake the attack animation, and this time the creature doesn't turn. I also realized I forgot to animate the other tentacle during the animation, it's now fixed. I'm now working on the knockdown animation.

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4760

Not necessarily (assuming you've got 3ds max 8): save the animations, add the bones, load the animations. The only bones to work on will be the new ones.

But if you fixed it already, it's better to stick to the existing skeleton.

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Kalister68

I only have 3ds max 6, and no possibility to load/save the animations (as far as I know) :/

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4760

Unfortunately, it's not available in 3ds max 6. It appeared with 3ds max 8.

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4760

Kalister68, maybe this one is more interesting. I guess the walking animation could be reused, and there's probably some way to get another attack. And in any case, I prepared the blueprints.

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rjshae

Normally, the Otyugh has a constrict ability with an improved grab special attack. Does that get switched to something else in NWN2?

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Kalister68

Thank you 4760, I'll take a look at it as soon as possible. It seems to be a really nice creature, do you know the polycount of this model ?

Rj : I don't remember having seen in game something similar to a constrict ability, unless I'm mistaken...

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kamal

Maybe a knockdown or on hit hold person would have similar effect?

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rjshae

Yes, an unlimited use knockdown special attack would probably be the closest approximation we have available. It would make combat more interesting as well.

Or hey, a Bigby's Grasping Hand spell. Or a modified version thereof.

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4760

1507 faces, 968 vertices.

The previous version has 1248 faces and 986 vertices.

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Trinital

@4760 - Where's my octopus? heart

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4760

Next in the todo list! I'm finishing the abishai, gelugon and other marilith first, and then the octopus (I restarted working on my campaign after a few months without touching it, and I definitely need the octopus, so be sure it will arrive!)

Let's not hijack Kalister68's thread however (so feel free to reply to a new forum topic I just created).

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Kalister68

Ok, I took a look at this otyugh, it's a really nice model. I particularly like the way the tentacles tip are made, it inspires me some changes on my otyugh...

That being said, this project is slowly but surely reaching completion. I lately made the collision spheres and the two LOD meshes. The animations are complete too. I made a third attack animation, but unfortunately Nwn2 seems to allow only two attack animations per creature... I suppose I'l never use this, then.

Amongst the last things to do, some minor tweaks on the normal and the tint map, then this creature will be ready for upload.

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