I recently created a throwing hammer for a Neverwinter Nights 2 persistent world, Engines of Ascension. This unfortunately took me well away from the wonderful world of PBR, as NWN2 only supports diffuse, normal, and greyscale specular maps, but it did afford me the opportunity to use a normal map to beef up an extremely low poly model, though not necessarily by the standards of 2006.
This project has also opened my eyes to where I need to focus on developing my skills. There is some waviness to the normal map which I need to work on in the future, which resulted from lack of supporting edges on the low poly model during the normal bake. There are also some problems on the hemispherical hammerheads, particularly on the corners of the hexagonal back.
Over the last week or so I have been making about a building a day in the beginnings of a project intended to give level designers the assets needed to make a 19th century city. I have drawn inspiration from classic Belgian and Dutch architecture, and intend to create steampunk variants of these buildings at some point in the future.
At present I have configured the models for Neverwinter Nights 2, complete with tint maps, collision boxes and walkmesh data.
These three stylized street lamps are the perfect fit for any magocracy or machine age city. Each uses the same set of texture sheets. Each model is optimized with two LOD variants.
These lamps are available for Neverwinter Nights 2 on NexusMods. Models and materials available for other uses on request.
Ottoman weaponry is without question beautiful, from the intricate patterns to the precious metals and jewels set into them. I wanted to incorporate these elements into a flintlock musket, so I did!
The musket is predominantly made of walnut with a steel octagonal barrel. The stock is ebony, with ebony and ivory set into the walnut to form the decorative pattern. Lapis lazuli, emerald, ruby, opal, and amethyst are set into gold along the stock, with gold and bronze decorative studs.
This model and full quality texture files are available upon request. I am more than happy to have people use my things, as long as they credit them.
I recently had cause to create a set of smokes for a Neverwinter Nights 2 PW, though it wouldn’t surprise me where many to have a use for them. I had a lot of fun with this project, and I was glad for the opportunity to practice cage-baking my normal maps.
Cigarette Holder Normal (UV map overlaid for reference)
Pipe Normal (UV overlaid for reference)
Cigarette Holder – 126 tris
Leaf Wrapped Cigarillo – 48 tris
Pipe – 154 tris
I was recently asked to participate in an alpha test for Engines of Ascension, an upcoming Neverwinter Nights 2 PW created by Psionic Entity. PE, whose singular scripting helped define Legacy: Dark Age of Britain as an intensely unique NWN2 experience, has once again rewritten the base game’s mechanics for Engines of Ascension to the point where they’re more reminiscent of Skyrim than anything else.
New players are greeted by an impressively kitbashed airship, an immediate reminder that this ain’t grandpappy’s Forgotten Realms no more. Impressive as it is, PE did ask if I could come up with something a little more fitting than a pair of covered wagons to serve as a balloon. So, a week later and without further ado, I give you: Blimp.
(Colors on nose cone and tail fin added via tint map)
Diffuse (UV map overlaid for reference)
Blimp is available on the Neverwinter Nights 2 Nexus. Modifications by request.