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Using Retextured Id-heads?


BlackThief

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While I was working on another texture for Corth's Houseguardhead an idea came to my mind - there are about 3 totally normal heads in D3, why not use these? I'm all for doing our own stuff, but why shouldn't we use these heads, that are already there? Corth's head is pretty good, I like it and I think we should definitely use it (the only thing I didn't like that much was the hair), but we'll need about a dozen normal heads (without headgear and stuff) for characters, like houseguards, townsfolk etc. Modelling + texturing isn't actually an issue, but a big advantage would be the idle, speech etc. animations these heads already have! And I think these animations are really good - I added some charakters to my map and looked at them a while - they feeled pretty lively.

 

For example even the head of the doom-guy would fit pretty good for a guard - here's it with my texures:

retextured_head.jpg

(without a normal and heightmap - looks much better with them)

 

I wouldn't like to meet that guy at night - it's the perfect guard. :ph34r:

 

What do you think?

Edited by BlackThief
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Yeah, I'm all for using the resources already in D3 whenever we can. Those heads would fit well for guards (houseguards generally don't wear helmets anyway), townsfolk, thugs, even badass shopkeepers.

 

Krueger's head would make a decent mage or necromancer.

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did some tests ingame with some of my new head-textures:

this one might be good for a shop keeper:

 

http://www.thedarkmod.de/darkmod_files/sergant_skin1.jpg

http://www.thedarkmod.de/darkmod_files/sergant_skin2.jpg

 

i'm quite surprised how good the textures turned out ingame - they look actually better than http://www.thedarkmod.de/darkmod_files/original_sergeant.jpg (id's) :P

Edited by BlackThief
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Looks great. There seems to be some kind of line growing up his forehead though (see second shot). Is that intentional (a vein perhaps?).

 

Edit: A split in his neck also, it seems.

Edited by Macsen
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