test content
What is the Arc Client?
Install Arc
Options

Art Asset Requests

245678

Comments

  • Options
    gillrmngillrmn Member Posts: 7,800 Arc User
    edited April 2013
    I also need more variety in mud patches - a lot more variety. As it is just basically changing the texture of "mud mound" object and changing its size and shape - it should not be that much work to generate a few of patches. The ground with "mossy" grass looks very unreal. It needs more variation. "Mud mounds" can bring that. But they need more variation in soil tone, in a bit of hay and grass over it etc.
  • Options
    wininoidwininoid Member Posts: 534 Arc User
    edited April 2013
    Perhaps some long and curved dirt patches so we can build dirt paths through forests.
  • Options
    zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited April 2013
    More Divine Props!

    I love the coulple decals we have for Selune, Shar and Amaunator. Would love to see this expanded with a ton of things ranging from temple decor to statues of the gods themselves.

    Divine Items/Decor is potentially an awesome enough aspect to encompass having its own kit and categories. Indeed!

    There are so many things I could do with Mystra related props right now, it is rimagiculous! :P
  • Options
    celantracelantra Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Silverstars, Neverwinter Knight of the Feywild Users Posts: 465
    edited April 2013
    I would like blood splats that are actually red and not blue or black. The projector splashes are red but all the ground bits are some off shade of black.
  • Options
    eldartheldarth Member Posts: 4,494 Arc User
    edited April 2013
    Rooms-Caves
    - Ascending/Descending hallways.
    - Room "connection" doorways that can be set "open" even if not connecting to another room
    (This would allow creating ascending/descending paths/hallways using detail objects as an alternative).
    - Hallways/path rooms that don't have bottomless pit edges.
    - gem/silver/gold veins in walls

    Monsters
    - oozes, gelatinous cube

    Effects
    - bats sleeping, one or a few flying in/out, many flying/circling about
    - water dripping from stalactites into small pools
  • Options
    nyghomanyghoma Member Posts: 546 Arc User
    edited April 2013
    ***More costume options (skin color, auras, bestial appendages, bestial lower half, additional limbs)

    ***More Demonic/Abolithic/Illithid/Foulspawn themed building pieces

    ***More animate objects (moving tentacles, bat/rat/maggot fx, floating eye fx, clockwork fx, flowing slime/tar, windows with things going on in them, moving flags/windmill blades)

    ***More mobs (armored warhorses, alligators, anything that flies, plant-like enemies, lamia/centaur/scorpion-folk, anything extra-planar, mounted mobs)

    ***More Statues

    ***Gambling/torture themed objects (gambling tables/wheels, iron maidens, racks, torture tools)

    ***Falling rock traps, living traps skins

    ***Desert themed stuff

    ***More dead body positions (crucified, hung, dead against the wall, bi-sected)

    ***City tiled empty maps (cobble stone streets)

    ***Destructible objects

    ***Horse driven Carriages/wagons
    tol-banner.png

    NW-DT4OV7EXH


    Every time they idiot-proof something...they make better idiots.
  • Options
    marzipanikmarzipanik Member, Neverwinter Beta Users, Neverwinter Hero Users, Silverstars Posts: 0 Arc User
    edited April 2013
    Here is a list of ART ASSETS that I was unable to find in the editor, but that I know have been used repeatedly by module creators in NWN1, NWN2 and similar games (Skyrim, etc.) over the years, including by myself. Items I personally consider essential are marked by an asterisk (*).

    Some of the creatures in this list can be set up as an Editor Costume by assembling available models (usually humans), then slapping on a VFX or creating a new skin for the model.

    NPC ASSETS:

    Aberrations:
    Beholder
    Ettercap (Bloated, spider-like humanoid with spider head and paired talons instead of hands/feet)
    Gibbering Mouther (Eeeeew.)
    Naga (Human-headed Snakes)
    Otyugh (Double Ew. Ew. Ew.)
    Will-O'-Wisp (Giant mote of light/globe of glowing vapor) *
    Umber Hulk (Giant beetle-like creature) *

    Animals/Beasts:

    Bat (Could use modified Companion Hawk animations/skeleton)*
    Bear (Panda skin, Polar Bear skin)
    Cat (Black skin) *
    Cow/Bull *
    Crocodile/Alligator
    Deer/Doe/Buck/Stag *
    Elephant
    Fox/Coyote
    Frog/Toad
    Goat
    Gorilla
    Horse (Variations Without Bridle/Saddle)
    Leopard (Could just reskin the tiger)
    Lion (Male and Female, could reskin tiger)
    Lizard/Iguana
    Monkey/Chimp
    Owl (Snowy, Barn; Could use Companion Hawk animations/skeleton)
    Parrot (Could use Companion Hawk animations/skeleton)
    Rabbit/Bunny/Hare
    Raccoon
    Raven (Could use Companion Hawk animations/skeleton)
    Rat/Mouse *
    Scorpion
    Sheep/Ram
    Snake *
    Squirrel/Chipmunk
    Turtle/Tortoise

    Beasts (Magical/DnD Specific):
    Basilisk *
    Cockatrice (Ugly Chicken with bat wings and a lizard tail)
    Displacer Beast (Scrawny six-legged panther-thing with tentacles)
    Dragon (I heard rumor that these aren't being included in the editor to keep them rare? Makes sense, if so.) *
    Gargoyle
    Giant Worm (Frost, Purple, Thoqqua, etc.)
    Gorgon (Metallic/Scaled bull)
    Griffon *
    Hydra
    Manticore
    Rust Monster
    Shadow Mastiff (Hulking black hound with human-like face and fangs)
    Stirge (Like a mosquito/bat)
    Wyvern *

    Constructs:
    Animated/Flying Book *
    Animated/Flying Candelabra
    Animated Wardrobe (Throw in some mimics...haunted mansion anyone?)
    Homunculus

    Demons:
    Balor (Fiery, Red-skinned humanoid with horns, huge claws, and wings) *
    Incubus (Male version of Succubus)
    Erinyes (Male version)
    Glabrezu (4-armed, clawed humanoids with Dog-like heads)
    Marilith (6-armed Humanoids, female up top, snake body/tail below, no legs; could use Yuan-Ti Abom. base)
    Vrock (Large, feather-winged vulture-like humanoids with beaks and claws)

    Devils:
    Cornugon (Scaley humanoid with huge tail and wyrm-like wings)
    Devourer (Skeletal humanoid with miniature agonized humanoid caged in its abdomen)
    Imp (Ice Version) *
    Kyton (Chain-wrapped humans...like zombies!)
    Pit Fiend (Fiery, red-scaled humanoid with giant bat wings and huge poisonous fangs)

    Elementals:
    Air *
    Water *

    Fey:
    Dryad *
    Nymph (Can be easily achieved with Human Model preset and VFX)
    Satyr
    Pixie *

    Giant:
    Ettin (2-headed giants)

    Goblinoid:
    Bugbear (Giant Hairy Goblin)

    Insects:
    Beetle (Variety of colors/shapes; expecially useful for Underdark) *
    Mantis
    Wasp/Bee

    Ooze:
    Black Tentacle
    Gelatinous Cube (Variety of Colors) *
    Ooze/Slime/Jelly/Black Pudding (Variety of Colors) *

    Plant:
    Myconid (Mushroom People)
    Shambling Mound/Cannaboid
    Stranglethorn (Burrowing, Carnivorous Thorny-Vine plant)
    Treant *
    Vraath/Flowering Death/Carnivorous Flower

    Shapechangers:
    Doppleganger (pale, hairless alien-like humanoid)

    Undead:
    Nightwalker (Clawed, mouthless, noseless, shadow humanoid)
    Wraith (Legless, cloaked, humanoid phantom)

    Various Other Humanoids/Races:
    Formians (Ant-people)
    Genasi (Water, Air, Fire, Earth) *
    Genie (Fire/Efreeti, Air/Djinni)
    Gnomes *
    Grimlock (Grey, scaley, muscular humanoids with no eyes)
    Hag (Often wart-covered, sharp/long-nailed crones; could use Wight base?)
    Harpy
    Kuo-Toa (Lobster/Fish-like People)
    Lillend (Colorful elf-like creature with lower-body of a snake and feathered wings)
    Medusa
    Minotaur (Bull-people) *
    Rakshasa (Tiger-people)
    Sahaugin (Fish-People)
    Slaad (Toad-people, but muscular and clawed)
    Troglodytes (Lizard-people; not the same as Lizard-folk)
    Yuan-Ti (Snake-people)

    Atypical "Creatures" and Costumes:
    Box/Crate with eye holes in it (You know, for NPCs sneaking around...)
    Wagon with single rider (For escort/caravan missions)



    I don't expect all or any of these to be made, but I hope the list may be helpful if the studio is looking for things to develop. I also left out references to any creature models that would require water combat/environments (like octopus), since I'm not sure if the dev team wants to approach swimming animations yet? (That would be a lot of work.)
    RookBannerFinal_zpsc8b09fb3.png
  • Options
    eldartheldarth Member Posts: 4,494 Arc User
    edited April 2013
  • Options
    thunderspankerthunderspanker Member, Neverwinter Beta Users, Neverwinter Hero Users, Silverstars Posts: 713 Bounty Hunter
    edited April 2013
    eldarth wrote: »
    Effects
    Fire effects that damage player - similar to Spell Plague Cracks

    Seconded.. along with other things. not just fire.. we need some killer slime, and plants that attack and shoot things at the players..assassin vines, shambling mounds, hangman trees, etc
    [SIGPIC][/SIGPIC]
    Himmelville - Are you easily frightened?
    Click Here


    On one side of the mountain, there were bones...
  • Options
    gillrmngillrmn Member Posts: 7,800 Arc User
    edited April 2013
    I want some undead plant props. I am using present Thundertree area (nearby woods) as a setting so ir will be nice to have them! (And they are canon related to 4e Neverwinter too!)
  • Options
    zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited April 2013
    More thoughts:

    1) The City Wall & Gate you see prior to entering the Harbinger Bridge Intro Instance.
    2) The Inner Protector's Enclave Wall and Gate that you see in the Harbinger Intro Instance.

    The last time I created an outside city wall (The original High Road, Act II mission of mine), I couldn't get it to look like the outside wall actually looks using the given pieces.

  • Options
    apocrs1980apocrs1980 Member, Neverwinter Beta Users, Silverstars Posts: 0 Arc User
    edited April 2013
    Would also love to have a 1000x2x1000 invisible wall for ceiling sealing :)

    Chasm assets at half their original size.
    [SIGPIC][/SIGPIC]
    The Cragsteep Crypt - BETA
    Ravenloft
    Look for@Apocrs1980 or visit the main page here or Ravenloft here
  • Options
    wininoidwininoid Member Posts: 534 Arc User
    edited April 2013
    When building boss encounters and story encounters with dialog, I could use a lot more single mob encounters. Especially hard encounters with only 1 monster.
  • Options
    wininoidwininoid Member Posts: 534 Arc User
    edited April 2013
    More cold/ice based encounters. I want to build a frosty dungeon and especially need some hard hitting ice casters.
  • Options
    gillrmngillrmn Member Posts: 7,800 Arc User
    edited April 2013
    Want dancing animation for courtesans (the one they have by default). Was not able to find that particular one in the list.
  • Options
    celantracelantra Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Silverstars, Neverwinter Knight of the Feywild Users Posts: 465
    edited April 2013
    I would love to have all the window options that are in use in Protectors Enclave. The big bay window. The Square windows with shutters. Would also be nice to have small light shafts that would fit windows and not just sewer grates. There is also a set of stairs that is used as a building block in Protectors Enclave that would be epic. I would like the sewer grate opening as a separate piece that could be placed on a ceiling.
  • Options
    thunderspankerthunderspanker Member, Neverwinter Beta Users, Neverwinter Hero Users, Silverstars Posts: 713 Bounty Hunter
    edited April 2013
    I would like a blood spatter that hits the screen, and then drips down, so you can really go wild. lol.. it probably isnt gonna happen, but thats a tool that would just be great for when the character dies, which also should be a trigger.. the adventurer dying could trigger any number of things. Also something I dont see happening. But the one thing i want the most, is triggering a dialog at a reach point, so you can be a dungeon master.
    [SIGPIC][/SIGPIC]
    Himmelville - Are you easily frightened?
    Click Here


    On one side of the mountain, there were bones...
  • Options
    gillrmngillrmn Member Posts: 7,800 Arc User
    edited April 2013
    I would like a blood spatter that hits the screen, and then drips down, ....

    ... along with a few pieces of meat.

    (completed it for you :p )
  • Options
    thunderspankerthunderspanker Member, Neverwinter Beta Users, Neverwinter Hero Users, Silverstars Posts: 713 Bounty Hunter
    edited April 2013
    gillrmn wrote: »
    ... along with a few pieces of meat.

    (completed it for you :p )

    lol. chunks. gotta have chunks.
    [SIGPIC][/SIGPIC]
    Himmelville - Are you easily frightened?
    Click Here


    On one side of the mountain, there were bones...
  • Options
    feuygarfeuygar Member, Neverwinter Beta Users, Neverwinter Guardian Users, Silverstars Posts: 102 Bounty Hunter
    edited April 2013
    I would like,

    The area Trigger location shape, please give us square/rectangle rather than just circle, (enables much more creativity).
    Allow a timer delay on a trigger, up to say 5 seconds. Tigger on dialogue is a case in point.

    A portcullis (I've seen one built into the keep model, but would be good if you could separate it for outdoor maps),
    Horizonal invisible walls, only have vertical atm
    Curved vertical invisible walls, quarter circle on a 20' & 40' radius.
    1' thick standard dungeon walls of 10' length (only had 20' and 40') to help avoid clipping.

    When I copy a "lego" piece, why does it reset the Y coordinate back to zero every time (annoying)?

    Thanks.
  • Options
    chthonicmythoschthonicmythos Member, Moonstars, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0
    edited April 2013
    A map sized ceiling sealing ceiling for all the maps would be awesome.
    Also more solo mobs for "boss" fights like have been said.
    I would prefer to change NPC hair/skin color through a selector rather than having a dozen presets for every race/gender. Last I checked there still wasn't a black haired, pale halfling!
    More built city/village building would be sweet too.
    Large city road/street tiles would be nice!
  • Options
    eldartheldarth Member Posts: 4,494 Arc User
    edited April 2013
    feuygar wrote: »
    Horizonal invisible walls, only have vertical atm

    You know you can rotate detail objects around any x/y/z axis, right?
  • Options
    zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited May 2013
    Imported from old Beta Foundry Forums, please do continue to use this folks as it has been requested by the Devs!
  • Options
    drakedge2drakedge2 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited May 2013
    NPC - I NEED WINGS! Angel wings specifically.
    - ALL outfits in the game for NPCs. Why should i be so limited? Aren't you famous for customization? Why can't i use all the cool outfits I see through out the game? Even the zen store outfits for my NPCs, these should be available heck they might even help you sell more of them.
    8IxArUQf.jpg
    A story driven quest, with a fun and challenging amount of combat, that takes you into the world of Planescape, carefully hand crafted by me.
  • Options
    varnavarna Member Posts: 0 Arc User
    edited May 2013
    My current number-one art asset request is not a particular model, but more ways to gracefully appear/disappear objects. Currently any detail object simply snaps in or out of existence, but having some simple effects to stipulate at the "appear/disappear when" option would make things look much better. This also applies to various FX objects that have no good way to gracefully "end", such as a flame that pops out of existence instantly when extinguished.

    Even simply making the model opacity fade in or out, the way NPCs do when assigned to "disappear" would make a big difference
  • Options
    mattkiremattkire Member Posts: 0 Arc User
    edited May 2013
    Would love for a way to have a Following NPC Stop and then disappear on completion of quest. So far, the only options are disappear never and on this object completion. So essentially they either stop and stand there, or disappear after talking with them. Also an NPC that fights would be nice.

    Multiple NPCs following?

    Floors to build multi-levels.
  • Options
    shorlongshorlong Member, Neverwinter Beta Users Posts: 286 Bounty Hunter
    edited May 2013
    Most everything I am going to request is costume related.

    The ability to change the color and appearance of facial hair. Currently, you want something with a beard? You have to take the rest of the model too. And whatever color it is, it's staying that color. Some more options would be nice. I want to put beards on some of my NPCs and mobs, but I can't due to the fact that I have to pick specific costumes and can only go so far with that.

    All tattoo types available for all character models. Drow characters cannot have the cracks tattoo, which is a huge thing in my campaign.

    A lot of female models (and the ogres) have this weird skirt thing that can only go away if you replace it with a bigger skirt thing. I would like to not have ANY skirt thing, or change just it's appearance.

    A lot of this could be implemented if when we selected a model, we could take stuff off of them that is already there. For example, I select a character that has gloves because it has the look and facial hair that I want, but I don't want the gloves....too bad, stuck with them. Being able to subtract things from NPCs would be a blessing.

    Now, some more nitty gritty....

    Dragons. More than just the dragonling. Don't need dragon encounters, just the dragon skin would work for 99% of all applications. And having the ability to make it have animations (sleeping, roaring, etc) would be helpful. Also, the ability to alter, if nothing else, it's color and basic features would be fantastic.

    Art wise, that's about all I can think of right now.
    My quest was deleted in July of 2013. There were no issues, it had not violated any rules. Was deemed a bug. That quest is still missing.

    RIP - Dirty Politics May 21st, 2013 - July 30th, 2013
  • Options
    zovyazovya Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited May 2013
    A pair of normal pants. And normal shoes please.
  • Options
    yospeckyospeck Member, Neverwinter Beta Users Posts: 174 Bounty Hunter
    edited May 2013
    Not checked through the entire thread, but a "cobbled street" texture would be nice for the base map, similarly to had the blank one is just all grass. I've been creating a town map and had to individually place the small cobbled detail item and it creates some clippy effects. Just a default custom map would be great.
  • Options
    darkenedeye1fdarkenedeye1f Member Posts: 0 Arc User
    edited May 2013
    Wall of every tile type (small cave doesn't have one for example) to close off areas.
    Doors with default open animation for more door types (portcullis, sewer grate door)
    Bigger cages or dungeon metal cells or pens
    Animated levers, chains and such that have a persistent state.
    Alchemical laboratory equipment with animation
    Arcane symbols, various circles of power, wards, etc.
    Writing implements
    More statue options
    Traps: arcane (fireball, fire breath, electrical, stubs, roots, etc)
    Capability of asset and mob.
    Encounters: animal bosses, single bosses. Rats - giant and normal.
    Encounter skins that work for animals... atm only other animal encounters work reskinned

    Also make the achievement for kills based off the encounter skin, not the actual encounter type or disable for foundry.
Sign In or Register to comment.