A retexture and remodel of Frostastronach. More fantasy style.
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Changelogs
Version 1.30
- Created a FOMOD
- Made it more comfortable to choose between ESP and ESL thanks to FOMOD
- Slightly improved the model and optimized it more.
Version 1.20
- The Atronach can now emit some light (
- Created a script from the ground up with the help of Luminous Atronachs reference.
- Customized the script for a more blue tinted light with small radius )
- Added a new custom magic effect texture for FrostAtronach to not accidentally replace any other textures that are using it.
- The plugin is a must in order for the new additions to work. It's flagged and compacted as an ESL. In case anyone has issues I have an ESP version and can upload if anyone reports any issues with ESL version.
Version 1.10
- Removed 2 files I forgot to remove
- Reduced the quality of the main texture in favor of less resource consumption
- Overall reduced the file size which automatically should make the textures less resource intensive
- Extended the animation: It now alternates slightly between blue and neon blue over a longer period of time. Increased time cycle which should slower the brightness speed.
- Added an ENV map which adds a dark layer of reflectiveness.
- Additionally I've made the atronach to feel more like some of the other atronachs except that it has a layer of some thick (non transparent) and some weak(transparent) ice.
I've made a retexture and remodel of the frostatronach. This is not a typical 'lets make it as transparent as possible' but more fantasy style. I felt like this summon should have some hard ice feel with a fantasy vibe lighting that is more dynamic than original.
Here's a showcase of what I did:
Animated glow that alternates between neon blue and dark blue
I've increased the polygons to some degree and made the summon less blocky, changed some flags and a glow animation cycle that changes the glow intensity of the atronach. Most visible during night.
I've added a lot of micro detail for the surface to reference this being a hard ice instead of weak while keeping quite a bit of that transparency.
The textures have been created from the original one provided in the game. The color of the atronach is heavily influenced by the time of day and ENBs. With the textures I was aiming to create a multi layered color parallax in order to achieve those vibrant colors throughout the body.
An up close shot to show case different layers of colors.