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Modelling Deepen Meadows
05-03-2009, 08:25 PM,
#1
Modelling Deepen Meadows
"Deepen Meadows" is an Imperial-style rural village we had in our old Morrowind mod. (It's also the name of the surrounding region.) We haven't added it to our Oblivion mod yet because I felt it should be recreated in the same style it was modded instead of with Oblivion farm houses. I've been putting it off for too long and figured it was high time I got started on it.

Here's a wip shot of the first house, which is my take on Morrowind's "Nord House #1". I picked it because it happened to be the most commonly occuring house type in the old mod's version of the village. The radiosity in the render is meant to mimic much of the vertex painting I plan to add later on.

Looking forward to your feedback and opinions Smile
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Angel mired in filth
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05-03-2009, 09:01 PM,
#2
 
Nice work as usual RW. Is it me or is the left side higher than the right?
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05-03-2009, 09:02 PM,
#3
 
it looks nice, do you make the new models ontop of the orginal models.?
and is the poly count the same as the model from TES 3??

however Phitt has been making most of the imperial set aswell, wouldnt it be easier for you to wait until he releases his mod and resources.

same goes for the deadric tile set..

http://s66.photobucket.com/albums/h271/P...Trader.jpg
http://s66.photobucket.com/albums/h271/P...=ENDOB.jpg
http://s66.photobucket.com/albums/h271/P...=Vines.jpg
http://s66.photobucket.com/albums/h271/P...eRooms.jpg

anyway, just my two cents
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05-04-2009, 11:44 AM,
#4
 
Thanks Zurke. No the building is symmetric in that sense, so it must be something with the perspective in my render that gave you that impression. The render below shows the building viewed from its four different sides, which are subtly different but the main components are still on the same levels.
[Image: 2154465090051310088XFQuxe_th.jpg]

simonp92: Thanks. No I wouldn't say I do that, rather I draw upon mathematical data of the old game's models. I work with an imported copy of the original model in the scene and then I for instance check which XYZ coordinates their ceiling beam starts at and then I create my own ceiling beam at those coordinates and give it roughly the same radius and rotation. For starters it's much easier to uvw map a mesh if I create it from scratch than if I try to somehow reuse the original meshes of the Morrowind model, which I would never do.

The current facecount of my house model, sans windows and doorframes and such which I haven't created yet, is 8680.

In some sense it might be easier to wait, but then again modelling is genuinly fun for me Smile
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it.
Angel mired in filth
[Image: SignatureBannerRazorwing.jpg]
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05-04-2009, 03:27 PM,
#5
 
Good job Razorwing! It's a nice base to expand from imho

Btw, since it's not textured yet, I hope you'll have a look at Connary's work when he'll release his full texture pack for morrowind.

Here's an example for your particular model : http://img522.imageshack.us/img522/8615/imp2hw3.jpg

And here's the forum thread in case you don't know it : http://www.bethsoft.com/bgsforums/index....hl=connary

It surclasses anything I ever seen regarding morrowind textures and it's done from scratch. I think it will be a must-have for any morrowind revival mod.
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05-04-2009, 07:12 PM,
#6
 
Quote:Originally posted by RideWithTheWind
Good job Razorwing! It's a nice base to expand from imho

Btw, since it's not textured yet, I hope you'll have a look at Connary's work when he'll release his full texture pack for Morrowind.

Here's an example for your particular model : http://img522.imageshack.us/img522/8615/imp2hw3.jpg

And here's the forum thread in case you don't know it : http://www.bethsoft.com/bgsforums/index....hl=connary

It surclasses anything I ever seen regarding Morrowind textures and it's done from scratch. I think it will be a must-have for any Morrowind revival mod.

Thanks for the tip, I might look into it when it's released. Smile Do you know roughly when he'll be finished with his work?
¤ How to add images or files to your post ¤ Silgrad's UBBCode
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Angel mired in filth
[Image: SignatureBannerRazorwing.jpg]
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05-04-2009, 08:42 PM,
#7
 
Cool! :goodjob: It would be nice to get another major location modded into our world.
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05-04-2009, 09:04 PM,
#8
 
Quote:Originally posted by Razorwing

Do you know roughly when he'll be finished with his work?

It's hard to say, he's working fast but there's still a lot of work to be done. I'll report back to you as soon as it's released.
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05-04-2009, 10:48 PM,
#9
 
TheImperialDragon: I agree, and I should get back to working on The Ancient Gate and Lumen Julianii models soon as well. Smile

RideWithTheWind: Ok, thanks for keeping an eye out Smile I used our standard Imperial textures in the meantime and should his be better, I'll retexture my house model(s).


black[/HR]

All done Smile

The left screenshot shows a perspective shot of the whole building and the two others show closeups of the entrance and the window. Everything weighs in at around 15 000 faces.

The images are screenshots from the Construction Set, taken in a test cell. So naturally when these models are used in the real mod there'll be vertex shadows underneath the house foundation.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it.
Angel mired in filth
[Image: SignatureBannerRazorwing.jpg]
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05-04-2009, 11:10 PM,
#10
 
That looks awesome! Big Grin Will there be an interior model as well?
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