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Need a modeller?
05-16-2007, 09:53 AM,
#11
 
The remaining velothi set should be quickly done, and afterwards i will start on the telvanni set.
I see now why many modders have come and left this project, everything is mildly confusing hehe Smile
What should be top priority for you guys now is to have a vvardenfell masterfile ready, asap! And it should be updated often.

btw if anyone remember my morrowind 2006 mod, there are
tons of clutter/misc item replacement models there that could
be used. Smile Most of them are much like the originals, but with higher
polycount, they would need to be updated though for parallax mapping.

It can be found on elricm.
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05-16-2007, 01:53 PM,
#12
 
I thought of the daedric ruin set.
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05-16-2007, 04:57 PM,
#13
 
Yes that would be nice too. As I'm not a modeller myself, I cannot really justify how long a tileset would take to make, but the Velothi shouldn't take that long IMO, since like Seniosh said, there's already some Velothi textures and assets to work from.

Nelothsmouth- If you're for real (which hopefully you are Wink), that would be brilliant. Any tileset would be great to have done. Common is something that I think should be made high priority too, since several locations on Vvardenfell used common/nordic architecture.

For me, the (tileset) priority list would be as follows:

-Telvanni
-Common
-Vivec
-Daedric
-Velothi
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05-16-2007, 05:14 PM,
#14
 
Im for real allright Smile atleast im here Wink
Both telvanni exteriors and interiors needs to be done?
I recreated this podhouse just to get the hang of the exporter, but
i cant seem to get normal bumpmapping to work ?(

check this out:
telvanni podhouse

Anyone who can help me out with that?
And one last thing, what textures should we use for the telvanni? Should we
use those from visual pack xt by qarl? or?
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05-16-2007, 05:18 PM,
#15
 
I can't help, but that looks excellent. =)

How long did it take to make, and what modelling software do you use?

I know Razorwing mentioned something about the Visual Packs being used for a lot of their current tilesets, and that they're pretty good to use as an alternative.
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05-16-2007, 05:24 PM,
#16
 
thanks Smile

i use 3ds max 9, that mesh took 1 hour to create, it`s easy when
you got the original placed beside the new mesh for reference.
I just created 2 spheres, and used soft selection and dragged all
vertices to create the shape of the original mesh. Smile
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05-16-2007, 05:28 PM,
#17
 
If you can work that fast and produce quality models like what you've shows, you'll be a great addition for the mod! Keep up the great work. Hope you get your problem sorted. :yes:

Are you on TESForums btw?
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05-16-2007, 05:37 PM,
#18
 
Yes, im on the tesforums also Smile Posted a help topic in the cs forums now.
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05-16-2007, 05:40 PM,
#19
 
Alright. That's great. :goodjob:
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05-16-2007, 07:48 PM,
#20
 
Have you tried increasing the size on the normal map? When you save it it'll ask you whatever, go to normal and turn up the size to about 5-7 and that should give you a bumpy(ish) normal map!

Also, try and male the Texture pretty normal (Vanilla) Oblivion quality, as we are trying to apply to all user-groups. I'm sure as time goes on people may make thier own improvements!
The rider in black is always watching......
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