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Silgrad Tower from the Ashes
Velothi Tile Set - Printable Version

+- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum)
+-- Forum: Archived (closed boards) Silgrad TES IV & TES III & General discussions (https://www.silgradmodding.net/forum/Forum-Archived-closed-boards-Silgrad-TES-IV-TES-III-General-discussions)
+--- Forum: Discussion boards for our towns & cities TESIV (https://www.silgradmodding.net/forum/Forum-Discussion-boards-for-our-towns-cities-TESIV)
+--- Thread: Velothi Tile Set (/Thread-Velothi-Tile-Set)

Pages: 1 2 3 4 5 6 7 8 9 10


- noremorse - 01-23-2006

Awesome! Sounds completely not fun. Big Grin


- Caligula Superfly - 01-24-2006

Quote:So, if I want to normal map the chest of a toon i am creating. I have to take the low-poly-in-game model (say 400 poligons) and subdivide and stulp it into a hyper-realistic human form, usually about 150,000 polygons or more. I then paint the high-poly model skin color, color the features..nipples, etc. Any etails, such as scar's etc will actually be built into the model ,and not drawn onto the texture.

THATS the technique I was thinking of before! Normal mapping! So only zbrush can export it properly? Could someone make the High poly model in something else, then convert it to something zbrush could open? I was just thinking that if you get this figured out, I have the capability of making high poly versions of whatever I model, and then if it could be converted I could simply send it to you to be mapped? ?(


- spankybus - 02-14-2006

I am not really using normal mapping, because it will take too long to figure out for this project. There are other ways to do it besides Zbrush, like photoshop. I will elarn them, as I am back in school for a Bachelor of science in Computer Animation. lol though i would make it official I guess.

For the moment you've been waiting for, the progress report.

New parts made sicne i recieved razors panicmail lol

Verticle ramp-straight

Open room corner
open room side (3 sides open)
Open room middle (all 4 sides open)
open room side entryway (attachs to hallways peices on the 1 side)
ALL 4 possible corner entryways, except for the 2-way, working on that now)
Open room 2 way Corner entryway

With these new parts, you can make square, open rooms of literally any size with hallways entrances in any side, any corner, even 2 halls in one corner.

Working one parts with flats on them to allow for door placements now.


As a reward for everyone being so patient, I took some decent renders from INSIDE the tiles, so you can see how they will look in the game with some lighting....looks very velothi if i do say so myself..and much more like catacombs, more cramped, more support curves, even in the open room the support piles that would be added to prevent cave-in's are there. WOW the pillars create some of the spookiest shadow effects I've ever created when lit with torch lights..criss-crossing, and overlaping patterns on the floor, cielings, and wall! it's getting fun again! I hope you like them muhahaha :bananarock:

spankybus has attached these images (downsized versions):
[Image: thumb_spankybus_velothi_int_2006-02-13_01.jpg] [Image: thumb_spankybus_velothi_int_2006-02-13_0...b_feel.jpg] [Image: thumb_spankybus_velothi_int_2006-02-13_0...lit_up.jpg] [Image: thumb_spankybus_velothi_int_2006-02-13_0...creepy.jpg] [Image: thumb_spankybus_velothi_int_2006-02-13_0...ght_up.jpg]


- Vrenir - 02-14-2006

Nice, nice....


- Quentin Fortune - 02-14-2006

Now ... if the result of Razorwing's mail is that I can look now at those great screenies, I must say

More mails! Big Grin

Absolutely great, spankybus, and thanks a lot for posting and sharing.

Greetings

Quentin


- KuKulzA - 02-14-2006

can't wait to make Velothi ancestral tombs... with traps and ghosts and bandits and vampires and me! :chaos:
...hehe, maybe just traps an ghosts... maybe foolhardy bandits...
not me... too scary


- Caligula Superfly - 02-14-2006

Quote:I am not really using normal mapping, because it will take too long to figure out for this project. There are other ways to do it besides Zbrush, like photoshop. I will elarn them, as I am back in school for a Bachelor of science in Computer Animation. lol though I would make it official I guess.

Alright, well it was just an idea. Keep those screenies comming! :goodjob:


- spankybus - 02-14-2006

Here are some renders with the lighting as I want it. Skylights at major junctions, no torchlights, because who the hell is replacing the oil over and over, unless it is a tomb in current use.

This is what I wanted the tombs to look in Morrowind!

What do you think? Make the damn player carry torches I say, I hate self-illuminating scenery, unless it's the sun doing it :-D

Light is EVERYTHING, it controls the mood of yor set. Hope y'al agree.


Btw, who is my texture guy? I need some wood textures for the doors and pillars, and some metal for door rings, bolts, etc. Whatever metal would be appropirate for the lore is fine, I leave that stuff to you guys. The stone textures I have are actually pretty kick-ass, I thing Quentin did em.

Let me know what y'al think of the lighting, because as they are now, none of the tiles have skylights build into them, the lights are just there, it would be easy enough to add the pillars in the roof so when the player looks up the shaft it seems he can see a small square at the top, and daylight!

spankybus has attached these images (downsized versions):
[Image: thumb_spankybus_velothi_int_2006-02-13_0...ck_yea.jpg] [Image: thumb_spankybus_velothi_int_2006-02-13_0...hlight.jpg] [Image: thumb_spankybus_velothi_int_2006-02-13_0...ffects.jpg] [Image: thumb_spankybus_velothi_int_2006-02-13_0...nected.jpg] [Image: thumb_spankybus_velothi_int_2006-02-13_1..._place.jpg]


- KuKulzA - 02-14-2006

I agree... TES3s looked too cozy.. I meam I know Dunmer wanted their ancestors to be comfy but...
it was tomb-like.... it was remote bungalow like.....
this is much better.... why would Dunmer leave torches in their tombs anyhow? where is the air from? seriously...


:goodjob:


- Caligula Superfly - 02-14-2006

I like the idea, though with the current setup things look awkwardly green. I think more of a white/pale yellow light would fit better for the dunmer tombs, and giving the textures a more brown/tanish tint may help it feel more true to the original.

EDIT: After giving it more thought, I think you should still allow for the possibilty of torchlight. Some tombs may very well be occupied by NPCs.