- Razorwing - 02-14-2006
Absolutely stunning work, Spankybus! Very very beautiful -- in a dark, spooky, ominous sort of way. I'm so looking forward to scaring the player shitless in your locales :] and I bow to your superb work and dedication to this modelling project.
It's sad that Bethesda recently revealed that only NPCs (and tree canopies) will cast shadows. Maybe they weren't fully satisfied with the shadow system they had and were forced to nix it to keep the game from being delayed even longer. But who's to say a shadow system won't be implemented in an expansion pack? I'm sure they learned a thing or two from Tribunal and Bloodmoon, who despite their intrinsic fun were just juiced-up mods.
The skylights idea sounds pretty cool to me, and since I'm a stickler for adding realism details I'll enjoy lining up shaft vents in the exterior world around the tomb below. Question is how to handle that when the tomb has more than one floor. Will you be making tiles with holes in the floor as well? So that the light can flood down into a potential second level?
We'll have alternative light sources though because the architecture style is also used for temples and sometimes ancient villages - but there's absolutely no rush on making those alternatives. But, it would be very convenient if all light sources were optional, i.e. that a modder could set up skylight shafts "on top of" the base tile set, if you see how I mean? So if you could model the shafts with the intention that they would be optional that would be great. I'm not sure what the best way to do that is, but I'm sure you do.
I've seen a couple of screenies from the game inside a cathedral, where you can see the sun shining in through the windows. At least to me that hints that interior cells can carry weather and daylight information with it from the outside if it's modded to do so.
Keep up the good work. :bananarock:
- Vrenir - 02-14-2006
My only question with the skylights is if they might create an environmental disjoint depending upon weather and time of day. Of course I assume that TESIV has something to cover that for the cathdral windows in the still shots, so it might not end up being a problem at all.
- spankybus - 02-14-2006
Should I make the pillars stonework and have ornate bases? it's not very accurate for catacomb or mineshaft structures. Mostly it was just a simple wood post, buried in the ground, with a set of braces at the top to help lock the pillar in-place at the top. I want them to be slim and here for looks, as they are thin enough that the room still feels like it's large, and just supported structuraly. It also helps to make the place feel like a tomb. torches, and candles, etc are at teh discretin of the people who will be building the dungeons. I can only convey what I've been taught or looked up about lighting and mood in tombs, mines, and caves.
Still waiting on my wood and metal textures to handle the doors, fixtures and pillar textureing. quentine will have em ready when their ready :banana:
There are too many unknowns about the game engine. If they do not handle fog lighting, those images will not look nearly as spooky. And the day/night light alteration would be hot! hence the screen shots having day and nioght lighting.
- Vrenir - 02-14-2006
I kind of like the wood for the tombs, but don't we need fancy stone pillars for other Velothi things like Temples, Vvardenfell's Vivec, etc? The stone pillars might also be a nice way of setting off wealthier tombs.
- Razorwing - 02-14-2006
Quote:Originally posted by spankybus
Should I make the pillars stonework and have ornate bases? it's not very accurate for catacomb or mineshaft structures. Mostly it was just a simple wood post, buried in the ground, with a set of braces at the top to help lock the pillar in-place at the top. I want them to be slim and here for looks, as they are thin enough that the room still feels like it's large, and just supported structuraly. It also helps to make the place feel like a tomb. torches, and candles, etc are at the discretin of the people who will be building the dungeons. I can only convey what I've been taught or looked up about lighting and mood in tombs, mines, and caves.
There are too many unknowns about the game engine. If they do not handle fog lighting, those images will not look nearly as spooky. And the day/night light alteration would be hot! hence the screen shots having day and nioght lighting.
I compiled a reference thread (link) with shots from TES3 that shows how Velothi columns should look. Perhaps it can be of some use to you? If your columns come out looking exactly like that, or slightly more refined, they will be perfect.
I'm sure that inventive modding, appropriate music and ambient background noises, strategically placed enemies, traps, et cetera can all come together to highlight the spooky atmosphere of the tombs. That's the great thing about team modding, at least to me - different modders bring different skills to the table and they all play a part in making the end result shine, creating something that's greater than the sum of its parts.
- spankybus - 02-15-2006
Here are 2 pix of hte pillars with curcular stone bases, inspired by razorr's link data. I am adding 2 pix of the original, quare-based pillar, with no base (because it's buried in the rock). Have a look and see which you like best.
spankybus has attached these images (downsized versions):
- Vrenir - 02-15-2006
Definitely prefer the stone bases. Good work as always.
- Caligula Superfly - 02-15-2006
Very nice, very nice. :yes:
Just for the sake of curiosity, I wonder how the bases would look bigger?
- spankybus - 02-16-2006
Get creative with paint shop pro and find out before you make another 10 hours worth of work for me, somebody tackle this guy :bananarock:
- Caligula Superfly - 02-17-2006
Lol, sry. Ill shut up.
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