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Silgrad Tower from the Ashes
Redoran Buildings Progress Thread (1) - Printable Version

+- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum)
+-- Forum: Modding for Silgrad Tower TES IV (on hold) (https://www.silgradmodding.net/forum/Forum-Modding-for-Silgrad-Tower-TES-IV-on-hold)
+--- Forum: All Categories of Development (https://www.silgradmodding.net/forum/Forum-All-Categories-of-Development)
+---- Forum: Visual Development (https://www.silgradmodding.net/forum/Forum-Visual-Development--72)
+---- Thread: Redoran Buildings Progress Thread (1) (/Thread-Redoran-Buildings-Progress-Thread-1)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46


- Zarf - 05-03-2006

An end texture? I'll make you two of them!

I was planning on getting these done yesterday, but alas, I was unable. :/ So here they are, fully done unless you guys want me to change something about them. :-)

You will also notice that the second end texture is not just a flipped version of the first one. I actually moved the end slider to the opposite end and re-rendered the whole thing. :-D

Here's a preview:

[Image: border.jpg]

And you can download all three complete with normal maps below.


- Razorwing - 05-04-2006

Quote:Originally posted by Caligula Superfly
I do have a simple door model I made with the first Hut, you can see how many more entryways it would fit.

Yes, I know. I'd like a new one made. Tongue Or I can make one, either way works for me. Oh, and could I possibly get hold of the low-wall models you mentioned further up in the thread? I'm almost done on the buildings and would like to set up gardens around the finalized locations of the buildings, and your low-wall system would be perfect I think.

Quote:Originally posted by Caligula Superfly
Blender really did a terrible job rendering these, but whatever. If the polycounds are a bit high, just let me know and I can mess with them.

Ok, thanks. Smile What do you say Zarf, could you whip up a nice greenish-glasslike texture for them?

Also I noticed just now that I think you've missed a building. "RedoranHutFull" seems to correspond with "ex_redoran_hut_01", but I can't find a corresponding model for "ex_redoran_hut_02". The latter looks very similar to 01 but has a smaller and more squarish body and a less slanting face. Together, I think those two are the most commonly occuring buildings in TES3 and stand for the bulk of ordinary homes. Would it be possible for you to make a replacement for ex_redoran_hut_02? Smile

Quote:Originally posted by Zarf
An end texture? I'll make you two of them!

I was planning on getting these done yesterday, but alas, I was unable. :/ So here they are, fully done unless you guys want me to change something about them. :-)

You will also notice that the second end texture is not just a flipped version of the first one. I actually moved the end slider to the opposite end and re-rendered the whole thing. :-D

Thanks, I'll be sure to update the old border maps with your "border.dds". But would it be possible to have a seamless transition between the horisontal borders and the vertical border in the end textures? I think that would make it look better. The shorter it is the better btw, 128x128 would work perfectly. I can always slice planes if the polys it goes on are too long, but if the polys are shorter than the texture that would be somewhat more complicated to set up (but doable). Smile

Oh, and would it be possible for you to make a replacement texture for the segmented texture that runs like a headband on the hut in this image? (the image is from TES3 btw)

I'd also like to ask for a variation on your wall texture, where the bottom half is darkened, with a smooth transition between the two. I thought we could map that to be closest to the ground, just above the basement-border. What do you think?


- Caligula Superfly - 05-04-2006

Ill make sure to fix up a new door, my only worry though is that it won't really fit all of the buildings since I never was able to get all of the entryways to match exactly. If I make a door, will you be able to bend it around and such so it can fit all of the entryways?

Anyhoo, here is the alternative form of the hut you wanted. The original one is the short and scrawny one, this new one is longer and slightly larger. Rather subtle, but then again so were the MW ones. Smile

EDIT: Oh yea! About the walls and stuff, im not sure if this ever got to you but this zip contains all of the rock wall models. The Texture was way to big to post, ill get it and all of the other accesory models/textures up on yousendit later today.


- Razorwing - 05-04-2006

Caligula Superfly: Thankyou so much, that hut variation will do nicely :goodjob: and thanks a bunch for the low walls! Big Grin

No I think the door you made about only fit the building you made it for. But it was too wide to look natural, too. So what I did was I added a few simplistic doorjamb meshes that together fit on all houses, and then I used a uniform placeholder door mesh for all the huts. So, just about any door will fit now, it's just the 'doorjamb' (plane Tongue) that varies from hut to hut (and you can't tell the difference between the doorjambs).

Having said that, if you could make a real proper doorjamb, with a visible gap between the door's edge and the doorjamb (but not so it can be seen through the gap of course), that would look mighty fine. I can then just edit the doorjamb's edges in a few variations so it can be fitted on all the entrances.


- Caligula Superfly - 05-04-2006

I would be glad to make a doorjam, but I think I will need a .obj of the door that you would like it to fit, just so I can make sure it is done properly.

Here is the link to all of the accesory models, textures and all:
http://s52.yousendit.com/d.aspx?id=06QQ8DR0NUFC519BXEW0864JUQ

I think the texture for the low walls is nice enough to pe permenant, with perhaps some tweaks and normal/bump maps made for it or something.

EDIT: Actually, I suppose if I make the door and jam that wouldn't matter much would it? Ill just make it all! Big Grin


- Razorwing - 05-04-2006

Quote:Originally posted by Caligula Superfly
I would be glad to make a doorjam, but I think I will need a .obj of the door that you would like it to fit, just so I can make sure it is done properly.

Here is the link to all of the accesory models, textures and all:
http://s52.yousendit.com/d.aspx?id=06QQ8DR0NUFC519BXEW0864JUQ

I think the texture for the low walls is nice enough to pe permenant, with perhaps some tweaks and normal/bump maps made for it or something.

Cool, thanks for the link! Big Grin

Sure np, I've attached the temp door I used in NIF, 3DS and OBJ formats. I don't think we should use the door I attached at all though, because it's very simplistic and I only intended it to be temp. Smile

Edit: Just noticed your edit, hehe Big Grin Yeah... a new door would really be in order, one way or the other. I imagine I'll need to size it in Max in either case so it's quite doubtful the attachment is of any use, but still. Well, keep up the good work, you and Zarf are definitely getting statues for this. A plaque like "Calith Gulan, bold visionary, artisan, poet, master architect of Soluthis", maybe? Big Grin


- Axen - 05-04-2006

The textures seem a tad too vibrant.


- Lady Nerevar - 05-04-2006

i dont think theres enough shading on the model itsself. the walls, even though curved, look somewhat flat. and the texture does seem a bit sharp


- Razorwing - 05-04-2006

Arklon, Lady Nerevar: I'll defer that to Zarf for a proper answer. But I'd like to mention though that the in-game shadow system Oblivion uses does bring out a lot of detail in the architecture (quick note for those who wonders: the houses don't cast shadows, only NPCs and tree canopies do that, but they do get shadows cast on them... probably from the sun, I guess). In TES3 you had to darken the actual texture in the places where it was supposed to be shadowed, like a crevice, but TES4 seems to do that 'dynamically'.

The flatness might be because the normal maps haven't been added yet; if so, I don't suppose that's anything that can be remedied in the mesh or texture in themselves but only when those textures are applied. When that'll be... I dunno. When someone here figures out NifSkope. Tongue

Arklon: How did you mean with 'vibrant'?


black[/hr]

I'm off to bed, but before I do I thought I'd post a few screenies of the first Redoran quarter taking shape. I finished editing the last of the house models earlier tonight and will check out the low walls tomorrow and mod a few gardens with it, that's going to be fun. Big Grin

The quarter is located southeast of the South Imperial District. When you enter Reich Parkeep in the newest Alpha (04) you'll end up near the yellowish cube in the fourth screenie, so this neighbourhood would be on your lefthand side and mostly behind you.

[GALLY]First_Redoran_Quarter_WIP_2006-05-04_scr1.jpg[/GALLY] [GALLY]First_Redoran_Quarter_WIP_2006-05-04_scr2.jpg[/GALLY] [GALLY]First_Redoran_Quarter_WIP_2006-05-04_scr3.jpg[/GALLY] [GALLY]First_Redoran_Quarter_WIP_2006-05-04_scr4.jpg[/GALLY]

And for those who just can't wait to check 'em out, I've attached the most current collection of Redoran NIFs. Big Grin


- X23 - 05-04-2006

I was wondering, can you make the wall model that surrounds the Imperial district the ability to be walked on? So you can look down on the Redoran district, or have archers there.