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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)



- KuKulzA - 02-25-2006

Quote:Originally posted by Razorwing
Neat, great job! :goodjob:

The size seems perfect too. I can do a render in Max if you like, and check out if the sharpness goes away? Oh, and I agree that variations would be great but best saved for after the texturing is applied. =)
true... just thinking ahead Wink


- Caligula Superfly - 02-25-2006

Quote:The size seems perfect too. I can do a render in Max if you like, and check out if the sharpness goes away? Oh, and I agree that variations would be great but best saved for after the texturing is applied. Happy

Sure thing. And ill be sure to resize the other building's doors to match.


- Razorwing - 02-25-2006

Cool, thanks! I enjoyed checking it out, and it looks flawless.

The first screenshot shows the original model fresh off the import plate.
Then I applied a MeshSmooth modifier (0,1) as seen in the other screenshots, which strangely enough actually optimized the poly density. Not that your model needed optimization though, it was good before too.

I came to think of something regarding the walkthrough hole that the TES3 model has (reference). Do you want to reproduce an effect like that? If so, and if it's hard to do that in Blender, I can use a tool called Boolean on it in Max and re-export it as .obj so you can import it and continue. Just an idea. Smile



There's another tricky thing with Blender and milkshape models I haven't mentioned yet, because while I think I'm right I'm not 100% sure and it's not very important;

When I import models others have made in programs like Blender and Milkshape their overall scale is usually extremely diminutive, like the palm of a hand. Your tavern for instance is about 8 points high where it should be 768 or more. If you check the last screenshot you see how large your tavern is compared to a 256x256x256 cube (~ an interior tileset piece).

Now, I have never exported a model like that to Morrowind so I can't say for sure that the problem even exists. But I have a hunch that it does, and that a model like your tavern really would show up completely dwarfed. It's a problem that can be more or less easily fixed by just scaling up a model, whether in Blender or in Max. But I imagine it's something one would want to do simultanously for all the models of this collection, by putting them all in the same scene and selecting all and scaling them together, otherwise none of them would fit to the door model. So, potentially it's a five-minute job without hassles, so you see why I though it wasn't very important, but I figured now is as good a time as any to mention it. Smile


- Caligula Superfly - 02-25-2006

Hey, those look great! Much better than blender's renderings.

Quote:I came to think of something regarding the walkthrough hole that the TES3 model has (reference). Do you want to reproduce an effect like that? If so, and if it's hard to do that in Blender, I can use a tool called Boolean on it in Max and re-export it as .obj so you can import it and continue. Just an idea. Smile

I was intending to add that yes. I thank you for the offer, but I would like to do it myself since I think .obj wrecks square faces (something my model has alot of) and I want to make sure I get the ridge I had in mind.

Quote:Your tavern for instance is about 8 points high where it should be 768 or more. If you check the last screenshot you see how large your tavern is compared to a 256x256x256 cube (~ an interior tileset piece).

My building is a bit small for blender standards as well, but I think it would be easiest if the scaling could be done in max, since Im not sure if blender measurments match. I hope that isn't too much trouble.


- Razorwing - 02-25-2006

Quote:Originally posted by Caligula Superfly
Hey, those look great! Much better than blender's renderings.

Thanks! Yes models seem to render more beautifully in Max than Blender. I'm not sure why, but the light & shadows help I guess.

Quote:Originally posted by Caligula Superfly
I was intending to add that yes. I thank you for the offer, but I would like to do it myself since I think .obj wrecks square faces (something my model has a lot of) and I want to make sure I get the ridge I had in mind.

Ok, cool! :goodjob:

Quote:Originally posted by Caligula Superfly
My building is a bit small for blender standards as well, but I think it would be easiest if the scaling could be done in max, since I'm not sure if blender measurments match. I hope that isn't too much trouble.

Sure, and probably also best postponed until the game is available so we can be certain of the scale they have. No worries, it's not a lot of work at all. Smile


- Caligula Superfly - 02-26-2006

Added spikes, added hole. Big Grin

I also cleaned up everything I wanted to clean up, so I think this one is done for now.

Now on to the one ive been dreding..... the Ald Rhun Mages Guild. :O


- batman - 02-26-2006

wow, this thing just looks better and better every time i take a look at it! :goodjob:

keep up the good work guys!


- Razorwing - 02-26-2006

Niiice! Great job on the tavern details, CS! Big Grin

I bet the Ald'ruhn Guild of Mages/Maar Gan Shrine would be the most intricate building of them all to create. But in a way it's one of the most beautiful ones - and sadly underused in my opinion. Hmm, maybe we could use it for all Redoran Guildhall buildings... what do you think Caligula?


- Caligula Superfly - 02-27-2006

I agree about the building quality. Next to the one I just did it's probably my favorite, but Im not sure about having a strict "guildhall" building. It would be easier to identify them, but I think it would take me out of the game world a bit to see such a uniform pattern.


- Razorwing - 02-27-2006

Quote:Originally posted by Caligula Superfly
I agree about the building quality. Next to the one I just did it's probably my favorite, but I'm not sure about having a strict "guildhall" building. It would be easier to identify them, but I think it would take me out of the game world a bit to see such a uniform pattern.

Okidoki. :yes: