Deshaan Salt Formations

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Description

Salt formations (rocks, effectively) for the Deshaan plains. Not including crystals.

Salt Formations – Number of variants as shown. Probably relatiely simple models with a complex texture to provide complexity. Concepts to scale.

See Deshaan ground textures asset for reference

Edit by Asylum:
" converted to obj and then to nif.
I think it screwed the scaling a little and the bounding boxes.
but that should be an easy enough fix. "

Edit by Rytelier:
Update 1: lightened vertex shading, added "salt fung" models.

AttachmentSizeDate
Package icon salt_04.zip77.4 KB2016-08-21 04:49
Package icon salt_03.zip77.66 KB2016-08-21 04:49
Package icon salt_02.zip75.18 KB2016-08-21 04:49
Package icon salt_01.zip72.87 KB2016-08-21 04:49
Package icon megageeklizzy's file dump4.34 MB2017-05-14 23:21
Package icon salt_stuff.zip4.33 MB2017-05-15 21:00
Package icon Salt formations by Rytelier3.98 MB2018-11-19 17:05

Comments

Got the last update to these

Kevaar's picture

Got the last update to these from megageeklizzy--she has stopped work on these and the last version has been uploaded to the asset here. They should be more or less complete, but she was having trouble importing the files into the correct format using Blender. I know nothing about modelling, so someone else can take a look at the attachment and see what they can do with it?

  sirrah: The files on the

Rot's picture

quoting from Discord,

  sirrah: The files on the asset at the moment have textures/UVs set up, so re-saving the files in the legacy mesh format to get them into 2.49b, and from there to a .nif should work fine.

looks like 02-04 need to have the material copied over from 01 (which should probably have a collision object itself)

Took a look at these in the

Chef's picture

Took a look at these in the cs, thoughts:

Salt formations by Rytelier
        all tr_ex_dsh_fung_x: uneven bottom with useless faces, gap between top part and main part, the 3 frills have no faces on the bottom, low poly
        all tr_ex_dsh_salt_ar_x: Cool shape, tiny bounding box, vertices are too spikey, bad UV and some parts have very stretched texture.
        all tr_ex_dsh_salt_co_x: very sharp, tiny bounding box, bad UV
        tr_ex_dsh_salt_lmp_1 and 2: decent, a little too sharp, tiny bounding box and bad UV
        tr_ex_dsh_salt_lo_1 and 3: nice shape,tiny bounding box, bad UV
        tr_ex_dsh_salt_lo_2: ok shape, too sharp, tiny bounding box and bad UV
    Each Salt zip, Salt_stuff.zip and salt_stuff_0.zip
        Huge clusterfuck of files, they all look like rocks (even without the placeholder rock texture,) not worth the effort.

Those cave looking rocks

Cicero's picture

Those cave looking rocks might be useful if given a new texture and used elsewhere. But yeah, for salt formations doesn't look like it is good for that. Could maybe take them to use as additional cavern rocks maybe. 

You won't win
With your standards so high
And your spirits so low

Salt formation

Svartalfar's picture

Hi guys,
I'm actually working on salt and sulfur formations, inspired by the scenery of Dallol, the Ethiopian volcano of the Danakil desert (awelien land).
Just minor stuff for now but with new textures we can recycle existing meshes. Do you think it has its place into the salt land of Deshaan?