Cawdeen Showcase -Art

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Cawdeen's picture
Cawdeen
Joined:
2018-04-02 22:56
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6 years 7 months ago

Hi guys,
I wanted to introduce myself and offer up services for artwork to the team. I was part of the SHOTN team around 2012 but had to give up modding due to time constraints. Back then I was only doing interiors I believe, no art for the team.

Im a bit slow with my art so I'm not terribly prolific but maybe there's some areas I can be useful. I have some skills in interiors/exteriors, some programming, texturing, super basic modeling etc. Right now it may make sense to focus on art so as not to take on too much. 

I have a bit more on my Instagram account @cawdeen
Thanks guys! Talk to you soon.
 

Meriyal's picture
Meriyal
Exterior Developer
Joined:
2017-09-25 17:29
Last seen:
2 years 1 month ago

Welcome to the TR, Cawdeen! Your artwork looks flawless and I especially fell in love with the first picture. I'm sure you'll be a great help for the team. You don't need a showcase for concept art though, you can start contributing right away. A lead will show up soon and will fill you in about where we need help. 
Also don't forget to hop on our discord, that's where we are usually hang out more. 

Gnomey's picture
Gnomey
Asset DeveloperWriterExterior DeveloperInterior Developer
Joined:
2015-08-10 20:50
Last seen:
3 weeks 6 days ago

Welcome! As we've been getting quite a lot of models lately, and have been wanting to work on regions with unique rocks and ground textures, texture work is in pretty high demand right now, so if you're interested in helping there that would be great. That's not to say that concept art isn't needed, though; we could use that too.

As far as textures are concerned, there are three areas where we could sorely use textures:

First is the Thirr Valley region. The Thirr Valley region sits between the fertile Aanthirin region and the forested Othreleth Woods region, bound to the south by the red, arid canyons of Shipal-shin and to the east by the salt-soaked grasslands of the Deshaan plains. The region is relatively open, arid and rocky, except around its central waterways, where mushroom mangroves grow densely among orange lilypads. A rough reference for the colour palette:

This region mainly needs ground textures; while it will share many assets with the Aanthirin region, it should generally have a yellower colour palette and look drier. If you're interested, I can put together a list of the textures that are needed.

Next are the Deshaan Plains. A dry, hot, bone-white region, despite its husk-like appearance the Deshaan is a fertile plain and the Dres have made it Morrowind's breadbasket. That said, patrolled by skyrenders and cut by deep chasms, it is a perilous region to outsiders. Its palette works on a yellow/(very subtle) purple contrast. A start has been made at the ground textures, but the textures are rough around the edges and could do with improvment/fitting replacement.

Third is the Dres architecture set. Dres settlements come in three main varieties: the clansteads are massive citadels similar to (and developed from) Dunmer strongholds. They are made with a special light concrete the Dres create by force-feeding the honey-web spinning plainstriders porous rocks, dirt, crushed insect shells and whatever other materials come to hand. The mixture is excreted and then settled and shaped by slave labour. Having constructed the initial concrete base structure and dwellings, the clansteads are extended and embellished with organic structures of bugshell and saltstrap leaves. The same mixture of organic and inorganic construction can be found in the outlying plantations, whereas organic structures reign in the camps of semi-Nomadic Dres clan-warriors.
For the time being, just three textures are needed for the tileset: we already have a very good floor tile texture, but need better textures for the walls, buttresses and trim. The walls should be relatively light with a plain and even plaster, but possibly decorated with a tiling pattern of some sort. The buttresses would be very dark, with equally fine plaster, and plain. There are two possibilities for the trim: my original plan was for the trim to show the exposed concrete, which is lumpy and full of inclusions -- yellows, glowing cyans and so on. The alternative would be a very dark decorative pattern matching the buttresses. In general, the palette should be slate with a tinge of purple. The textures need to tile vertically and horizontally, except for the trim which only needs to tile horizontally.

The Dres tileset is also where we most need concepts. Currently, the large platforms that form the basis of the clanstead set are very plain, and could use some sprucing up. To a degree that could be done through texturing and perhaps more complex model work, but modular assets would also help a great deal. We already have a few assets, such as the graffiti in the alcoves and the lantern in this image, but will need more, including awnings and other structures in the style of the organic structures linked above. While alcoves, being inset in models, don't really work as modular assets, shelves/consoles sticking out of the structure could.

Aside from that, we could also use concepts of general Dres clutter and material culture, (as exampels, some rough sketches, mostly dried saltstrap with decorative stitchwork), and in the sense of more atmospheric concept art general scenes of life in Dres clansteads would greatly help in visualizing how we want the settlements to look and feel.

Anyway, those were a lot of words and a lot of options, but if anything in particular caught your interest just say so, and I can provide more specific information as desired, either here or on Discord. smiley

ThomasRuz's picture
ThomasRuz
Asset Developer
Joined:
2016-05-09 13:13
Last seen:
4 hours 36 min ago

I agree, that artwork looks fan-tas-tic. I hope to see more from you soon! laugh

For easy access here is the link to our Discord: Tamriel Rebuilt discord
Project Tamriel also has a Discord if you want to touch up with them: Project Tamriel discord

 

Cawdeen's picture
Cawdeen
Joined:
2018-04-02 22:56
Last seen:
6 years 7 months ago

Thanks guys.
Gnomey, how about I fix up some of the textures you mentioned need tweaking then go from there with whatever you need for Deshann Plains? That way I can get a feel for how you guys have been handling resolution and things of that nature (morrowind being an older game and it being years since I've done modding for it).

Kevaar's picture
Kevaar
Developer EmeritusQuest Developer
Joined:
2016-01-19 19:35
Last seen:
1 month 3 weeks ago

I'll also run this thingy past you: https://tamriel-rebuilt.org/forum/concept-art-contest

Gnomey's picture
Gnomey
Asset DeveloperWriterExterior DeveloperInterior Developer
Joined:
2015-08-10 20:50
Last seen:
3 weeks 6 days ago

That sounds good Cawdeen. As far as resolution is concerned, we have high and low resolution texture packs, so best case would be to have textures in a high resolution that can then be scaled down as needed. Some of the Dres landscape textures in the download I linked have a 1024x1024 resolution, which is probably a good size to aim for. That being said, a lot of our textures only come in the low resolution variant at the moment (256x256).

Cawdeen's picture
Cawdeen
Joined:
2018-04-02 22:56
Last seen:
6 years 7 months ago

I was working on those textures but lost steam after about a month of trying to get the TR content to work in my game. I dont necessarily need to play the TR content to paint textures but its tough to stay motivated when you cant play the content.

Fürst Thal's picture
Fürst Thal

What exactly doesnt work?

Atrayonis's picture
Atrayonis
Developer EmeritusInterior DeveloperQuest Developer
Joined:
2015-09-28 20:13
Last seen:
2 years 8 months ago

Why can't you play the TR content? If you post the problem you have, we can try to find a solution.

Cawdeen's picture
Cawdeen
Joined:
2018-04-02 22:56
Last seen:
6 years 7 months ago

I feel like a moron. All this time I was registering my bsa files under GameFiles instead of Archives. I just assumed the video was old and thats why things looked different.