Calemity's Interior Showcase

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Calemity's picture
Calemity
Interior Developer
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2024-12-02 22:41
Last seen:
12 hours 28 min ago

Hello, here I am posting my showcase! I've very little experience with the Construction Set; I've familiarized myself with the controls and basics of the tool, but I cannot yet recognize where I may have messed up.
The shell was modelled after the building "ex_hlaalu_b_18". The cell is named "TR Calemity Showcase".
The idea I was going for is it being the dwelling of a young apprentice alchemist (hence the messy desk and plentiful books).

Thank you in advance!

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Binary Data TR_Showcase_Calemity_Int.ESP11.08 KB2024-12-03 14:22
CdoubleOK's picture
CdoubleOK
Senior DeveloperInterior ReviewerQuest Developer
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1 hour 2 min ago

Grabbing for review

Hainab stole my pants.

CdoubleOK's picture
CdoubleOK
Senior DeveloperInterior ReviewerQuest Developer
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Very good solid start on the showcase. Give the notes a read over and fix the issues. Majority of issues are minor placement errors, should be easy fixes. Feel free to contact me if you need any help or more clarification on any of the issues. And always feel free to ask questions in the showcase channel in discord. Good luck!

 

Name: TR Calemity Showcase

Clean: Correct

Lighting: Close. Sunlight values are too high. Ambient could use a more Red/Orange-ish color overall currently close to flat grey. Fog alright. Guidlines for info: https://wiki.project-tamriel.com/wiki/Interior_Guidelines#Lighting

Northmarker: Present

Fits exterior: All good except for piece over stairs. Explained more in "Other" with shell fix notes.

Pathgrid: Good start, needs another node upstairs heading to door. And a two around bed. More info if needed: https://wiki.project-tamriel.com/wiki/Path_Grids_Explained

Illegal to Sleep Here: Correct

Gridsnap: Correct. Shell build has issues, check "Other" for notes.

 

Coda: One is extremly close a leaf is slightly bleeding. The other has a floating leaf and the rear stem is bleeding slightly. (On the desk Codas)

Steel Axe: Correct

Spoon in bowl: Head of the spoon bleeding into bowl.

Soul gem: Needs to be rotated so it rests on facet of gem.

Broom: Top of handle slightly bleeding

 

Bleeders:
apparatus_a_mortar_01
bk_AlchemistsFormulary - If you choose to swap the desk out it will help with th ebook placement.
bk_graspingfortune
common_pants_07
T_MwDe_FurnP_Dw2Empty - rear legs bleeing into wall slightly
ingred_comberry_01 - minor bleed into desk.
ingred_stoneflower_petals_01
ingred_bc_coda_flower x3 - the three in the basket are bleeding, they all maybe a bit much to squeeze in. Youre welcome to remove one or two to help out.
Light_De_Lantern_06A
Misc_Com_Wood_Bowl_01
T_De_Furn_Rug_06 - bleeding under floor.

 

Floaters:
chitin_mask_helm
k_AncestorsAndTheDunmer - not floating off shelf but needs "support" on other side. You could bring vase closer to act as book end. Other books and bookends around Int could get brought closer toghether so gaps arent noticable.
T_Bk_BeforeAgesOfManOpenPC
common_pants_01
common_shirt_02
common_shirt_05 - stacking clothing like this more than likely wont work out due to them being the same size.
common_glove_right_01 & common_glove_left_01 - very close.
de_p_closet_02
de_p_desk_01
T_MwCom_Var_Sk1KwEggs05 - sacks can be bled a bit into their resting surface. I try to leave a bit of the "shadowing" visable on the bottom of the sacks.
T_MwCom_Var_Sk1AshYam07 - these generally dont like this type of placement due to the center floating and not being able to sag as it would. Try looking at a sack_03(vanilla) or Sk3(TR asset) to help placment.
misc_uni_pillow_01 - needs a "F" key drop or two. Pillows are allowed to bleed a bit.
misc_de_bowl_redware_01 - bowl has a pointy bottom, be sure to bleed a bit till it looks proper. Some vanilla assets have this uinfortunatly.
T_Com_PotionBottle_01 - needs to be angled to lay properly.
misc_com_wood_knife - generally are leaning back a bit on the angle of the handle.
T_De_StonewarePitcher_01
T_De_Furn_Rug_23

 

Other:

Shell has issues, Some walls are overlapping to cover voids, Pillars and rails can be made from proper shell pieces instead of placed after. The shell can be made with less pieces and no overlap or clipping, check out the "in_hlaalu_hall" pieces to help with this. Also the exterior shell has stairs outside near the int stair set, the current "square" ceiling section technically extends through the stairs. Use the T_De_SetHla_I_Stairs_mid_01 piece to give the ceiling a proper angle to match. Feel free to give me a shout if you need more help/clarification on this.

de_p_desk_01 has an uneven surface, youre not required to, but if you'd like to swap this with a TR version those have flat tops that may make placement easier.

Items that look similar and share general textures like bottles, potions, cups, bowls, gold, ect need to be given random Z axis rotations so the textures arent repetative.

Tapestires in small ints like this will only have one or two varients. And feel free to spread a couple more aorund. T_De_Furn_TapestryHla_01 isnt appropriate for the int. More info if needed: https://wiki.project-tamriel.com/wiki/Interior_Guidelines#Tapestries

Hainab stole my pants.

Calemity's picture
Calemity
Interior Developer
Joined:
2024-12-02 22:41
Last seen:
12 hours 28 min ago

Everything was revised as suggested. Hopefully no silly floating pants this time!

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Binary Data TR_Showcase_Calemity_Int.ESP10.86 KB2024-12-05 22:30
CdoubleOK's picture
CdoubleOK
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1 hour 2 min ago

Very good work getting all the issues fixed. Only a few more small things to handle, as always feel free to give me a shout if you need any help.

 

Name: TR Calemity Showcase

Clean: Correct

Lighting: Better, overall its a bit bright tho. Darken your ambient a bit and give the sunlight a more reddish color. You can check in game ints in recent TR areas if you need some ideas.

Northmarker: Present

Fits exterior: Correct

Pathgrid: Correct, note for the future: You dont need to place a node in the middle of the stairs. Short stair runs can just have the nodes at the top and bottom connected.

Illegal to Sleep Here: Correct

Gridsnap: Correct.

Coda: Correct, Extra credit for the second coda with different rotation.

Steel Axe: Correct

Spoon in bowl: Correct

Soul gem: Correct

Broom: Correct

Bleeders:
active_de_r_bed_18: Head is bleeding into wall.

Floaters:
apparatus_a_mortar_01 - be sure to bleed the pointy bottom bowls a bit to look porper.
ingred_bc_coda_flower - the one laying down in basket.

Other:

light_de_lantern_06 - on the dresser, greenlighting issue. Swap out for a 64 radius version to help midigate this. Keep an eye out for greenlighting, sometimes certian placements on furniture can greenlight for weird reasons.

Hainab stole my pants.

Calemity's picture
Calemity
Interior Developer
Joined:
2024-12-02 22:41
Last seen:
12 hours 28 min ago

Lowered ambient luminosity, fixed bleeder & floaters, replaced greenlighty lantern, and amended the pathgrid as suggested.

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Binary Data TR_Showcase_Calemity_Int.ESP10.84 KB2024-12-06 18:13
CdoubleOK's picture
CdoubleOK
Senior DeveloperInterior ReviewerQuest Developer
Joined:
2021-07-09 00:40
Last seen:
1 hour 2 min ago

Great work, all issues fixed promotion incoming. Congrats!

 

Name: TR Calemity Showcase

Clean: Correct

Lighting: Correct

Northmarker: Present

Fits exterior: Correct

Pathgrid: Correct

Illegal to Sleep Here: Correct

Gridsnap: Correct.

Coda: Correct, Extra credit for the second coda with different rotation.

Steel Axe: Correct

Spoon in bowl: Correct

Soul gem: Correct

Broom: Correct

Bleeders:

Floaters:

Other:

Hainab stole my pants.