I made an interior showcase based on what the interior of an ex_hlaalu_b_14 building could look like. The interior can be found in the cell named "Aa Interior Showcase"
Name: Aa Interior Showcase (should be changed to TR_Interior_Showcase, because we always use the standard prefix “TR” to find things easier) Clean: yes Lighting: The sunlight values are too high. Lower it to something like 25/20/15. This is because sunlight is a directional setting and only lights things up from one side, which looks ugly and often oversaturates the interior. The light_com_candle_05 on the table and the light_de_candle_18_64 on the bedtable are causing “greenlight” (a bug where too much light causes this green ugly coloring on nearby meshes). For the former you should reduce the radius, and for the latter, just move the candle around the table until you don’t see that ugly color. The blue light in the back room should be replaced with a normal orange one, because TR uses blue to indicate magic, so it doesn’t fit in a commoner’s house such as this. Overall, the place could do with more light objects such as floor lamps and even lanterns on the bottom floor. It is too dark in multiple places. Northmarker: present, N/A Fits exterior: yes Pathgrid: Mostly good, add one more node in the back room because there’s enough space. Illegal to Sleep Here: yes, correct Gridsnap: good
Bleeders:
bk_BriefHistoryEmpire1: edges are visibly bleeding into the table A lot of your furniture and containers are very slightly bled into the floor. While this doesn’t actually look bad, it’s good to get in the habit of just pressing “F” to drop objects to the ground, so I’d like you to drag these up and press F to make them level with the ground. Misc_com_redware_pitcher and Misc_Com_Redware_Cup: same issue as above. Pull the tapestries out of the wall just a tad more, so the rope part isn’t bleeding into the wall
Floaters:
Light_De_Lantern_01_128: floating on the table, make sure to rotate this properly and press F so it contacts the table (ideally on all 3 points) Misc_Quill: standing up unrealistically in the inkwell, try to have it rotated to rest on its side instead of stick straight up furn_de_p_stool_02: floating
Other:
The door has a lock with a level of 0. Either untick the “lock” box, or give it a real lock. The bed is missing a pillow
This is a pretty technically solid showcase, great job! I would just clutter it a bit more. Not too much, as this is a pretty small house, but throwing some extra items, lamps, rugs, tableware/foodstuffs, clothing, etc. would be nice. Also, get familiar with a few of the TD items, I’d like to see a couple of those sprinkled in as well. In TR interiors, you will have to spread those around where appropriate. Fix these issues and I will recommend for promotion.
Here is the second version of my showcase, I've taken in consideration all points that were summed up earlier. The cell is now renamed to "TR_interior_showcase"
Name: TR_Interior_Showcase Clean: yes Lighting: Much better. Forgot to mention this last time, but when you drop down sunlight like I told you to, the int gets much darker. To compensate, it’s good to turn up ambient a bit. Experiment with the numbers to get a nice rich brown color (as opposed to a grey-black). This usually means red will be the highest by far, with green being the next highest. Northmarker: N/A Fits exterior: Yes Pathgrid: Good Illegal to Sleep Here: Yes, correct Gridsnap: Good
Bleeders:
Furn_de_p_table_06: bleeding into the tapestry
Floaters:
Misc_com_redware_plate: floating T_Com_ClothBrown_01: floating T_MwCom_Var_Sk1Comberr06: should be bled a little more into the surface, so it looks like the sack is affected by gravity T_De_Cm_Robe_03: should be bled a tiny bit into the surface, because the bottom of the model isn’t flat, and it looks like the backside is floating
Other:
T_Com_Lute_01: good that you used TD items, but this one has a dunmer variant that should be used (the vanilla one), just to make sure the style is consistent with other dunmer ints.
Very nice changes, fix these last things and I will recommend for promotion.
With all issues fixed, I'm recommending you for promotion to interior developer
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2020-07-31 02:09
12 hours 41 min ago
Reviewing
2020-07-31 02:09
12 hours 41 min ago
Review 1
Name: Aa Interior Showcase (should be changed to TR_Interior_Showcase, because we always use the standard prefix “TR” to find things easier)
Clean: yes
Lighting: The sunlight values are too high. Lower it to something like 25/20/15. This is because sunlight is a directional setting and only lights things up from one side, which looks ugly and often oversaturates the interior. The light_com_candle_05 on the table and the light_de_candle_18_64 on the bedtable are causing “greenlight” (a bug where too much light causes this green ugly coloring on nearby meshes). For the former you should reduce the radius, and for the latter, just move the candle around the table until you don’t see that ugly color. The blue light in the back room should be replaced with a normal orange one, because TR uses blue to indicate magic, so it doesn’t fit in a commoner’s house such as this. Overall, the place could do with more light objects such as floor lamps and even lanterns on the bottom floor. It is too dark in multiple places.
Northmarker: present, N/A
Fits exterior: yes
Pathgrid: Mostly good, add one more node in the back room because there’s enough space.
Illegal to Sleep Here: yes, correct
Gridsnap: good
Bleeders:
bk_BriefHistoryEmpire1: edges are visibly bleeding into the table
A lot of your furniture and containers are very slightly bled into the floor. While this doesn’t actually look bad, it’s good to get in the habit of just pressing “F” to drop objects to the ground, so I’d like you to drag these up and press F to make them level with the ground.
Misc_com_redware_pitcher and Misc_Com_Redware_Cup: same issue as above.
Pull the tapestries out of the wall just a tad more, so the rope part isn’t bleeding into the wall
Floaters:
Light_De_Lantern_01_128: floating on the table, make sure to rotate this properly and press F so it contacts the table (ideally on all 3 points)
Misc_Quill: standing up unrealistically in the inkwell, try to have it rotated to rest on its side instead of stick straight up
furn_de_p_stool_02: floating
Other:
The door has a lock with a level of 0. Either untick the “lock” box, or give it a real lock.
The bed is missing a pillow
This is a pretty technically solid showcase, great job! I would just clutter it a bit more. Not too much, as this is a pretty small house, but throwing some extra items, lamps, rugs, tableware/foodstuffs, clothing, etc. would be nice. Also, get familiar with a few of the TD items, I’d like to see a couple of those sprinkled in as well. In TR interiors, you will have to spread those around where appropriate. Fix these issues and I will recommend for promotion.
2021-08-19 23:26
2 days 21 hours ago
Here is the second version of my showcase, I've taken in consideration all points that were summed up earlier.
The cell is now renamed to "TR_interior_showcase"
Horse meat is meat
2020-07-31 02:09
12 hours 41 min ago
Review 2
Name: TR_Interior_Showcase
Clean: yes
Lighting: Much better. Forgot to mention this last time, but when you drop down sunlight like I told you to, the int gets much darker. To compensate, it’s good to turn up ambient a bit. Experiment with the numbers to get a nice rich brown color (as opposed to a grey-black). This usually means red will be the highest by far, with green being the next highest.
Northmarker: N/A
Fits exterior: Yes
Pathgrid: Good
Illegal to Sleep Here: Yes, correct
Gridsnap: Good
Bleeders:
Furn_de_p_table_06: bleeding into the tapestry
Floaters:
Misc_com_redware_plate: floating
T_Com_ClothBrown_01: floating
T_MwCom_Var_Sk1Comberr06: should be bled a little more into the surface, so it looks like the sack is affected by gravity
T_De_Cm_Robe_03: should be bled a tiny bit into the surface, because the bottom of the model isn’t flat, and it looks like the backside is floating
Other:
T_Com_Lute_01: good that you used TD items, but this one has a dunmer variant that should be used (the vanilla one), just to make sure the style is consistent with other dunmer ints.
Very nice changes, fix these last things and I will recommend for promotion.
2021-08-19 23:26
2 days 21 hours ago
Third time's a charm
Horse meat is meat
2020-07-31 02:09
12 hours 41 min ago
With all issues fixed, I'm recommending you for promotion to interior developer