Lestet Exterior Showcase v2

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Lestet
Exterior Developer
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was told to make another post so It wouldn't get buried :p

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Chef's picture
Chef
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-Towns should be built within cell boundries (toggle with B) whenever possible. Expand the island west a little bit to fit the town into one cell.
-The terrain sloping up to the island is very steep and jagged, should be smoother and more gradual
-Objects should be individually vertex shaded instead of making large clumps of shading
-The island is a bit too flat, raise some hills.
-The road should be sunk like it is being walked on, though with the elevation of the island sinking it would cause it to be underwater, so along with raising some hills you should raise the road enough that you can sink it without sinking it underwater.
-The road will need a vertex shading outline when finished.
-Many parts of the coast are still very rough and spikey
-Make sure when you place 3 different land textures next to each other that you are covering the texture seam. Example: https://i.imgur.com/PbwTKBv.jpeg
-The curved dock pieces in town not connecting to eachother causes the posts underneath to show invisible gaps, same deal with the bridge in the middle of the island.
-Some of the shacks' doors are up very high.
-The Daedric ruin's door is not in a door frame
-The Daedric ruin has lots of gaps in it that let you look inside.
-The planks connecting the bridge to the daedric ruin are bleeding severely into each other, creative, but needs some work to be more solid.
-The blue BC mushrooms need the BC mushroom light placed with them.
-Make sure the scum ponds you place aren't too deep that the player can see beneath them.
-Scum ponds also need more detailing with logs, mushrooms, grass etc.
-Good job grouping flora together but try to add more variety to the huge grass patches.
-Cave door bleeding through rock
-Could show off a little more underwater detailing.
-Some BC flora is missing, take another stroll around and add a bit more detail.
-Rock variety is a bit low, and some of the piles blend together awkwardly.
-Lonely rocks could be grouped together a bit more.

Lestet's picture
Lestet
Exterior Developer
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4 months 3 days ago

I think I have it this time :)
I know some detail is missing, but honestly I want to put that effort
towards something useful :P

Lestet's picture
Lestet
Exterior Developer
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4 months 3 days ago

-Towns should be built within cell boundries whenever possible. Expand the island west a little bit to fit the town into one cell -Done
-The terrain sloping up to the island is very steep and jagged, should be smoother and more gradual -Done?
-Objects should be individually vertex shaded instead of making large clumps of shading -Done
-The island is a bit too flat, raise some hills. -done
-The road should be sunk like it is being walked on, though with the elevation of the island sinking it would cause it to be underwater, so along with raising some hills you should raise the road enough that you can sink it without sinking it underwater. -done
-The road will need a vertex shading outline when finished. -done
-Many parts of the coast are still very rough and spikey -fixed
-Make sure when you place 3 different land textures next to each other that you are covering the texture seam. Example: https://i.imgur.com/PbwTKBv.jpeg -covered
-The curved dock pieces in town not connecting to eachother causes the posts underneath to show invisible gaps, same deal with the bridge in the middle of the island. -Fixed?
-Some of the shacks' doors are up very high. -fixed
-The Daedric ruin's door is not in a door frame -fixed
-The Daedric ruin has lots of gaps in it that let you look inside. -fixed
-The planks connecting the bridge to the daedric ruin are bleeding severely into each other -fixed
-The blue BC mushrooms need the BC mushroom light placed with them. -fixed
-Make sure the scum ponds you place aren't too deep that the player can see beneath them. -fixed
-Scum ponds also need more detailing with logs, mushrooms, grass etc. -done
-Good job grouping flora together but try to add more variety to the huge grass patches.-Done?
-Cave door bleeding through rock -fixed
-Could show off a little more underwater detailing. -Done?
-Some BC flora is missing, take another stroll around and add a bit more detail. -Done?
-Rock variety is a bit low, and some of the piles blend together awkwardly. -Fixed?
-Lonely rocks could be grouped together a bit more. -Fixed

the reason some have a question mark is because I am not sure how much is enough or too much...
Still trying to figure that out.
I don't want to add too much or repeat designs too often, but that might just
be my noob brainrot lol
Thank you for helping me as much as you have :)

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Chef
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-Town is in one cell, good
-Don't mix an Imperial and Velothi shrine like this, and you should build up a more special shrine area thats not just randomly placed in town.
-Dock in town is a misuse of tiles, build it the same way as bridges with proper ends.
-Boat is full of water.
-Island slope could still stand to be a tad more gradual but this is fine.
-Vertex shading is improved but still missing under many objects. Go to some Bitter Coast cells and copy the shading values by shift-clicking.
-The island is still too flat, raise some hills. Go walk through the Bitter Coast in game and then your island and you will notice the difference.
-Road is decently sunk, very good.
-Road should be 1 tile wide for the most part.
-Road could use darker shading, try 121,121,121.
-Many parts of the terrain are still very rough and spikey.
-Most of your texture seams remain uncovered, this is important. Hide objects with shift-c to locate them better.
-The curved dock pieces in town not connecting to eachother causes the posts underneath to show invisible gaps, same deal with the bridge in the middle of the island. - This is still a problem
-Shacks are now at a more reasonable height.
-The Daedric ruin's door is not properly set in its door frame
-The Daedric ruin has fewer but still some gaps in it that let you look inside.
-Try placing some Daedric walls around the ruin to make it more interesting to explore.
-The planks connecting the bridge to the daedric ruin are now severely floating instead of bleeding.
-Mushrooms now correctly are paired with lights.
-Scum ponds depth and detailing are improved.
-None of the grass patches had more variety mixed in, it seems like the patches themselves just got bigger. Generally you want smaller groups than these.
-Cave door still bleeding through rock
-Underwater detailing is sufficient.
-Missing flora was added.
2.0 scale trees (or close to 2.0) should be avoided.
-Rock variety seems better but some groups are still awkward. Example: https://i.imgur.com/O5uo081.jpeg
-There now appear to be LOTS of floating objects, as well as objects completely submerged beneath the terrain or rocks, or bleeding into/through rocks.
-All of the new lilypads are placed quite high above the water layer.

You really need to take your time with this, for every error you fixed it seems a new one takes its place. Some of the new detailing is nice but it's harder to appreciate when within sight there is floating grass and mushrooms. I appreciate the enthusiasm but I would rather have one big update that carefully fixes lots of issues than many quick small updates that fix a few things at a time. Don't feel bad about creating more islands to practice on if you have to, I never submitted my showcase until my 3rd island. If you have any questions you can ask them on discord and me or any other ext dev would be happy to answer. Don't be discouraged by this, keep trying and you will get there.

Tips:
-Zoom in super close to check out the floating objects.
-Check for objects beneath rocks or terrain by looking in wireframe (W)
-Wireframe also helps a lot with locating spikey and jagged terrain.
-Detail the sides of roads a bit more, players spend a lot of time on them.
-Hide some loot in logs and stumps
-It will be easier to have smoother coasts if the land is not flat.

Examples of super jagged/spikey terrain: https://i.imgur.com/AwFTnnZ.png https://i.imgur.com/5wCzKLn.png
Example of floating objects: https://i.imgur.com/BdYUAiV.png
Example of objects bleeding through rocks: https://i.imgur.com/zMEIX57.png

Lestet's picture
Lestet
Exterior Developer
Joined:
2020-04-08 07:02
Last seen:
4 months 3 days ago

Decided to start over :/
It is almost done, but I don't want to spend too much time detailing when
It is just a test :P

Silvone's picture
Silvone
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4 hours 38 min ago

Nothing wrong with starting fresh, but this is a showcase of your abilities after all. A part of this showcase is being able to respond to criticism and directions appropriately. Whether or not it's something that is going to be used in the project is irrelevant because it's good practice. But if you put the bare minimum into the showcase because it's "just a test", then the reviewer can't exactly give a fair assessment of your abilities.

Lestet's picture
Lestet
Exterior Developer
Joined:
2020-04-08 07:02
Last seen:
4 months 3 days ago

yeah.... oof
It is a lot harder than I thought and
I am pretty sure a bunch of new guys think they can take on the world when they
start, but end up getting frustrated in the end

Also, the reason I started fresh is because the location of the first one was not ideal
and It had so many landscape problems that fixing a bit of it would displace 100s of statics
Right now I am having trouble deciding how many flora statics I should place...
I am trying to confine myself to the bitter coast set as suggested.
The critsism is very useful and now that i have started over I am starting to miss it haha

Yeah sorry about being a little snot :/

Chef's picture
Chef
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This is much better, the extra time spent really is paying off. I still have a list of things for you to improve, but know for sure that you ARE improving.
-You applied regions to your island this time, well done.
-The land texture variety and layout in the daedric ruin is nicer.
-Much better terrain work
-There are much fewer texture seams. Not 0 however.
Some old problems that remain:
-ZERO vertex shading
-some awkward rock grouping, especially the rocks on and around the steep hills
    examples: https://i.imgur.com/HtEwusi.png https://i.imgur.com/Ekmwtd2.png https://i.imgur.com/bEW9HId.jpeg
    and an example of a BC big hill in vanilla: https://i.imgur.com/O6OfVCV.jpeg
-floating detailing in town
-floating objects in Daedric ruin, would be easier to fix if you reduced the height/verticallity a touch.
-underwater is underdetailed
-stuff hidden beneath the terrain geometry
-some of the shacks entrances are pretty high, place some steps
-some lilypads are very high
Some new problems:
-Town layout doesn't leave a very nice entrance.
-Small flora detailing such as the grasses and shrooms should be placed for the most part around larger things such as trees and rocks, and less so out in the open, for example look at these pics of the vanilla Bitter Coast: https://i.imgur.com/RDKHg4A.jpeg https://i.imgur.com/BAl59aA.jpeg
-Road should extend to town
-groups of trees should use more variety, instead of patches of mostly bare or mostly leafy. Sure there will be times you want to place a bunch of dead trees, but for the purpose of copying BC, it should be fixed.
-On the topic of trees, they seem overused and are spread out too evenly
-coastline underdetailed, pan over to the west a little bit to see how the detailing extends slightly into the water
-file is dirty. I didn't get into this last time but since you are further along I will bring it up now. Check out https://wiki.project-tamriel.com/wiki/TESAME for details

Lestet's picture
Lestet
Exterior Developer
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2020-04-08 07:02
Last seen:
4 months 3 days ago

Thank you so much :)
I used to have it vertex shaded, but I redid the statics XD
It also used to have more bare patches so i kinda spammed the trees
It will take me a while to fix everything and make it nice.
The rock grouping is giving me the most issue.

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Lestet
Exterior Developer
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2020-04-08 07:02
Last seen:
4 months 3 days ago

I have fixed all listed problems as far as I know...
it took a while bc every time i needed to smooth the statics would need adjusting XD
I think I am ready for another review
I cleaned it this time too :)

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Chef
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Good:
-Rock placement is better, there are (almost) no more weird awkward piles
-Hills are better
-Detailing is improved
-Nicer tree variety and placement
Needs more work:
-I won't make you delete the interios, but when you pass and start working on claims don't make interiors as a part of your exterior claim.
-Vertex shading colours are wrong, use CTRL-left click to copy BC's values
-Some trees and rocks on the north side of the island are missing shading.
-Some lilypads are lowered into the scum too much, causing them to flicker, as are two of the scum ponds.
-Scum pond north of town has overly sunk grass
-The 2 scumponds closest to town need more detail
-The BC Knee things should be in groups, and often around trees and stumps by scum ponds
-Your Seyda neen door and cell edit needs to be cleaned out
-Underwater around town is still underdetailed. You don't need to do much, but you do need to do more.
-Underwater pile west of daedric ruin needs vertex shading, and a bit more kelp
-Barnacles should be placed in groups and around rocks underwater
-Jagged terrain underwater and on inner coast
-Use actual steps for shack steps lmao, not 3 benches awkwardly stacked and floating
-If you can't fit any of the real staircase meshes on any of the high shacks, just lower them.
-One of the shacks with actual steps has them placed poorly
-Dock needs clutter, but be careful, the planks are uneven.
-Many lanterns bleeding into shacks, and lantern ropes bleeding into hooks
-Floating crates in town
-Bleeding crates in town
-Jagged terrain by large Daedric structure
-Many texture seams in and around Daedric ruin
-Daedric entrance floating, and awkwardly half covered in rubble. Just place the entrance properly instead of covering the gap
-Daedric door not properly set in doorframe
-One foot of the Daedric statue is floating, the other is bleeding too much into the base
-Floating pillars in Daedric ruin
-A few mushroom patches around the island are missing lights
-Big rock on the north side of the island is not sunk enough, exposing the see-through underside. This is called caspering in TR for some reason.
-Remember at the start when I said almost no weird awkward rock piles? The one that remains is also on the north side of the island. It's a terrain_rock_bc_07 rotated weirdly jutting out of a terrain_rock_bc_18
-Texture seam on east side of island, by tree
-Scum pool sticking out through coast on east side of island, by the above texture seam
-Texture seam by tree on north coast of island

Lestet's picture
Lestet
Exterior Developer
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Last seen:
4 months 3 days ago

Okay I think I am ready for it to be looked at again

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Chef
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-Kelp bleeding into rock west of daedric ruin
-Jagged terrain under big Daedric ruin
-Meshes hidden beneath geometry by daedric ruin
-steps not connected to one shack
-Dock clutter is bleeding through planks. https://i.imgur.com/yg2NUMN.png
-Some lanterns are still bleeding into shacks
-Floating crates in town https://i.imgur.com/8Eyi8d1.png
-Bleeding crates in town https://i.imgur.com/HzQuLL6.png
-Many texture seams in and around Daedric ruin https://i.imgur.com/wWPZJ4X.png
-Daedric entrance floating, just place it normally, it shouldn't be rotated.
-Daedric door not properly set in doorframe
-Statue bleeding too much into the base
-Tree missing shading in ruin
-A few mushroom patches around the ruin are missing lights
-Texture seam on east side of island, by tree https://i.imgur.com/9Rp9KJB.png
-Many lilypads are still placed too high. They should be placed as low to the scum/water as you can get without having the texture flicker.
-One stump in a scum pool has the back side of a shelf mushroom bleeding through.

Chef's picture
Chef
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-Jagged terrain under big Daedric ruin
-Floating crates in town https://i.imgur.com/Cxgv7VU.png
-Bleeding crates in town https://i.imgur.com/K96UHfl.png
-Still a texture seamby Daedric ruin
-Daedric entrance is now bleeding into the terrain
-Daedric door not properly set in doorframe
-Many lilypads are still placed too high. https://i.imgur.com/c40EC9r.png
-Floating barrels in boat
-Floating jug on dock

Chef's picture
Chef
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-Still a texture seam by Daedric ruin wall https://i.imgur.com/wmn7CvJ.jpeg
-Daedric entrance as well as some walls around it are now floating. I don't understand how the entrance keeps having new problems, just pay attention when you are placing it.
-Daedric door still not properly set in doorframe. You can see a huge gap
-The stairs to the 2nd ruin building are now floating
-There is a caspering rock by the daedric ruin now, on the hill
-Many lilypads are still placed too high. Look at all of them.
-Barrels in boat bleeding through boat now

Chef's picture
Chef
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Fixes are all in order. Well done!

I will be promoting you to exterior dev, unfortunately at this time there are no open exterior claims in TR. Stay tuned these up coming months while we try to get Clambering Moor open, or keep an eye out if somebody drops one of their claims, or head over to PT to check if there are claims that interest you there.

Lestet's picture
Lestet
Exterior Developer
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2020-04-08 07:02
Last seen:
4 months 3 days ago

yay! thank you so much :)