ayedails showcase
Moderator: Lead Developers
ayedails showcase
this is my work for more you can chek my site www.websitemaker.kennisnet.nl/lucas-ayedail
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- dorp.jpg
- (1.53 MiB) Downloaded 175 times
- Andres Indoril
- Senior Developer
- Posts: 1459
- Joined: Fri Jan 13, 2006 9:01 pm
- Location: Lost.... Somewhere?
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- The Old Ye Bard
- Member
- Posts: 99
- Joined: Sun Jul 24, 2005 12:56 am
new art :D
i made some hammerfell armor and weapons here they are more info check http://www.websitemaker.kennisnet.nl/lucas-ayedail/frameset.htm
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- normadic 001234.JPG
- (15.04 KiB) Downloaded 137 times
Listen to the Bard! People tend to get touchy if you dont host your files offsite... and since you have a site it would be too hard just to link em, like above.The Old Ye Bard wrote:Please use an image hosting site such as http://www.imageshack.us/ next time, but great artwork.
Nice work on those mighty fine weapons, not to mention your other concepts on your page, such as the Imperial Mountain Castle.
P.S. Please don't make handbags, wallets, belts or shoes out of Orix [img]http://img223.imageshack.us/img223/3826/orixmj4.png[/img]
- Silverwood
- Developer
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- Joined: Mon Jun 06, 2005 5:06 pm
- Location: Country of Stone, Hidden in the Sand
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Another talented artist at TR, wow, your work is stunning. On a constructive note, try doing some of Tamriels Weekly Sketches, I'd love to see what you can do with those. Do you by any chance take art classes? As lutemoth said, your perspectives are amazing, I especially love the castle on your website.
Dessert Graveyard
[img]http://img69.imageshack.us/img69/1953/normadic0023469hw4ol.jpg[/img]
Hmm...that spear seems reminescent of a dragon spear, from a game called runescape...Yes they do have very strict copyright laws...Ill try to get you a picture of one in-game...If you care about copyrights, i suggest you change the shape of the spear tip...
Btw the other weapons are fantastic!
Hmm...that spear seems reminescent of a dragon spear, from a game called runescape...Yes they do have very strict copyright laws...Ill try to get you a picture of one in-game...If you care about copyrights, i suggest you change the shape of the spear tip...
Btw the other weapons are fantastic!
Heh, alright, i was kinda being wierd about enforcing copyrights that day, I like the swamp lizard, it could EASILY be a desert lizard aswell
BTW heres the picture of the spear...couldnt get one up close.
[img]http://img488.imageshack.us/img488/215/dspearspatk4gm.png[/img]
BTW heres the picture of the spear...couldnt get one up close.
[img]http://img488.imageshack.us/img488/215/dspearspatk4gm.png[/img]
Last edited by Anonymous on Sun Feb 12, 2006 6:10 pm, edited 1 time in total.
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
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- Location: New Orleans, LA
new work!!! :D
at last my new cs castle angar is pretty far it lies near seyna neen bitter coast region 3.12 and its my first cs work
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- Clean castle aaaaaaaaaargh.esp
- castle angar
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- The_Warder
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So sorry your thread got lost in all in this forum Ayedail!
I've looked over what you've got, which is quite a bit, actually. So telling you "fix this and this and this and this" and hitting on every single error would be difficult. So I'll give some more general pointers to keep in mind:
General:
- Use Gridsnap for all objects that need to be pieced together. Including all interior tile pieces, all exterior wall pieces, bars, bridges, and things of that sort.
Otherwise, you get things that don't line up, or texture bleeding, or gaps between things.
- NEVER copy Bethesda's or anyone else's work and present it as your own. As an artist, you should consider how it would make you feel if someone tried to take credit for your sketches. Its perfectly acceptable to look at Bethesda's stuff, and get a feel for how things should look, but copy+pasting stuff will get you nowhere at TR. (I realize you didn't do this everywhere, and quite frankly the work you didn't copy was quite interesting)
- You'll need to learn the abbreviations of things. Flora, rocks, and textures all have a region abbrviation (usually). For instance, your castle, since it is in the Bitter Coast region, should only use trees, rocks and textures that have "BC" in its name (you have an Ascadian Isle tree there, and I'm unsure about the textures, but they don't all look BC either).
Also, there's other abbreviations (these are used more for interiors) De = Dark Elf; Com = Imperial; r = rich/wealthy ; p = poor/plain. Don't mix de with com, or r with p.
- Don't use things that have "uni" or "unique" in their ID. (except for pillows, which for some reason have this in them, despite being quite common [of course, there's also the extra comfy pillow, which you shouldn't use either])
Exteriors:
- For every large, unmoving object (houses, trees, rocks, etc) they need to have a shadow on the ground, via Vertex Shading. To do this, open up landscape editing, and check "Edit Colors." Once checked, the left mouse click will 'add' the left color to the terrain, while the right one will add the right color. Use this to add some grey around things that need shadows, and make sure your edit radius is at least 2 (1 looks unnatural).
- Try to get more variation in your terrain. For instance, the houses would look more interesting if some of them were up on a hill. The road would look better if it was slightly lower than the grassy areas. You have one house up on a hill, and it, surrounded by other houses on either direct side of it, looks rather silly...
- Don't mix architectural styles (identified by abbreviations, yet again). Mixing ex_common_*, ex_nord_*, and ex_imp_* is all perfectly acceptable, because that's all related (ie those three go together, the other styles are generally kept separate). However, you've also mixed in MH architecture, which is used by House Indoril... and they dislike the Empire.
Interiors:
- Any interior that is a house or public place, should be illegal to sleep in it. (Click World -> Interior Cell, find your interior in the drop down list, and check "Illegal to sleep here"
- Focus your work into a single interior, finish it, then move on to the next one. You've got more interiors than most people do for showcase (4), yet they're all pretty very empty.
- The torches hanging in the middle of walls look odd. Sorry to draw attention to this in particular, but they should definately be placed on pillars.
- For TR, you won't need to place creatures or NPCs in Interiors, that will be done later
This is a lot to look at, I'm sure (it took a long while to type it) but don't sweat it, and don't give up. Everyone starts somewhere, and you've shown a great deal of imagination. You just need to focus it, and follow things as closely as you can.
And on that note, I'll suggest that you try your hand at a MH interior (look at Mournhold Ints to get a feel for them), like a commoner's house with a basement, or a Blacksmith shop, or whatever you want, really. Just keep in mind what the exterior of those buildings tend to look like (rather square) and use "de" furniture.
P.S. In the future, please list your interiors in the post you upload them in. Makes it easier to find them
I've looked over what you've got, which is quite a bit, actually. So telling you "fix this and this and this and this" and hitting on every single error would be difficult. So I'll give some more general pointers to keep in mind:
General:
- Use Gridsnap for all objects that need to be pieced together. Including all interior tile pieces, all exterior wall pieces, bars, bridges, and things of that sort.
Otherwise, you get things that don't line up, or texture bleeding, or gaps between things.
- NEVER copy Bethesda's or anyone else's work and present it as your own. As an artist, you should consider how it would make you feel if someone tried to take credit for your sketches. Its perfectly acceptable to look at Bethesda's stuff, and get a feel for how things should look, but copy+pasting stuff will get you nowhere at TR. (I realize you didn't do this everywhere, and quite frankly the work you didn't copy was quite interesting)
- You'll need to learn the abbreviations of things. Flora, rocks, and textures all have a region abbrviation (usually). For instance, your castle, since it is in the Bitter Coast region, should only use trees, rocks and textures that have "BC" in its name (you have an Ascadian Isle tree there, and I'm unsure about the textures, but they don't all look BC either).
Also, there's other abbreviations (these are used more for interiors) De = Dark Elf; Com = Imperial; r = rich/wealthy ; p = poor/plain. Don't mix de with com, or r with p.
- Don't use things that have "uni" or "unique" in their ID. (except for pillows, which for some reason have this in them, despite being quite common [of course, there's also the extra comfy pillow, which you shouldn't use either])
Exteriors:
- For every large, unmoving object (houses, trees, rocks, etc) they need to have a shadow on the ground, via Vertex Shading. To do this, open up landscape editing, and check "Edit Colors." Once checked, the left mouse click will 'add' the left color to the terrain, while the right one will add the right color. Use this to add some grey around things that need shadows, and make sure your edit radius is at least 2 (1 looks unnatural).
- Try to get more variation in your terrain. For instance, the houses would look more interesting if some of them were up on a hill. The road would look better if it was slightly lower than the grassy areas. You have one house up on a hill, and it, surrounded by other houses on either direct side of it, looks rather silly...
- Don't mix architectural styles (identified by abbreviations, yet again). Mixing ex_common_*, ex_nord_*, and ex_imp_* is all perfectly acceptable, because that's all related (ie those three go together, the other styles are generally kept separate). However, you've also mixed in MH architecture, which is used by House Indoril... and they dislike the Empire.
Interiors:
- Any interior that is a house or public place, should be illegal to sleep in it. (Click World -> Interior Cell, find your interior in the drop down list, and check "Illegal to sleep here"
- Focus your work into a single interior, finish it, then move on to the next one. You've got more interiors than most people do for showcase (4), yet they're all pretty very empty.
- The torches hanging in the middle of walls look odd. Sorry to draw attention to this in particular, but they should definately be placed on pillars.
- For TR, you won't need to place creatures or NPCs in Interiors, that will be done later
This is a lot to look at, I'm sure (it took a long while to type it) but don't sweat it, and don't give up. Everyone starts somewhere, and you've shown a great deal of imagination. You just need to focus it, and follow things as closely as you can.
And on that note, I'll suggest that you try your hand at a MH interior (look at Mournhold Ints to get a feel for them), like a commoner's house with a basement, or a Blacksmith shop, or whatever you want, really. Just keep in mind what the exterior of those buildings tend to look like (rather square) and use "de" furniture.
P.S. In the future, please list your interiors in the post you upload them in. Makes it easier to find them
"When you find out someone's sleeping with your wife, you want to kill the f***er"
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
help...
thanks for the tips PoHa! in the meanwhile i have changed a lot, and im starting on the interiors now. Also i began with blender and i can use some help with that! im trying to make a sword but i dont succeed how can i zoom in on the point of the sword?
new work
finally some new work from me. ive made an high elfs (named Ishme-Dagan)farm. it lies in the Ascadian isles region near Ebonhearth. in my opinoin i could have extended it a bit more.... so be it
- Attachments
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- Ayedails mod.esp
- (280.62 KiB) Downloaded 96 times
- kapuhy
- Reviewer
- Posts: 374
- Joined: Sun Jan 22, 2006 10:26 am
- Location: Cracow, the true capital of Poland
OK, I'm on it, sorry for delay:
1.When doing any mod for TR, you can't have any esps except for OoT and EoT activated. All these "better heads" things, they must be cleaned with TSTDK
2.Now, your mod is extremely dirty one. By dirty, I mean it modifies and replaces original Betesda's objects. It causes a lot of problems and thus is forbidden here. To clean your mod, use TESAME (both the program and tutorial for it are downloadable from TR site)
3.At cell (23,1) you've added an island with unfinished Imperial buildings - what's that? (By the way - always state name of any modified/created cells in your submitting post. It saves people time looking for it, (and in this case, judging wich cells you've modified on purpose and which ones by accident)
4.I'm not an exterior expert, so I'll cover ext. of your farm only shortly: It looks nice, only really bad thing I see is that you've not linked smaller house to its interior. Admittedly, in TR we do ints. and exts separately, so it would be OK, but I see you tried to do a "full" mod with ext,int and NPC's so I count lack of doormarker for an error.
5.Interior:
Cell: Ishme-Dagans house
-Northmarker placed incorrectly - it should point north;
-Incorrect lighting - see the lighting settings in some imperial houses in Ebonhart or Pelagiad and copy them
-broom in the basement floats;
-some bottles in winerack bleed through it;
-Don't use de (Dunmer) furniture in com (Common) interior;
-Logs of wood in fireplace bleed into the stones. Also, add more logs, just two of them look funny;
-A chair by the desk floats on one side. Pay special attention to placing anything near the end of a rug, 'cause it's what you'll usually get - a floater;
-corkbulb root floats partially;
-TR_act_de_bed10 bleeds into the wall (and is dunmer, so replace it);
-a table between the beds has a leg bleeding into the rug;
-lute is floating away from the wall;
And general remark: This house is still underdetailed. Add more clutter, furniture, misc. items -tableware, food supplies, whatever you want. Right now, it seems empty.
Cell: Ishme-Dagans farm, stocks
-Northmarker placed incorrectly - it should point north;
-one of saltrice pieces in opened crate floats;
-Incorrect lighting - see the lighting settings in some imperial houses in Ebonhart or Pelagiad and copy them
-one of saltrice pieces ion the table floats;
-both corkbulb roots float partially;
-barrels with comberry bleed into each other;
-I don't like the way that vertical barrel_02_corkbulb rests, it looks like it will flip over;
And finally: this is a storage house, so it doesn't need as many details as living quarters, but still some more items wouldn't hurt. Average reference count on an interior that big is above 100, you've got 76. Got what I mean, do you?
And final comments: while your current work is very underdetailed, don't let it discourage you - just work on this some more. Also, what's very important: Do not make dirty mods, or mods dependant from anything else that essential files (original esm's, OoT and EoT). Always check them with TESTDK and TESAME. So, that's it for now. Good luck
1.When doing any mod for TR, you can't have any esps except for OoT and EoT activated. All these "better heads" things, they must be cleaned with TSTDK
2.Now, your mod is extremely dirty one. By dirty, I mean it modifies and replaces original Betesda's objects. It causes a lot of problems and thus is forbidden here. To clean your mod, use TESAME (both the program and tutorial for it are downloadable from TR site)
3.At cell (23,1) you've added an island with unfinished Imperial buildings - what's that? (By the way - always state name of any modified/created cells in your submitting post. It saves people time looking for it, (and in this case, judging wich cells you've modified on purpose and which ones by accident)
4.I'm not an exterior expert, so I'll cover ext. of your farm only shortly: It looks nice, only really bad thing I see is that you've not linked smaller house to its interior. Admittedly, in TR we do ints. and exts separately, so it would be OK, but I see you tried to do a "full" mod with ext,int and NPC's so I count lack of doormarker for an error.
5.Interior:
Cell: Ishme-Dagans house
-Northmarker placed incorrectly - it should point north;
-Incorrect lighting - see the lighting settings in some imperial houses in Ebonhart or Pelagiad and copy them
-broom in the basement floats;
-some bottles in winerack bleed through it;
-Don't use de (Dunmer) furniture in com (Common) interior;
-Logs of wood in fireplace bleed into the stones. Also, add more logs, just two of them look funny;
-A chair by the desk floats on one side. Pay special attention to placing anything near the end of a rug, 'cause it's what you'll usually get - a floater;
-corkbulb root floats partially;
-TR_act_de_bed10 bleeds into the wall (and is dunmer, so replace it);
-a table between the beds has a leg bleeding into the rug;
-lute is floating away from the wall;
And general remark: This house is still underdetailed. Add more clutter, furniture, misc. items -tableware, food supplies, whatever you want. Right now, it seems empty.
Cell: Ishme-Dagans farm, stocks
-Northmarker placed incorrectly - it should point north;
-one of saltrice pieces in opened crate floats;
-Incorrect lighting - see the lighting settings in some imperial houses in Ebonhart or Pelagiad and copy them
-one of saltrice pieces ion the table floats;
-both corkbulb roots float partially;
-barrels with comberry bleed into each other;
-I don't like the way that vertical barrel_02_corkbulb rests, it looks like it will flip over;
And finally: this is a storage house, so it doesn't need as many details as living quarters, but still some more items wouldn't hurt. Average reference count on an interior that big is above 100, you've got 76. Got what I mean, do you?
And final comments: while your current work is very underdetailed, don't let it discourage you - just work on this some more. Also, what's very important: Do not make dirty mods, or mods dependant from anything else that essential files (original esm's, OoT and EoT). Always check them with TESTDK and TESAME. So, that's it for now. Good luck
"We just wanted to check what would happen if we shut the power off" - Chernobyl Nuclear Power Plant Supervisor
Sorry that no one got to you. Thanks kapuhy.
"You can remove spells from your list in Morrowind. I think it was shift-click, don't quote me on that though." - Cathartis
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Nah, this many errors isn't unusual for an early attempt. (in fact, it's not bad at all )
With a bit of practice, you'll learn how to avoid making floaters/bleeders; these mistakes are very easily fixed.
With a bit of practice, you'll learn how to avoid making floaters/bleeders; these mistakes are very easily fixed.
"It’s all been such a mistake. We were once little shrew-like animals. That would be so much better."
-Ophelia Benson
-Ophelia Benson
- Breedonian
- Developer
- Posts: 57
- Joined: Sun May 07, 2006 5:25 pm
sorry
sorry guys, i was so stupid to forget cleaning it with TESAME. so here it is again but clean.
- Attachments
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- Clean Darvame Hlerans house.esp
- (4.38 KiB) Downloaded 83 times
more!
YAY i also made a house in oblivion this time
its called Skingrad Farmhouse and exterior is in Skingrad High pasture (-20,0)
its called Skingrad Farmhouse and exterior is in Skingrad High pasture (-20,0)
- Attachments
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- Skingrad Farmhouse.esp
- (84.29 KiB) Downloaded 95 times
Ayedail, sorry that you haven't been getting replies. That happens sometimes in showcase...
Castle Lenwe
- There are quite a few little bleeders here and there. The bookshelf has a part that bleeds into the wall, both beds bleed slightly into the wall, a leg of a lamp (next to the table) bleeds into the wall
- Detailing could use some work. Some places just seem too bare, while others just need some sprucing up with more clutter. For instance, the hutch has some a nice start on clutter, but overall feels empty. Some things could be copies of what you have here (like the soul gem, or the potion) but you'll still need to add some things (I noticed a lot of ingredients here... maybe a Mortar/Pestle would be a good addition? And maybe some more books? How about a bowl or a vase, or some loose papers for that quill and inkwell? Just some ideas...).
- furn_de_tapestry shouldn't be used. Use furn_com_tapestry's instead. speaking of which, that would help if some of those tapestries were used throughout the interior.
- the layout of the interior is so-so as well. I think too much of the 'main' area is taken up by stairs. If you could rely on the curvey tower stairs to get to the second story (or even added a tower onto the side which would allow access to all three stories), I think it would give you more room to work with instead of stairs to work around.
Skingrad Farmhouse
- The large light in the center seems unnecessary to me
- there are little nit-picky bleeders here too. The bedpost bleeds into the house's corner post; a tapestry bleeds into the bed; the food cupboard bleeds into the windowsill; etc...
- you used rugs quite a bit, but the one place that could REALLY use it, the center of the room, near the door, is left bare
- clutter is much better here. There were only two places that could use a *bit* more work. The "study" area could use maybe one or two more things on it, like a pitcher or some ale. I dunno, the place just screams "someone will drink something here" to me Also, the crates by the door could use maybe one or two things thrown casually on them.
+ Overall, very good
+ Lighting was good
+ not really too many "errors"... you'll notice that most of my suggestions are more for aesthetics, actually
Nice to see your still around Ayedail. I vaguely remember looking at your work before (oh so long ago) and I'm quite surprised that you haven't worked your way up to modder status yet. Keep at it!
Castle Lenwe
- There are quite a few little bleeders here and there. The bookshelf has a part that bleeds into the wall, both beds bleed slightly into the wall, a leg of a lamp (next to the table) bleeds into the wall
- Detailing could use some work. Some places just seem too bare, while others just need some sprucing up with more clutter. For instance, the hutch has some a nice start on clutter, but overall feels empty. Some things could be copies of what you have here (like the soul gem, or the potion) but you'll still need to add some things (I noticed a lot of ingredients here... maybe a Mortar/Pestle would be a good addition? And maybe some more books? How about a bowl or a vase, or some loose papers for that quill and inkwell? Just some ideas...).
- furn_de_tapestry shouldn't be used. Use furn_com_tapestry's instead. speaking of which, that would help if some of those tapestries were used throughout the interior.
- the layout of the interior is so-so as well. I think too much of the 'main' area is taken up by stairs. If you could rely on the curvey tower stairs to get to the second story (or even added a tower onto the side which would allow access to all three stories), I think it would give you more room to work with instead of stairs to work around.
Skingrad Farmhouse
- The large light in the center seems unnecessary to me
- there are little nit-picky bleeders here too. The bedpost bleeds into the house's corner post; a tapestry bleeds into the bed; the food cupboard bleeds into the windowsill; etc...
- you used rugs quite a bit, but the one place that could REALLY use it, the center of the room, near the door, is left bare
- clutter is much better here. There were only two places that could use a *bit* more work. The "study" area could use maybe one or two more things on it, like a pitcher or some ale. I dunno, the place just screams "someone will drink something here" to me Also, the crates by the door could use maybe one or two things thrown casually on them.
+ Overall, very good
+ Lighting was good
+ not really too many "errors"... you'll notice that most of my suggestions are more for aesthetics, actually
Nice to see your still around Ayedail. I vaguely remember looking at your work before (oh so long ago) and I'm quite surprised that you haven't worked your way up to modder status yet. Keep at it!