Wasabi's Reinstatement Showcase : )

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Wasabi
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Wasabi's Reinstatement Showcase : )

Post by Wasabi »

Hello everyone, I was inactive for a long period of time because I lost my internet connection due to a move. My previous showcase got me modder status for "Othrendu Ancestral Tomb". This time I hope to get in because of my 3d modeling abilities. I will post some pics and showcase dls soon.
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Post by horodnicdragos »

You can begin by lowering the size of that avatar. It's...one minute.

Edit: 584x502 pixels. Hell that will mess the whole forum design structure. ;)
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Post by angelus6 »

HAHAHAHAHAHAHAHAHAHA!


...sorry...
nice avatar. WAY to big.

quickly!!!

oh, and welcome back
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Post by Morgoth »

Here, man. Use this.

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Post by Dexter »

What avatar?
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Post by Nanu »

. . . "Othrendu Ancestral Tomb" . . . .
That tomb was the best interior I have ever seen pass through TR's Showcase forum. I think that it should be used somewhere in the project.
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Post by Wasabi »

Thanks for the nice reviews, I am glad to hear my tomb lives on, for it died with my old computer :/ If enough time is spent on anything, it should turn out pretty well. I often find concept art is a great aid when planning anything. Here is my modeling audition :)
Attachments
WM-Cyrodiilic Cards V.1.00.zip
I think these cards will add some depth to Cyrodil, because what do citizens do with all their time?
(1.23 MiB) Downloaded 101 times
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Post by Haplo »

Actually the policy is if you were a halfway decent TR Modder in good standing and you got removed due to inactivity, all you have to do once you're ready to be active again is to tell an administrator (or moderator). If you wish to go through the showcase process once more, feel free!
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Post by Wasabi »

Showcase way is fine, re earning my way in :)

*Edit though some feedback would be nice.
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Post by PoHa! »

Hey Wasabi!

While its great to see a new (or would it be old?) mesher interested in the project, I have to report that I wasn't overly impressed with the cards. They are plains, with a texture on them...

That's not to say that the textures didn't work, or they didn't look like cards, or that they might add something interesting to Morrowind, its just that they hardly show off what I'm certain that you're capable of.

Finally, last I checked, there was a pseudo-Moratoriam on the MW side of OoT. New things being added to that are rather slim, I believe, because there is simply so much that is already there.

However, if you were interested in making models for OB, we actually do need quite a bit of new models there.

(Disclaimer: yes, that does say Head of OoT as my title. But I have very little to do with the MW side of TR currently, and as such, may have slightly inaccurate information as regards the MW side of things)
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Post by Wasabi »

Ok Poha, thank you for the feedback. I will work on something that will showcase my abilities better. I would like to know what the polycount restrictions are. I will make an Obsidian Shield. Hmm... Not sure how well that will showcase my abilities... Well just wait for a few days, and we will see what I come up with.
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Post by angelus6 »

well, OB shields were around 3 to 5 thousand. not sure about morrowind. theres a Polycount list knocking about the forums somewhere..
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Post by horodnicdragos »

http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=16053
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Post by Wasabi »

I have decided to knock out two birds with one stone, I will model a stealthy looking helm. This will be my showcase 3d model, and I can help my friend out with his mod by giving him the model.

btw I found the Othrendu ancestral tomb, I will update it, clean it up, and re-submit the tomb so it can if needed be used in TR.
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Post by Wasabi »

Bump :)
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Post by Macar »

What are you bumping for? I'm pretty sure we're waiting on you...
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Post by Wasabi »

I just did not want my thread to be lost :( Schoolwork is getting in the way of my time for modeling :/ Plus I have no internet at home...
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Post by Haplo »

No worries, mate. We don't move showcases unless the member left on terrible terms, plagiarized, or mentioned not coming back. (or a few other reasons) Your showcase is safe, posts or no posts.
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Post by Wasabi »

Well here is my model, (edited db helm)and my old Othrendu tomb. Please enjoy, and post some feedback, I hope this will get me reinstated, if not, I will try till I am.
Attachments
This is the helm, so you are able to see what it looks like without bothering to put it ingame.
This is the helm, so you are able to see what it looks like without bothering to put it ingame.
WM-Othrendu.zip
This is my trusty old Othrendu Ancestral tomb that previously got me TR Modder status. I cleaned it up, and added some collision walls. Maybe it can be used in one of TR's Maps :)
(40.73 KiB) Downloaded 100 times
DH Mesh and Ico.zip
This is my disguise helm model, I made it for Shade the Bandit, and I thought I would use it as my showcase as well.
(214.17 KiB) Downloaded 119 times
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Post by Thrignar Fraxix »

REVIEW OF TOMB THINGY

TESAME- DIRTY

LOAD ERRORS- NONE

FITS EXTERIOR- Based on the layout, probably not. the tomb has things placed above and behind the entrance, both are bad

REVIEW-
sc_drathiswinterguest floats
food_kwama_egg_02 bleeds through the bottom of misc_de_bowl_01
iron saber bleeds into the urn on which it is resting
steel arrow (one of them under the bow) bleeds into the bow because it floats
steel_boots bleeds into the altar
in_v_s_int_lcenter_01 seems to serve on purpose
iron boots bleeds into the altar
On the same altar, fyi, we do have an open urn that would probably work better here
common_pants_03 has a natural caspering towards the back and needs to be slightly angeled to prevent this
there are three a_cont_Ondrethi_Vases all next to each other, perhaps there should be something different in one or two of them. (why would the person be buried with 7 sabers a longsword, and two random melee weapons)
Mummy_01 is ashlander specific
across the hall is another mummy and another 8 weapons
the kwama eggs all bleed together, some into the rubies in the bowl below as well.
The rubies sometimes float within the bowl.
crate_01_limeware_uniqu bleeds into the sack its corner is resting on a little much
TR_a_stud_leather_greaves caspers
TR_cr_mummy is ashlander specific
cloth bracer left and its friend near by both rest unrealisticly
a game at dinner hardly seems like something you would find on a lecturn in a tomb, especially 3 times

COMMENTS-
I did a check of references, the only cell with more is the clutter warehouse testing cell. 935 is WAAAAAAAAAAAAAAAAAY too many.
If the uber high reference count doesn't kill the player, then the non leveled and overabundant monsters will. 3 ancestor ghosts and a bonewalker in one room will kill a low level player.
I don't see why you added the collision wall, if you just had a rising force potion down there then that would have been good enough.
There are WAAAAAAY too many skill books in here. you had 5 sermons of vivec stacked up and holding a vase. a game at dinner was on 3 lecturns, and even Sithis made an appearence.
There is WAAAAAAAAAY too valuable of loot in here. you have random crates of limeware in one hall. 5 bowls with 6 rubies in them each in a single room. sure the player has to kill one dremora for every rubie, but what if he grabs them all at once? probably a CTD.
It was rather scenic, however it had WAAAAAY too much stuff in it.

RATING- 5/10

(Edited to add spacing and boldy-ness)
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Post by Wasabi »

(why would the person be buried with 7 sabers a longsword, and two random melee weapons)
A warrior perhaps? Well thank you for the review of my tomb, considering the guardians I assumed the loot was appropriate. Since there seems to be more problems than I can read, I am not sure I will bother any more with it.

What about the model?
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Post by Macar »

Dont give up. The vast number of refferences shows that you definately have the drive to make good interiors. All you have to do is focus that drive into smaller projects. Make a smaller interior with more moderate clutter (not too empty!) and work as hard on it as you did on this one and you'll be sure to succeed.
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Post by Wasabi »

Thanks Macar, but I am auditioning with my model... Focus has seemed to drift from it, and gone to my old tomb.
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Post by Wasabi »

Maybe TR is not for me anymore...
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Post by Nanu »

Actually, it would seem that we have a general dirth of Core members. Thanksgiving, sick, and whatnot. Honestly, I would have let you back in on that interior and the fact that you were let in before, like Haplo said.
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Post by Wasabi »

Here is a model I did last night of a possible creature of Black Marsh. A Bog Walker :) It resembles an ent, but it is very low on polys, so it should be Morrowind friendly. I have tried to animate with Blender 2.42 but with no avail. Some suggestions would be nice. I have also included an Oblivion Plugin I made entitled "Hello Beasties" it has been a week, and I have not seen it on PES yet, so I thought I may be able to get some testers here. I will happily contribute my Bog Walker to TR, if someone wishes to animate it or anything else you have my full permissions to do so. I will continue to submit creatures, and other oddities, whether or not TR uses them is up to you. I would be content knowing I have attempted to help the project move forward.

Here is a link to a site where I have pictures of some of my other work... [url=http://cody.erekson.org/cgi-bin/mods/usergallery/index.cgi?action=showpicture&album=16&id=17&picturename=Cerberus%20Preview%2004&albumname=Model%20Previews]HERE[/url]
Attachments
WoM-Hello Beasties.zip
Hello Beasties V.1.00 by Wasabi
(7.47 KiB) Downloaded 91 times
Wasabi's Showcase.zip
This is my Bog Walker
(15.56 KiB) Downloaded 118 times
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Post by Nalin »

Wasabi wrote:Here is a model I did last night of a possible creature of Black Marsh. A Bog Walker :) It resembles an ent, but it is very low on polys, so it should be Morrowind friendly.


Black Marsh is a fascinating region to me - one that i'd love to explore - but creatures from Black Marsh don't really fit into the mods that were focusing on at the moment, Not even on the most southerly border of Morrowind in my opinion.

It looks a little too "childrens tv" in my opinion - i don't mean to sound harsh or ridicule in any way - it's just that's the best way of describing what i thought when i saw it. I haven't seen it with the texture applied though - that can really change the look of a mesh. A creature shouldn't be finished in one night in my opinion, there should be a lot more thought and effort put into making a creature. I think you've got an excellent starting point now to take the model and develop it further, even if it is just for your own personal gratification - if you do decide to work on it more then i'd be interested to see how it turns out in the end :))
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Post by Wasabi »

It looks like a tree from Zelda on the N64, the reason for it's appearance is because I made it with poly's in mind. People here tend to go nuts when the poly count is too high. Sooo, thanks for checking it out, I will make a new higher poly version and post it soon. Btw click on the link provided in the above post, to see some of my other work. I do not know what creatures TR is looking for, but if I find out I will get to work on them soon.

Could someone provide me a list for the max allowable poly count for Morrowind Items?
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Post by Nalin »

Wasabi wrote:It looks like a tree from Zelda on the N64, the reason for it's appearance is because I made it with poly's in mind. People here tend to go nuts when the poly count is too high.
I don't think the poly count is the issue that i have with it, like i said; a good texture can sometimes compensate for lack of poly detail - it's more the bulkiness to it - the general design. I would prefer it to be less "walking torso".

The Doggy's looking quite nice - not too sure about the "paws" though. :))
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Post by Wasabi »

I suppose it kinda looks like a walking coffin... Well I will give it another shot, making it more twisted and gnarled
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Post by Wasabi »

This is Arboreu, a woodland denizen. TR has full permissions to use my creature as long as the original name is preserved. I cannot animate with blender, so I leave that up to others if they wish to do so. It is around 500 Verts, and I am quite satisfied with the end product. I do not intend to overhaul Arboreu again, but I will make minor tweaks should the need arise.

The second attachment is a tower from the Rihad set I made last night. The railing can have a nice look with a good texture attached that has transperancies. This way it wuill have that diamond see-through pattern without the extra verts. It is not uv mapped for any texture, but I give TR full permissions to use it.
Attachments
Wasabi's Showcase.zip
Arboreu Woodland Denizen, and the Rihad Tower.
(71.97 KiB) Downloaded 91 times
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Post by El Scumbago »

Well, the Cerberus seems pretty well made on that pic you posted earlier, and I think it could be used, possibly in Vaermina's realm.
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Post by Wasabi »

The cereberus has 22000+ verticies, by TR's standards unusable in Morrowind. Yet I have made an interior with it, and suffered only a minor fps hit.

It feels like I am acting out a scene in lord of the rings:

Scumbago: We have come to the conclusion that you made a cerberus
Wasabi: And what about Arboreu?
Scumbago: Now now master Wasabi, don't be hasty.
Wasabi: Don't be hasty? I spent hours on Arboreu!
Scumbago: It takes a long time to say anything in old sload, so no one says anything, unless it is worth saying...

I have compared my tree creature to some of TR's Morrowind models... and I believe it is up to Bethsoft's standards.
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Post by Andres Indoril »

In my opinion the eyes of that wood creature should not be popping out of its face...
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Post by Wasabi »

Wasabi: The courtesy of your halls has lessened of late TR
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Andres: Why should I welcome you Wasabi?
Wasabi: I will draw you out Saruman as GMSTs are drawn from a mod.


Well... I put some effort in, and I can see TR will not be using my models, things here do not seem to be as "friendly" as they used to be.
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Post by Zalzidrax »

Sorry if things seem a little unfriendly here, but showcase is for constructive criticism, and anyone who bothers to posting is really intending to help. People at TR are really not as prone to posting "oh wow awesome" at every little thing, but that hardly means that nobody appreciates the work you do. Offering criticism and suggestions are just a wy of helping you along. Now just because someone gives advice that they think is good doesn't mean you should feel you have to implement it, but it's good to consider other ideas, even if you ultimately reject them. It may give you inspiration to make changes in ways that are better than both their idea and your original idea.

The exception of course is generally accepted TR policies, whichtend to be in place for a good reason. We have always been on the side of conservatism when it comes to adding new unheard-of creatures and lore in general, especially when there are existing elements that fill that niche.

And if you have been a modder for TR, just remind people what interiors/exteriors or whatever you did do, and as long as they are better than some of that older stuff that wouldn't pass inspection nowadays, there's no one here who will hesitate to restore your modder status. Heck if you actually had modder status under this new system, it's almost a certainty that your work is darn well good enough.

EDIT: And to directly address the polycount issue... an exterior area with around 220k faces per cell is about the limit of what is playable on my computer, and since we're trying to keep TR playable for just about anyone who has MW and its expansions. Now, 22k faces is a pretty big chunk of faces compared to that, and if you make TR a cool new tree creature it would be a shame if we couldn't use it excepting small numbers and with careful consideration. A single 22k monster in an interior is probably fine, but if you actually work that tree creature to where its gone from pretty good to outright awesome, it would be sad if you could only find it in a few select interiors due to gameplay issues.
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Post by Morgoth Bauglir »

LOTR fan, wasabi???
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BTW, I agree with Zalzidrax.
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Post by Wasabi »

Thank you for your feedback, about Arboreu, he is only about 500-600 polys... Has anyone seen him textured yet? Well... How about this... Give me a creature to make, a claim of sorts. Tell me all the specifications and requirements, and I will make it. It just makes me a bit irritated being treated as they do up there, when I already achieved modder status previously.

Pertaining to the "Constructive Criticism"
Scumbago: We have come to the conclusion that you made a cerberus
Wasabi: And what about Arboreu?
Scumbago: Now now master Wasabi, don't be hasty.
Wasabi: Don't be hasty? I spent hours on Arboreu!
Scumbago: It takes a long time to say anything in old sload, so no one says anything, unless it is worth saying...

A few things said about the cerberus... And I did not even submit it for showcasing. I do not know if people get tunnel vision when reading posts, but they often miss what the original poster is saying. I looked at the Sandrunner being made and animated, and I saw you were lacking any foresty woodland creatures. So I made Arboreu. I can fix the eyes popping out. I just don't like it when my work is thrown out the window without a thought.

Zalzidrax seems to be the person who makes peace of sorts... I have to go to class but I will continue on this post later...
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Post by Kikaimegami »

I've got the Arboreu loaded up in Blender right now and am listing the few things I can see off-hand.

UV Mapping: While he looks fine with the textures you've put on him, the mapping is a bit confusing and he would be very difficult to retexture in his current state. I'd say to completely redo it. If you're using Blender, you can make pretty nice UV maps, especially on such a low-poly model, by using seams. A seam tells Blender where to cut the unwrapped UV's. To make a seam, hold down Alt, this lets you select edges in the UV face select mode; they should show up orange if you're using default colours. You can tell it where to cut the texture in this way. Once you have your seams setup, select the faces and upwrap as normal. With a creature, placing a seam down one side, or both sides, works best.

Rigging: He has no skeleton? :o

Poly count: I can see a few places where you could reduce the amount of faces used, but they're pretty trivial. You could actually make him a bit more complicated. EX: The Flame Atronach has 2172 faces.

Textures: The textures you've given him are pretty simplistic. That's easily fixable though. I actually would suggest looking for free, stock textures of bark and leaves online, or even taking a digicam outside and getting your own images to use :)

Asthetics: I agree on the eyes, the rest of the mesh is pretty nice and he makes me think of what a wood golem must look like. I especially love the little leaves hanging off him and would actually be interested to see more of those :) The eyes and "beard" look out of place with as much work as you spent on his body. Try to mesh the eyes more with the rest of his look, or even just cut indents into where his eyes would be and texture the holes black. As for the beard, I don't think it's needed. He needs something more to his face, but I'm not sure what, the beard just looks odd.
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