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Eyeball88
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Post by Eyeball88 »

What is the poly count on that? The rams horns look very smooth, they might be too high for the game to handle.

I'm not sure if those are supposed to be birds claws that are gripping the top, hard to tell from his concept. It seems like the claws should be longer and grip more of the top, then the "leg" or whatever should meet in the center of the top bar.. like, if you were looking at it from the side,

---8888>
--8|
888|
888|
--8|
---8888>

(plain spaces don't show up, blah)

Two identical feet (represented by the 8s) meeting in the center where the legs come together. It would give it more of a sense of symmetry.

The harp-strings should be evenly spaced. I would put tiny little studs where the strings start and stop, to make it look like they are actually part of the instrument (they look like they are floating above it a tiny bit) I'd also smooth the sides of the instrument just a tiny bit, give it a worn, rounded feel so it looks like it has been used. Then, I'd also put a long single-faced plane at one end of each string, so the wacky bit of wire at the end can be mapped on with an alpha map.

Hope that helps, that's what stuck out at me. Without seeing the wireframe, I'm not really sure about the polycount.
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Post by Gnomey »

well, Fairwater did say "It is around 1200 polys", which sounds about right from what I've heard. I suggest making the instrument wider (Not the ram horns, only the part between) and adding the diagonal stick that pount drew., as I think that is what's supposed to give the strings different sounds. Other than that Eyeball's suggestions sound right. Nice model. :D
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Eyeball88
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Post by Eyeball88 »

Holy crap how did I miss that? I skipped that single line and went straight to the picture.
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Fairwater
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Post by Fairwater »

OK eyeball i just got confused by what you meant to do with the claws hopefully this wire frame photo can help.

[url=http://img208.imageshack.us/my.php?image=wireframerp1.jpg][img]http://img208.imageshack.us/img208/488/wireframerp1.th.jpg[/img][/url]


Edit

should i make the strings just planes?
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Eyeball88
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Post by Eyeball88 »

Sorry, it was kind of hard to explain what I meant, and ASCII graphics don't really get the message across.

[url=http://img208.imageshack.us/my.php?image=harpclawsaz8.jpg][img]http://img208.imageshack.us/img208/4521/harpclawsaz8.th.jpg[/img][/url]

The impression that I got from the concept was that there was something tied around the claws, the one on the left in the concept art seems to have some sort of string around it.

Edit: No, I don't think the strings need to be on planes, but I would make them only have one segment straight across, instead of numerous ones. No dividing lines.

========

Instead of

=|=|=|=|=

Yay text diagrams.

Also, one last nitpick, I think the segment breaks of the rams horns need to be a little tighter, so you can't see through the gaps. The horn of a ram is solid enough that when hollowed out it can be used as a wine cup, so it wouldn't be good to have holes in it.
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Post by Kikaimegami »

Actually, you could replace all the strings with a single, alpha'd plane (that stretches across that entire part) and then another exactly in the same place, one facing up, the other facing down, and both set to use the same part of the UV map. Saves on polys :D
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Post by Fairwater »

Part of me says i should fuck the claws as they just seem to be causing me way to many problems. Any ideas what i should replace them with?

Edit

Ok how is this?

[url=http://img213.imageshack.us/my.php?image=newonefn3.jpg][img]http://img213.imageshack.us/img213/1949/newonefn3.th.jpg[/img][/url]
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Post by Noirgrim »

Dang, just saw this showcase. Nice meshes, I hope to see you working on Hammerfell Architecture soon, you're definetly good enough, IMO.
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Fairwater
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Post by Fairwater »

Thanks Noirgrim!
Well its done i think.....i have hidden the Planes for the strings so just bear with me. It is now up to 1600 polys. But i think that should do. What do i do with models right now is there a place where i can submit them for official review ect. I guess the concept haven't even been approved just yet either well if anyone wants to let me know i would be thankful.

[url=http://img451.imageshack.us/my.php?image=instrumentdonedu9.jpg][img]http://img451.imageshack.us/img451/1167/instrumentdonedu9.th.jpg[/img][/url]
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Post by Fairwater »

Ok well i got working on the second instrument....again i need some suggestions... and what do i do with all of the models?

[url=http://img292.imageshack.us/my.php?image=secondinstrumenthv2.jpg][img]http://img292.imageshack.us/img292/3145/secondinstrumenthv2.th.jpg[/img][/url]
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Post by Lady Nerevar »

briliant i think. small stuff like this realy adds to the overall atmosphere. it would kick mass amounts of ass if people could be animated to play these (eventualy).

how's your luck getting this in-game? if you can go all the way then i think there are several things that you could model for cyrodiil

currently we arent making clutter, so i gues you can just rar it all up and post it in a thread in Models & Textures.
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Post by Eyeball88 »

Clutter will always have a place in TR, so any of this can be used later on. Right now, however, we are going to be narrowing our focus on to architecture. If you're interested in building buildings, that is going to be the next step in our master plan.

And any time you want to zip something up, convert it to a .obj (the universal file format) and you can PM it to me, I've got a huge hard-drive filled with all the various TR Oblivion meshes I can get my grubby little hands on. :)
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Post by Morden »

Definately post .obj versions of your files to this thread.. or atleast somewhere on this forum so that we don't lose your great work.
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Post by lb003g0676 »

WOW! I hadn't noticed this! So nice to see some of you pictures come alive. And you've done it really well, now, the instruments just need a name :D.

Great job.
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Fairwater
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Post by Fairwater »

Damn well i think i have been reporting the wrong poly counts. I didnt convert items to editable meshes until before i poly counted. This has nearly doubled my poly counts. I am working on reducing them. Can anyone let me know if this (not converting to mesh) really does matter. Thanks
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Post by Eyeball88 »

I'll give you a quick rundown of how this works. When you build a model in polygons/quads, every face is counted once. If a face has 17 verticies, it still counts as 1 face. When converted to a mesh, the whole thing become triangulated. Everything must be counted as a 3 sided "face" (triangle) to be used in game. That was why I was curious about your poly count, as I thought Blender showed face and poly counts instead of just poly counts.

Get used to everything you build in quads being double the faces it lists as polys. It's how most of us work through it, just by anticipating the end number.
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Post by Fairwater »

Ok well that was a scare.
Well after that near distaster (yes i can be quiet dramatic) i have managed to get the Polies down. I did have to remove some of the detail from the Horned instrument but the others have remained the same! I guess what is lost can be made up in texturing.

Lantern 1 2 & 3 at about 1200, 1200, 1450
Horned Instrument at about 1550
And stand up instrument at 1250
Razor at 450
Mirror at 600

I need to re UV map everything. But hey i guess this is learning, no?

Lady N you might want to hold off on texturing the lanterns until i can get you the lower poly versions with UV Mapping.
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Post by Lady Nerevar »

alrighty. kidna makes me glad i havent started yet :P (meh, lady n needs to get her schedual in order)
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Post by Fairwater »

Ok i have been working on some of the dune dwellers armory and here is what i have so far.... i still need to finish off the rope and the rivets but otherwise i almost done.

[url=http://img176.imageshack.us/my.php?image=untitled14cc.jpg][img]http://img176.imageshack.us/img176/9410/untitled14cc.th.jpg[/img][/url]

Refrence

http://tamriel-rebuilt.org/?p=conceptart&section=15268
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Post by Haplo »

Wow, that looks pretty decent so far! :-)
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Fairwater
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Post by Fairwater »

Ok well i have actually scratched that mesh entirely and am building a much cleaner mesh. I had been stuck on creating it for a while and i think i just hit a major break through!

EDIT: here it is!! second picture update!

[url=http://img261.imageshack.us/my.php?image=goodblade8gp.jpg][img]http://img261.imageshack.us/img261/9463/goodblade8gp.th.jpg[/img][/url]

Weighing in at 1818 polys
Last edited by Fairwater on Mon Jan 22, 2007 3:51 am, edited 1 time in total.
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Fairwater
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Post by Fairwater »

Sorry for the double post but i am making weapons fast it seems!

For some reason this one is a heavy weight at 2100 Poly's

[url=http://img48.imageshack.us/my.php?image=blade8in.jpg][img]http://img48.imageshack.us/img48/7128/blade8in.th.jpg[/img][/url]

the refrence image is in a few posts back!
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Post by Morden »

Looking good :) And the poly count is definitely within range for OB.
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Post by Kikaimegami »

Those are looking nice! I'm especially digging that first one, it looks great. I'm assuming, by cleaning them up, you mean you're trying to be more conserving of poly's, since that first screen from inside Max has a "screen door" thing going on with the faces and could be cut waaaay back.
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Post by Fairwater »

Well i finished the Axe/blade here. I am pretty comfortable with the texture on the blade, although i would like to put yokunda tribal image on it too although i just cant find any references. But i am not that comfortable with the texture on the rope or shaft any ideas how i could potentially clean it up?

[url=http://img232.imageshack.us/my.php?image=asdasfa5xg.jpg][img]http://img232.imageshack.us/img232/8391/asdasfa5xg.th.jpg[/img][/url]
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Post by Lady Nerevar »

hm, im not too fond of the textures. i didnt realy see them as metal... but that may just be me. await feedback from others.

also, can we perhaps see some other views? other then that, it looks good.
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Post by Fairwater »

Ok well i guess it was an alright first shot. here are two more angels. (i have taken the rivets out as i dont know if i Like the colors i had on them). Anyways what did you think the blade should be...Bone? copper? Let me know!

[url=http://img259.imageshack.us/my.php?image=handel6uh.jpg][img]http://img259.imageshack.us/img259/9431/handel6uh.th.jpg[/img][/url]

[url=http://img259.imageshack.us/my.php?image=bladehead0kz.jpg][img]http://img259.imageshack.us/img259/9650/bladehead0kz.th.jpg[/img][/url]
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Post by Kikaimegami »

I'm digging this one :) I think it should be made of stone perhaps. As I've mention elsewhere, looking for free stock images and textures online can net you some nice source material for really nice textures. You could do most of the textures for this with pictures of stone, wood, and rope :)
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Post by Fairwater »

At Lady N's Recommendation i have Changed the blade....now we have a Bone Blade..... i am going to do some cloth wrappings on the handle for grip aswell i think..... Just need to find a texture that will work.

[url=http://img77.imageshack.us/my.php?image=bonewx6.jpg][img]http://img77.imageshack.us/img77/7217/bonewx6.th.jpg[/img][/url]
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Post by Fairwater »

Double post agian but this one is totally worth while!

Ok well i have the blade in game and its looking good i just need to tweak the handle and the rope then the Boneblade is done.

[url=http://img258.imageshack.us/my.php?image=oblivion200701281334284fd1.jpg][img]http://img258.imageshack.us/img258/7018/oblivion200701281334284fd1.th.jpg[/img][/url]

[url=http://img174.imageshack.us/my.php?image=oblivion200701281334185qo6.jpg][img]http://img174.imageshack.us/img174/1706/oblivion200701281334185qo6.th.jpg[/img][/url]
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Post by Lady Nerevar »

zomg! looking great there. i think the new texture realy works well, though something else is needed for the round grip thing (current one looks kinda wierd and strechy). personaly, i think it should be smaller compared to the person as well. perhaps the grip should be longer as well, as to balance out the grip a little.

dang, it realy does look good in game. always warms my heart to see stuff like that ;)
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Fairwater
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Post by Fairwater »

Ok just to clarify when you say grip are you talking about the handle? I guess everything below the blade?.... Its actually a standard oblivion texture used for the clubs that i just put on. Well if you have any suggestions on what that texture should be ect... let me know!

EDIT
if you could point to it on this one that would be good...beacuse this on this one you can see the whole blade

[url=http://img411.imageshack.us/my.php?image=oblivion200701281711591ym8.jpg][img]http://img411.imageshack.us/img411/2194/oblivion200701281711591ym8.th.jpg[/img][/url]
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Post by Morden »

Nice work Fairwater. :) I'm not only impressed by your modeling work or how fast you're learning to texture, but by your patience with the model exporter/nifskope. ;) Looks great in the game. I wouldn't mind experimenting with your texture in photoshop, when you feel its time to post it.
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Fairwater
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Post by Fairwater »

Thanks Morden here is my texture pack.....but be warned its messy....by the way i have included the the uv coordinates and, a file of a couple steps back before i collapsed all the layers.... but note on that one that i still have some undone tweaking. The Normal map on the blade has been modified to.

Wow that file turned out be large
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Fairwater
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Post by Fairwater »

Ok well here is some armor i have been working on latley it is meant to model pounds concept art found here.

http://img255.imageshack.us/my.php?image=newarmour23qm.jpg

[url=http://img170.imageshack.us/my.php?image=armorxe5.jpg][img]http://img170.imageshack.us/img170/2699/armorxe5.th.jpg[/img][/url]
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Post by Morden »

Cool. Maybe you can get pound to post a rear view of his armor concept ;)
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Post by PoHa! »

Ah, yes, you do have some fine work here. As for your blade, I too have some reservations about the texture, but I'm not certain what it is. Could be the normal maps? something about the color? I can't quite put my finger on it.

In any event, your armor is already looking spiffy. After you're done with that and if want something specific to work on (as opposed to rummaging through the CA forums for something, which, of course, works too), then feel free to IM or PM me. :)
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Fairwater
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Post by Fairwater »

Well my thoughts on my own blade is that it reflects to much light, and it could possibly use more browns in the bone...but then again i was thinking that if this bone was coming from the desert maybe the bone had been sitting out there getting sun drenched and bleached.

As for the handle, its nothing that i am too proud of, so far i have wood to be kind of hard.... expecially on long handles that seems to distort the texture. Anyways if you morden can get it looking great i would be more than happy. If you want i can post the .nif

And PoHa, i would love to be assigned something that needs to be done!
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Post by PoHa! »

Well, you are working on things that need to be done. I didn't mean to make it sound like you weren't.

But, there is a push for the GM region now, and Architecture for Rihad will be needed soon. I don't mean to distract you from your current endeavors, but once you're done with that, I'm certain I can more work for you.
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Post by sapien »

your bone blade is very cool , however it think it would benefit from having a slightly longer stalk and a counter balance at the end ! for wide arcing swings !

and maybe the texture to be more bone coloured !

would def add to the effect
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