Morke's Showcase (3DSMax8)

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morke
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Morke's Showcase (3DSMax8)

Post by morke »

here's the beginning of my High-rock architecture project.
im working on a full set of Interiors and Exteriors for the Wrothgarian style and this is my current drift.

the texturing isn't all that great, but i've never been much of a UVW mapper. anyway. I just discovered that my Gate got mysteriously deleted and my autoback can't recover it. "violently shakes fist" (if you guys like it i can re-build it, but i was thinking of doing a different one)

http://i118.photobucket.com/albums/o97/solobeck/1-1.jpg


this is the current progress on a bigger ship

http://i118.photobucket.com/albums/o97/solobeck/1.jpg

criticism welcome! :D
Last edited by morke on Fri Mar 02, 2007 7:26 pm, edited 1 time in total.
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morke
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Post by morke »

heres a Wrothgarian house with some texturing

http://i118.photobucket.com/albums/o97/solobeck/1-2.jpg
Last edited by morke on Fri Mar 02, 2007 7:27 pm, edited 1 time in total.
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Post by Fairwater »

Wow that ship looks great... i would be wondering if you be allowing TR to use it? You have some great work here!
Ps. UV mapping will come, i have found that looking at how Beth does it helped me alot!
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Post by PoHa! »

Why'd you bump your thread only after 1 minute? Come on, give people a little time. :P

The gate/walls certainly remind me of the Orcs, so I suppose that's good, right? Yes, I suppose it is. :) It is, however, currently too far off a subject at the moment, though it does look nice.

I have to admit, I'm more impressed with your ship. Its quite nice, though I'm starting to worry about the poly count on it, even though I don't know what it is, it certainly LOOKS like its getting up there.
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Post by morke »

19940 triangles
9962 polys


that is "without" deleting alot of unnecessary chamfers. i can do away with most of the ones i have, since OB doesn't really use them at all on their ships.

i'm going to chamfer the posts and the tops of some rails. i might be able to knock down a couple k of triangles that way
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Post by morke »

hahahah i wasn't bumping the thread.. lol I was correcting some ironic bad spelling XD
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Post by Lady Nerevar »

you can edit posts you know.
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Post by Elfane »

Very nice work, I hope that we will see you join.
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Post by morke »

thnx. i hope to be a part of the team someday. I'm pretty bummed out though, because i recently lost a years work on an island north of Vvardenfell. (the city was about the size of 2 Balmoras and the Castle was about 4 Ebonhearts)

:( :( :( :( :( :( :( :( :(

this is a sword that i had gave up on a long time ago. i reduced the poly count from 25000 to 5400
(im aiming for 1000-2000)

http://i118.photobucket.com/albums/o97/solobeck/1-3.jpg

(hilt)
(photobucket is not cooperating)
Last edited by morke on Sat Mar 03, 2007 5:43 am, edited 2 times in total.
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Post by PoHa! »

Damn, that looks nice. The count on the polys don't, unfortunately. If you could get it down to your aim, that would be sweet.

I don't know who would wield such a thing, however. It looks badass, but not reminiscent of the Redguards to me. Did you have any plans for its usage?
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Post by morke »

i really had no goal back when i made it. there are plenty of changes i can make though... but currently im thinking about completely redoing the hilt and saving the meshes for something else. i like the blade enough to keep it, and i can texture it to fit a culture if i have some guidelines.

ive currently bitten off more projects than i can chew at once, (i tend to work on 50 things at once unless i have a list) so im worrying more about exterior models.
i would love to start meshing misc static objects for hammerfell. SOMEONE SEND ME A LIST! :D
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Post by PoHa! »

How about trying your hand at one of the [url=http://img86.imageshack.us/img86/6779/scan00010kw.jpg]flutes from this pic here?[/url]

Get it under 700 triangles, if you can while keeping a decent look to it.
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Post by morke »

im on it
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Post by El Scumbago »

Got a showcase already? Nice job morke, and that blade screams "ebony" to me. As a unique item, it'd look very cool, in spite of being too alien for a Redguard.
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Post by Gnomey »

I could imagine the sword in the hands of a rich Imperial collector/random adventurer. Might have made a nice high-level Thieves Guild quest, but from what I've heard the Hammerfell TG is quite different. Actually I think that it might make a nice Daedric variant for Quagmire, though that might just be me.
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Post by wogya »

First of all: Very nice work! Hope to see a lot more of that!

About the flutes (sorry, I don't know where they were first introduced, so I'll post my input here), from a pure physical point of view, they would not really work. To make them more realistic the fingerholes should be moved further away from the mouthpiece. Especially on the largest crooked flute they should be much further down, it looks quite ridiculous as it is now. Any holes much closer to the mouthpiece than half the tube length are pretty much redundant, as those notes are produced with better quality by overblowing. This has nothing to do with tuning systems (which I presume is not the same in Tamriel as in modern western culture), but the fundamentals of a vibrating air column. Just some thoughts.

Ok, I'll stop nitpicking and get back to composing... Have fun modeling! :)
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Post by Macar »

Hehe, I am the artist behind the "flutes".

Now first of all, these are not meant to be flutes- they are all double reeds- but for the purposes of the model, it dosent really make much difference.

Now, I'm sure that wogya knows more about instrumenal acoustics than I do and I agree that the fingerholes are too close to the mouth. However, half of the tube length does include the length of the mouthpiece itself.

For the modeler's sake- just use the fingerhole placement of RL isntruments that they are intended to sound like:

The curved one is like a crumhorn (except-my version only has 3 holes): http://www.e-m-s.com/cat/woodwind/new%20woodwind/crumhorncornamuse/Krummhorn_R04.jpg
And the others are mean to sound like a mizmar: http://www.musicoutfitters.com/ethnic/images/mizm.jpg
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Post by wogya »

Yes, I noticed they were double reeds, except the curved one. But now that you mention the crumhorn I can see that it's also a double reed. Furthermore they all appear to be closed pipe instruments (unlike flutes), that overblow by a 12th (similar to 2/3 of pipe length) and thus require holes closer to the mouthpiece. So the holes on your small instruments were quite okay from the beginning. Only the crumhorn requires some more holes further down, like in the picture.

Don't worry Macar! They are very nice concepts, it's just me who tends to be a little perfectionist sometimes. Maybe I should become an interior reviewer... :D
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Post by morke »

oh sure... NOW you tell me XD
i just finished the beta mesh for the long curved flute.
i think i can move some sections around to move the holes are lower.

the problem with putting holes in cylinders is it creates a massive polycount; if you want it to look good. If i had RHINO3D i could probably boolean them and export the meshes but they would look really funny. (many triangles)

the flute with the face is going to be difficult. unless i have a texture that represents the wood carved face, there is no way to get the polycount under 700 and still have a desirable look.


http://i118.photobucket.com/albums/o97/solobeck/flutes.jpg

texturing will be difficult but with a good bumpmap i can make the small flute look much better and the curved one to HOPEFULY look like its got 1000 polys. (im going to apply maps to each of the extensions)

im a musician but i know only of stringed instruments. if anybody has any concept art for a lute or guitar type instrument then send it my way. (I noticed there weren't any in OB!)
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Post by Haplo »

Awesome job on this stuff. You'll be promoted very soon if you keep it up... Your models are great, morke!
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Post by PoHa! »

Yer.

The holes in the flutes/reeds/whatever the hell the instruments are called can be made to exist in the texture itself. So that should free up some polies :D
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Post by morke »

thankyou. I think meshing for games is much more fun than meshing realistic images. its definately a new experience for me to be meshing low-poly models. making them 'look' high-poly is certainly the 'adventure' part.

i'm redoing the hilt on my old sword and re-texturing the blade to give it an OB Dremora look. i have a copy of photoshop somewhere in a stack of 300 cd's, and if i find it i want to try mixing an ebony and daedric texture style. maybe i can get a black, red, and gold weapon idk :D

unique weapons are always the best!

oh, and on that note: i found a really fast way to make dozens of different styles of maces whilst keeping thee poly count to a min. it seems that TES designers made the best weapos in the game ALL blades. id love to see more reasons to make a blunt weapon char or an axe char instead of the longblade/heavyarmor usual.
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Post by morke »

ok, heres an example of the mace, it took me around 20 minutes to mesh. i used a cylinder, a sphere, (scaling tools), and a spring.

http://i118.photobucket.com/albums/o97/solobeck/1-4.jpg

i re-worked the textures on this sword, and meshed a new hilt. there are some details pending but im colliding with the 3190 triangles i already have.

(perspetive)
http://i118.photobucket.com/albums/o97/solobeck/6.jpg
(hilt)
http://i118.photobucket.com/albums/o97/solobeck/5.jpg
(blade texture)
http://i118.photobucket.com/albums/o97/solobeck/4.jpg
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Post by morke »

ok hahah i found some book meshes (I have way to many files XD)
http://i118.photobucket.com/albums/o97/solobeck/collection.jpg
ive always wanted to see way more meshes of books in OB and MW, as well as some big, unique-meshes for rare skill books.
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Post by Ghogiel »

3k tris for a sword as long as it looks badass isn't a problem. 700tri isn't a very friendly poly limit imo. Unless you want a no frills weapon. On an average weapon I'll use 1-3Ktris.

If you have the high poly and a low poly mesh you can set a couple lights ups and use projection on it to RTT a proper normal map in max. all the insane details you added into the high poly mesh will come up in the normal map. Its what is being done in the games industry quite a bit to create their normal maps. Then paint your texture and use the nvidia plugin to make a normal map from the texture and use that as an overlay layer to get a few fine grains and pop the normals details.

that way you still keep all the details you could ever want and keep a low poly mesh for game use.
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Post by Macar »

The mace looks great- very "Morgoth"

The instruments are comming along nicely. Though, dont forget the reed on the top one. It looks rather wierd without it.
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Post by PoHa! »

Ghogiel wrote:3k tris for a sword as long as it looks badass isn't a problem. 700tri isn't a very friendly poly limit imo.
Who said anything about a 700 Triangle weapon?

Nice books, morke. And yes, more books are quite necessary as well. Are all of these working in the CS and such, I take it?
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Post by Ghogiel »

PoHa! wrote:
Ghogiel wrote:3k tris for a sword as long as it looks badass isn't a problem. 700tri isn't a very friendly poly limit imo.
Who said anything about a 700 Triangle weapon?
dunno
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Post by morke »

honestly i have no idea ho to get my meshes to export. i have the TES Exporter instaled but it tells me i dont have the proper version of max. i dont know if downloading more .dll files would help. ???

ok about the sword, yes: i used a similar tactic to make the blade texture, and i'll take Ghogiel's advice and render the gold embroidery in a high-pixel .bmp then reaply it to a hilt that has less poly's. (i assume thats what your talking about, though i know very little about my 3ds plugins :D) hopefuly i can achieve what Bethesda did with the ebony weapons in OB and get the texture to pop out with some bumpmaping.

id also like to say thanks for the help and the comments i've been getting here. it really helps out alot to have different opinions to make a mesh well-rounded :)
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Post by morke »

ok here is the sword re-meshed and re-textured. i think its a much better model this time.

ATTENTION: this is the 20-30k poly version. im going to re-apply the texture to the sword (without the embroidery) and it should end up around 2k polys
http://i118.photobucket.com/albums/o97/solobeck/7.jpg

lol i know i keep changing the sword style but i think all the spikes were taking away from the balance of the weapon.
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Post by Elfane »

I must say, very nice sword. And if you can get it down to 2k polys. Hurray!
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Post by Inerri »

Wonderful work! I do love your textures(especially in buildings) I hope we will see more of that here soon. :D
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Post by morke »

thanks, architecture is the only thing i like to texture. when i get new stone and cobble textures i make new scenes just to use them :D

ok i retextured the sword, but something is really bugging me about the hilt. (i think its the UVW scaling) other than that im pretty happy with it.

http://i118.photobucket.com/albums/o97/solobeck/11.jpg

its currently at 2178 triangles. i dont have much else that i can take out without making it look choppy.. Im really interested in seeing how the glowing falloff texture on the blade is going to look in-game. i still need a working exporter though "shakes fist"
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Post by angelus6 »

if you chuck me a copy of the .3ds or .obj file ill give it a shot getting it out of 3d max (as a .nif) and into the game :D w00t! just post it here or PM me
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Post by Macar »

Are we gonna promote this guy or what?
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Post by Fairwater »

Heck yes, it is great to see a great modeler!
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Post by morke »

wheeeeeeeeeeeeeeeeee


im working on a tutorial right now for the NVIDIA plugin and whatnot, so i have the .dds files... but as far as the .nif files: I haven't had coffee yet. today i'm gonna try finishing off the top flute and maybe completing some exterior models.

has anybody built castle wayrest yet?

edit: ACK the .3ds file won't attatch


edit: hahah there we go... i hope it works. let me know what needs to be done with the vertexes and textures.
Attachments
hilt.dds
(1.83 MiB) Downloaded 118 times
handle.dds
(191.8 KiB) Downloaded 81 times
uniqueswordmesh.rar
(17.25 KiB) Downloaded 112 times
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Post by Gez »

morke wrote:has anybody built castle wayrest yet?
Given that we'll only need it once we'll be creating High Rock, and that it hasn't even been decided to create High Rock (we're kinda waiting to finish Hammerfell before thinking of another province), I'd guess that the answer is "no." ;)
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Post by morke »

hahahahahahhah ok yes. I should be enough of a daggerfall junkie to realize that Wayrest is not part of hammerfall XD

ok.

what abou Scourge Barrow? :)
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Post by Macar »

No- though some awesome ideas have come up for it (check out some of lutemoth's HF undead!)

We are working on the Goldmoor region which borders Cyrodill. And when I say working- I mean we're mostly trying to get models.
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