Middle Class Base 01, 02, 03, 04, 05, 06 [Working]

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Fairwater
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Post by Fairwater »

That remind me.....morden, were you going to put specular maps on the textures?
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Morden
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Post by Morden »

Here are some of the textures with new normal and specular maps. I think ladyN is going to do the rest.
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Post by Noirgrim »

If you'd prefer me to do the rest, and not N, just let me know.
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Post by Lady Nerevar »

what rest am i supose to do now? :P in other words, i think noir is better to pick it up. i still have several things i need to finish up before i can devote tons of time to 0oT (wich i DO plan to do soon)

downloaded and instaled, thanks much morden. screens comming later today.

[edit] hawt damn, those are some detailed maps. did you paint them by hand or is there some technique that im not aware of? (option 2 is more likly)
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Post by Fairwater »

Ok lady n this is what you have to do.....if you should accept.
i have a huge favor to ask. I need someone to go through each one of these in nifscope and on each of the upperstory onion frames..click "face Normals" this will get rid of any weird shading and hopefully flickering in game.


If you need more details let me know
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Lady Nerevar
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Post by Lady Nerevar »

well, i just came strait from the game and didnt notice anything wrong with the domes. the main issue was the brightness again, i may just have to whip up quick, flat gray maps so that it isent that bright for the preliminary shots.

the overhang mesh is also a bit wierd, the way it is now the rings and the end of the poles dont line up. while this is not an acutal error, curently the modder has to rotate them by hand to make them fit.

house 5 has the door rotated wierdly in the mesh itself, that was the major mesh error i encountered.

the wall meshes dont snap together because their sides are not the same. not sure if thats on purpose. the fence meshes are also slightly wider then the fence post meshes. again, thats not an error just a minor inconveniance.

the silo mesh's top door's hinge was missing a texture. incorect path or something probably, becuase the lower 2 have textures.

thats what i found in the short time i spent playing/modding with this. great progres, i wuv j00 fairwater :)
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Fairwater
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Post by Fairwater »

did you use the new specular maps? .....it is posssible that morden just didnt get the ones needed for the houses done

but thanks for getting my other errors all checked out ...i will fix them soon enough
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Post by Morden »

I forgot to fix one or two of the over bright specular maps I did.. ooops. I think its mostly just the top floor wall texture.
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Post by Lady Nerevar »

im thinking that the shininess lies not only in the spec maps. i painted mine black on the latest trial, and parts were still realy shiny when in direct contact with the sun. perhaps some kind of material property (or something else im not familiar with) is playing a part?

[url=http://ladyn.tamriel-rebuilt.org/Goldmoor%20MC%20Test/]Anyhow, here are a few screens I took when I had the maps at a medium gray.[/url] (clickeh)
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Post by Morden »

Shininess does lie in the specular map. However, with HDR lighting, buildings are supposed to shine in direct sunlight... thats the whole idea. Lighter colors, like those on the Rihad buildings will be super bright compared to darker toned buildings. Its like trying to read a book in the sun.. you can't even see the text half the time cause the white paper is reflecting so much light.
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Post by Fairwater »

ok i can notice from those pictures two things....frist we still need to do the face poly thing on the meshes, second we still need a new dome texture.

Ok and here is a third....does the vertex shading on the arches look weird?
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Post by Lady Nerevar »

i didnt realy notice much vertex shading on the arches. unless you count the fact that you can sort of make out the polygons (differently shaded or toned or something) as an vertex shading error

i did post errors that i noticed in an above post though, some of them are rather serious

[edit] also, if the shinyness is supose to be like that with my graphix, fine. i just hadent seen it anywhere else and figured it a problem. it realy is much better with proper maps.
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Post by Fairwater »

i am going to fix those right now!

can you take a screen of the vertex shading errors


Edit

Here they are
Attachments
fixed items.rar
(130.66 KiB) Downloaded 46 times
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Fairwater
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Post by Fairwater »

New Textures!

and reconstructed the top arches to remove all flickering and weird shading!


Preview!!

all texture for MC are done!

[url=http://img388.imageshack.us/img388/107/newtexturesin7.jpg][img]http://img388.imageshack.us/img388/107/newtexturesin7.th.jpg[/img][/url]
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Post by Haplo »

Pure awesomesauce mang. :-) You've made everyone happy with that post. Keep it up *thumbs up*
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Post by Macar »

holy awesome, batman!

They look really old- that's good. I cant wait for some ingame shots.
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Lady Nerevar
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Post by Lady Nerevar »

sex
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Fairwater
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Post by Fairwater »

so everyone likes these more than the old ones?
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Post by Morden »

Looks good, but I'd love to see in-game shots. It would be even better if we could get our hands on the actual files.
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Post by Elfane »

It looks damn amazing, though I think that it should be somewhat less damaged stuco. To contrast more with the LC set. The pillars look very worn by time and wind.
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Post by Haplo »

I agree, I actually like both equally. They both have pluses and minuses in my eyes.
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Post by Morden »

I actually like both equally.
You can't be serious. This one is light years ahead of the last set. We can just forget the blue marble ever existed.
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Post by Haplo »

I thought it looked cool *shrug*
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Post by Fairwater »

Yea the pillars do look alittle worn down... but that was the goal.... if you are worried because you think that it will look to much like LC, trust me when i say it LC will look even more battered!
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Post by Nomadic1 »

That made me sit up and take notice! It looks excellent. Good work :]

Be nice to see an in-game screenie though.
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Post by Fairwater »

Yea i will get one up.... i dont think it will have specular maps on it just yet though!
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Post by Elfane »

Fairwater wrote:Yea the pillars do look alittle worn down... but that was the goal.... if you are worried because you think that it will look to much like LC, trust me when i say it LC will look even more battered!
I do belive you, though I still think that the pillars are missing too much stuco.
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Post by Fairwater »

Yea that is something that can easily be remidied! What is everyone elses opinion, on the pilars?

EDIT

PS All The Credit Goes to Noirgrim, i just slapped his awesome textures on the models!
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Post by fanfas »

Wow this really is an improvement, i love the new textures.

As for the pilars i agree that they need to look more "young".
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Post by Fairwater »

Ok well here are the new rihad textures....... as morden requested!.... Right now i am have to redo uv maps and stuff like that so applying them directly to the models wont work exactly!
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Post by Haplo »

Props to Noir & Fairwater, Machine-like beings indeed.
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Post by Morden »

Thanks a bundle. Downloading now :)
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Post by El Scumbago »

At first I was shocked by how worn and torn it looked, but now I approve. If only the worn-iness could be toned down a bit. But I also love Morden's new work as presented in the News forum. It's a hard decision, but Fairwater's approach is much closer to Anvil, as is the plan we've been following since concept phase.
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Post by Noirgrim »

The textures I made for Fairwater's meshes are pretty much final, baring any minor tweaks.
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Post by CleverClothe »

I also think there is a little too much wear (don't they take care of their houses?). But the textures do look real and don't have the shininess that I disliked in Oblivion.
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Fairwater
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Post by Fairwater »

well i got to say i like the feel of the houses as run down. Dont forget there will be cities in HF with a much more prestine feel to them. Anyways if everyone wants i can export a new batch of houses.... this might just be the final time!

Then i should finish up my lamp post and market!
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Post by Nomadic1 »

I like the houses with that bit of wear on the columns. I just reckon it suits the place. I mean Rihad is a military city, so I couldn't imagine them really caring about useless aesthetics like keeping the columns well maintained.
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Post by CleverClothe »

Just because it is a more militaristic city, doesn't mean that they like living in shitholes. :)
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Post by Noirgrim »

Did you just call Fairwater's houses 'shitholes'?
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Post by CleverClothe »

Noirgrim wrote:Did you just call Fairwater's houses 'shitholes'?
Did I say "Fairwater's houses are shitholes"? No. So stop asking the obvious.

When you look at militaries in history and fantasy, they care a great deal about aesthetics. Not on everything of course, but they do care about it. It is another way to show power and wealth.
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