n8-20-Mis
Moderators: Haplo, Lead Developers
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
Don't we generally avoid using things that don't fit simply because someone has already done it.
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
some background-
I made the same point as Haplo to yellow in IRC. He says he can chop the model up and make similar but different temples for every city.
The problem I have with that is that it would require an entire interior architecture set for the temples, whereas the other Temples, being identical except for the images depicted on their walls, would require only a single model for their interiors.
I made the same point as Haplo to yellow in IRC. He says he can chop the model up and make similar but different temples for every city.
The problem I have with that is that it would require an entire interior architecture set for the temples, whereas the other Temples, being identical except for the images depicted on their walls, would require only a single model for their interiors.
[url=http://www.youtube.com/watch?v=nabO_UXb6MM]This is not my life[/url]
Though I first preferred the idea of having diverse temples in every city, I am now leaning more towards a slightly more uniform approach. To me, it seems that the minor aesthetic setback that having more similar temples would entail does not outweigh the tremendous practical advantages of that approach.
From the aesthetic point of view, I think we can all agree that the most crucial aspect of these temples should be what I will call "flavour". Rather than having diverse buildings which, while impressive, do not show a lot of flavour, the modular structure would allow us to add a lot of Raga imagery, which I believe is a lot more important.
Secondly, the modular approach is significantly superior when it comes to the practical modding business. It will allow TR a decent balance between efficient modding (we don't have to wait a few months for a single building) and aesthetic customization (see previous paragraph.)
Naturally, even if we use the modular temple system, that doesn't mean every temple has to look like a copy-paste job. I made a little list of suggestions for models which I think should allow for a good balance between technical feasibility and diversity:+
Interior
1) "Temple skeleton"
This model would include the temple's prime architectural features: general shape, supporting walls, roof etc. For the sake of diversity, even this could be retextured easily. (For the laymen, retexturing a model like this, given that the textures are already present -for example other stock city textures - is a matter of minutes.) This would probably be the temple's central room, preferably under the domed roof. See 4 for possible extensions.
2) Frescos/wallpaintings/etc
These, positioned at the same pivot point as the skeleton's central pivot point, can be fitted easily and freely in any of the "temple skeleton"'s open slots.
3) Other decorative ornaments
Optional. These would work in a similar way to the frescos, but would involve minor architectural features such as wall niches, little shrines, etc. They would again fit in some of the "temple skeleton"'s open slots.
4) Extensions*
Optional. These would certain "connector" elements, such as short hallways that could potentially be used for adding on other rooms and, as such, would require corresponding modules on the exterior. These, too, would grid snap into one of the skeleton's empty slots. See the paragraph beneath this list for a few extra thoughts.
Exterior
1) "Temple skeleton"
Copy job from interior: This model would include the temple's prime architectural features: general shape, supporting walls, roof etc. For the sake of diversity, even this could be retextured easily. (For the laymen, retexturing a model like this, given that the textures are already present -for example other stock city textures - is a matter of minutes.) This would probably be the temple's central room, preferably under the domed roof. See 4 for possible extensions.
2) Frescos/wallpaintings/etc
Optional on the outside: These, positioned at the same pivot point as the skeleton's central pivot point, can be fitted easily and freely in any of the "temple skeleton"'s open slots.
3) Other decorative ornaments
Copy from interior:
These would work in a similar way to the frescos, but would involve minor architectural features such as wall niches, little shrines, etc. They would again fit in some of the "temple skeleton"'s open slots.
Moreso than on the interior, these could be used to create some diversity without requiring a lot of modeling effort. I am thinking of buttresses, extra arches, frames, crenellations, etc. They would have no bearing on the interior structure.
4) Extensions*
Copy job: Optional. These would certain "connector" elements, such as short hallways that could potentially be used for adding on other rooms and, as such, would require corresponding modules on the exterior. These, too, would grid snap into one of the skeleton's empty slots. See the paragraph beneath this list for a few extra thoughts.
* The connectors are a little bit of a difficult matter and where possible, I think it might be best to avoid them, because they would necessitate complicated modelling work, both on the interior and the exterior. All in all, I believe, not worth it.
---------------------------------------
As a random afterthought: why not have part of the actual sanctuary be outside?
From the aesthetic point of view, I think we can all agree that the most crucial aspect of these temples should be what I will call "flavour". Rather than having diverse buildings which, while impressive, do not show a lot of flavour, the modular structure would allow us to add a lot of Raga imagery, which I believe is a lot more important.
Secondly, the modular approach is significantly superior when it comes to the practical modding business. It will allow TR a decent balance between efficient modding (we don't have to wait a few months for a single building) and aesthetic customization (see previous paragraph.)
Naturally, even if we use the modular temple system, that doesn't mean every temple has to look like a copy-paste job. I made a little list of suggestions for models which I think should allow for a good balance between technical feasibility and diversity:+
Interior
1) "Temple skeleton"
This model would include the temple's prime architectural features: general shape, supporting walls, roof etc. For the sake of diversity, even this could be retextured easily. (For the laymen, retexturing a model like this, given that the textures are already present -for example other stock city textures - is a matter of minutes.) This would probably be the temple's central room, preferably under the domed roof. See 4 for possible extensions.
2) Frescos/wallpaintings/etc
These, positioned at the same pivot point as the skeleton's central pivot point, can be fitted easily and freely in any of the "temple skeleton"'s open slots.
3) Other decorative ornaments
Optional. These would work in a similar way to the frescos, but would involve minor architectural features such as wall niches, little shrines, etc. They would again fit in some of the "temple skeleton"'s open slots.
4) Extensions*
Optional. These would certain "connector" elements, such as short hallways that could potentially be used for adding on other rooms and, as such, would require corresponding modules on the exterior. These, too, would grid snap into one of the skeleton's empty slots. See the paragraph beneath this list for a few extra thoughts.
Exterior
1) "Temple skeleton"
Copy job from interior: This model would include the temple's prime architectural features: general shape, supporting walls, roof etc. For the sake of diversity, even this could be retextured easily. (For the laymen, retexturing a model like this, given that the textures are already present -for example other stock city textures - is a matter of minutes.) This would probably be the temple's central room, preferably under the domed roof. See 4 for possible extensions.
2) Frescos/wallpaintings/etc
Optional on the outside: These, positioned at the same pivot point as the skeleton's central pivot point, can be fitted easily and freely in any of the "temple skeleton"'s open slots.
3) Other decorative ornaments
Copy from interior:
These would work in a similar way to the frescos, but would involve minor architectural features such as wall niches, little shrines, etc. They would again fit in some of the "temple skeleton"'s open slots.
Moreso than on the interior, these could be used to create some diversity without requiring a lot of modeling effort. I am thinking of buttresses, extra arches, frames, crenellations, etc. They would have no bearing on the interior structure.
4) Extensions*
Copy job: Optional. These would certain "connector" elements, such as short hallways that could potentially be used for adding on other rooms and, as such, would require corresponding modules on the exterior. These, too, would grid snap into one of the skeleton's empty slots. See the paragraph beneath this list for a few extra thoughts.
* The connectors are a little bit of a difficult matter and where possible, I think it might be best to avoid them, because they would necessitate complicated modelling work, both on the interior and the exterior. All in all, I believe, not worth it.
---------------------------------------
As a random afterthought: why not have part of the actual sanctuary be outside?
Okay, I assume this basically means that I should just work on the original, octagonal design. I don't know if I should use adanorcil's idea on the existing octagonal WIP by angelus or that I should start over with a new octagonal mesh, using Ada's idea from scratch. I'm okay with both, but I'll wait until this is clear since I don't feel like redoing stuff.
If the temple would be that simple that it's like really low poly it won't even need a separate interior mesh, I think. In that case you could do some interesting architectural stuff like arches right under the roof acting as "windows".
TF: the mesh I started with might fit in one city, it would just be unique because it can't be used over and over again because of it's size. I actually think it fits Hammerfell in a good way. But that's not mine to decide.
If the temple would be that simple that it's like really low poly it won't even need a separate interior mesh, I think. In that case you could do some interesting architectural stuff like arches right under the roof acting as "windows".
TF: the mesh I started with might fit in one city, it would just be unique because it can't be used over and over again because of it's size. I actually think it fits Hammerfell in a good way. But that's not mine to decide.
- Lady Nerevar
- Developer Emeritus
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- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
i like ada's idea a lot, and imho it is the ideal way to go. i actually think it would be simpler for you to remodel the temple while keeping in mind the modularity, the old one has quite a few annoying errors to fix. making it from scratch allows you to plan better for modularity.
that being said, i still like the byzantine mesh. is there anything wrong with it being unique to a city?
that being said, i still like the byzantine mesh. is there anything wrong with it being unique to a city?
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
okay, I made something octagonal. See this as the base("temple skeleton") for the exterior, though I might make more variations of pillars if someone thinks that's a cool way to create some variation. Windows, arches, doors, mosaics and frescoes can be added at the walls and the space just beneath the roof. It's also possible to place a little "tower" with frescoes, a clock, or a small statue on top of the roof.
[url=http://img519.imageshack.us/my.php?image=hfoctagonaltemplebasexs2.jpg][img]http://img519.imageshack.us/img519/3433/hfoctagonaltemplebasexs2.th.jpg[/img][/url]
EDIT:
scaled down the roof and removed those thingys to show how it looks that way.
[url=http://img404.imageshack.us/my.php?image=hfoctagonaltemplebaseig5.jpg][img]http://img404.imageshack.us/img404/8871/hfoctagonaltemplebaseig5.th.jpg[/img][/url][url=http://g.imageshack.us/thpix.php][img]http://img404.imageshack.us/images/thpix.gif[/img][/url]
[url=http://img519.imageshack.us/my.php?image=hfoctagonaltemplebasexs2.jpg][img]http://img519.imageshack.us/img519/3433/hfoctagonaltemplebasexs2.th.jpg[/img][/url]
EDIT:
scaled down the roof and removed those thingys to show how it looks that way.
[url=http://img404.imageshack.us/my.php?image=hfoctagonaltemplebaseig5.jpg][img]http://img404.imageshack.us/img404/8871/hfoctagonaltemplebaseig5.th.jpg[/img][/url][url=http://g.imageshack.us/thpix.php][img]http://img404.imageshack.us/images/thpix.gif[/img][/url]
thanks for the comments, but after more discussion on IRC I modelled this:
[url=http://img134.imageshack.us/my.php?image=hfocttemplewipv3bz7.jpg][img]http://img134.imageshack.us/img134/2866/hfocttemplewipv3bz7.th.jpg[/img][/url]
It's very wip and still needs a lot of work, obviousely. However, I strongly encourage critique because at this stage it's still rather easy to mess with the overal shape.
Under the dome, in the middle, is the actual interior located which will be a seperate mesh. There will be placed 8 small domes on the roof. 4 of the sides of the "complete" mesh are pieces of wall with those windows and arches, and the other 4 are walls with big frescoes on them.
[url=http://img134.imageshack.us/my.php?image=hfocttemplewipv3bz7.jpg][img]http://img134.imageshack.us/img134/2866/hfocttemplewipv3bz7.th.jpg[/img][/url]
It's very wip and still needs a lot of work, obviousely. However, I strongly encourage critique because at this stage it's still rather easy to mess with the overal shape.
Under the dome, in the middle, is the actual interior located which will be a seperate mesh. There will be placed 8 small domes on the roof. 4 of the sides of the "complete" mesh are pieces of wall with those windows and arches, and the other 4 are walls with big frescoes on them.
- Lady Nerevar
- Developer Emeritus
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- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
it looks like the interior will be very small, i was envisioning it being much closer in size to the exterior. the colonnade doesnt need to be very big imho, just big enough for people to walk around (128 units?). the dome also seems really small compared to the building, i say scale it up.
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
Sorry for my absence, but I'd like to work on this temple again. I had a look at the mesh yesterday and it seems to me like it just doesn't work. Therefore I propose starting over with a completely new and clear concept.
It would be cool if anyone who has an idea could draw a little basic example and post it here.(it doesn't have to be a shiny drawing but just a visualisation of your idea) We can continue from those drawings.
If an admin thinks this thread should be moved to design again then that's okay, but I don't think it's necessary.
It would be cool if anyone who has an idea could draw a little basic example and post it here.(it doesn't have to be a shiny drawing but just a visualisation of your idea) We can continue from those drawings.
If an admin thinks this thread should be moved to design again then that's okay, but I don't think it's necessary.
- Thrignar Fraxix
- Developer Emeritus
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Why do you need a new concept? I believe there are enough concepts and ideas in this thread to make the model.
Or perhaps someone disagrees with me, I am by no means an expert on this, I just hate dead claim threads.
Or perhaps someone disagrees with me, I am by no means an expert on this, I just hate dead claim threads.
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
im just going to say this in public: please dont bump these threads. i am in contact with most of these people and aware of the current status of the claims, bumping them really wont do anything. neither will revoking, since we have no one to pick them up.
for example, jelle alerted me to the status of this and his other claim yesterday, meaning that you are replying to really out dated information.
for example, jelle alerted me to the status of this and his other claim yesterday, meaning that you are replying to really out dated information.
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
then for the sake of appearances how about you get people to post here. It is the most disheartening thing in the world to see an entire section of the project as dead as this forum was earlier.
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
if people don't see the death they won't strive to change it
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
This claim is going slow but I'm still working on it. I've been having some hard months, or actually, a hard half year. This caused me to be absent at the forums, irc, school, and in a way life itself.
I have been trying to get back to a normal life again, yet that took time. The last 6 months I've mainly been living in constant anxiety and worrying, call it thinking way too much. It's hard to really think about anything that isn't related to that worry in such a way(school, friends, TR, anything), but I got out of this for the biggest part now.
Fact is though that this is still in the concept phase, since we didn't really have anything good everyone agreed upon ever.
Therefore I want to make sure I have something perfect before showing it to you, since I don't feel like starting over again. I'm working on this with ada and I'm sure you will like it when it's finished.
I have been trying to get back to a normal life again, yet that took time. The last 6 months I've mainly been living in constant anxiety and worrying, call it thinking way too much. It's hard to really think about anything that isn't related to that worry in such a way(school, friends, TR, anything), but I got out of this for the biggest part now.
Fact is though that this is still in the concept phase, since we didn't really have anything good everyone agreed upon ever.
Therefore I want to make sure I have something perfect before showing it to you, since I don't feel like starting over again. I'm working on this with ada and I'm sure you will like it when it's finished.
Let this be the start of some sort of return. Ada did all the brainstorming and concepts for this temple, so the idea is fully his. I wanted to make some more modular parts before posting, but since I'd like to give this claim a spark of life I will post a very wip thingy.
Adanorcil already showed some of his ideas in this thread, and it was already clear we were going for a very modular temple. The basic mesh is rather plain, but modders can add modular pieces like pillars, windows, frescoes, arches, etcetera in the cs. I was thinking about 3 variations of each of these, yet I still have to discuss this with Adanorcil. The arch/window thingies on the walls are placeholders too. The actual modular models would be more detailed.
The snake pillar thingies are just placeholders and examples of a modular piece, I created them just now so that I could show the general idea. Don't know if they are even lore-acceptable for the final collection of pieces. The pillars would be way more decorated too, but this would require further conceptualisation. Frescoes are pretty easy: there are already plenty of concepts which can easily be coloured, textured on a plane, and used as a modular piece which modders can place where they want.
Rough example of a temple with all the modular slots filled:
[url=http://img93.imageshack.us/my.php?image=templerender02total.jpg][img]http://img93.imageshack.us/img93/7755/templerender02total.th.jpg[/img][/url]
Close up of the yoku statue on a pillar(I guess this can be used as a final thing)
[url=http://img521.imageshack.us/my.php?image=templescreen01closeupst.jpg][img]http://img521.imageshack.us/img521/606/templescreen01closeupst.th.jpg[/img][/url]
Its still far from finished, but if someone feels like drawing up some concepts for modular arches/pillars(decorative and yoku stuff)/etc. please do feel obliged to do so.
Adanorcil already showed some of his ideas in this thread, and it was already clear we were going for a very modular temple. The basic mesh is rather plain, but modders can add modular pieces like pillars, windows, frescoes, arches, etcetera in the cs. I was thinking about 3 variations of each of these, yet I still have to discuss this with Adanorcil. The arch/window thingies on the walls are placeholders too. The actual modular models would be more detailed.
The snake pillar thingies are just placeholders and examples of a modular piece, I created them just now so that I could show the general idea. Don't know if they are even lore-acceptable for the final collection of pieces. The pillars would be way more decorated too, but this would require further conceptualisation. Frescoes are pretty easy: there are already plenty of concepts which can easily be coloured, textured on a plane, and used as a modular piece which modders can place where they want.
Rough example of a temple with all the modular slots filled:
[url=http://img93.imageshack.us/my.php?image=templerender02total.jpg][img]http://img93.imageshack.us/img93/7755/templerender02total.th.jpg[/img][/url]
Close up of the yoku statue on a pillar(I guess this can be used as a final thing)
[url=http://img521.imageshack.us/my.php?image=templescreen01closeupst.jpg][img]http://img521.imageshack.us/img521/606/templescreen01closeupst.th.jpg[/img][/url]
Its still far from finished, but if someone feels like drawing up some concepts for modular arches/pillars(decorative and yoku stuff)/etc. please do feel obliged to do so.
This is very pretty; you know my comments on IRC already.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
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Made some modular parts using Lute's yoku CA as a reference. Just a windowthingy and a pillarthingy depicting some yoku snake god thingy. I could just aswell have the lorestuff messed up but it was just a little experiment anyway.
[url=http://img269.imageshack.us/my.php?image=modularstuffrender2.jpg][img]http://img269.imageshack.us/img269/6384/modularstuffrender2.th.jpg[/img][/url]
Oh, and btw, I need concept art for awesum modular parts.
[url=http://img269.imageshack.us/my.php?image=modularstuffrender2.jpg][img]http://img269.imageshack.us/img269/6384/modularstuffrender2.th.jpg[/img][/url]
Oh, and btw, I need concept art for awesum modular parts.
- Lady Nerevar
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You meanthe windowframethingys right? Blender does yet need a good polycountthingy but you can see for yourself at this picstuffs: [url=http://img193.imageshack.us/my.php?image=polycountframestuffs.jpg][img]http://img193.imageshack.us/img193/8192/polycountframestuffs.th.jpg[/img][/url]Lady Nerevar wrote:lovin' the pillars. whats the polycount on those frame things? they look rather round.
- Lady Nerevar
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Thanks for noting, I missed that for some weird reason. Anyway, pillarupdatetaimstuffs.Lady Nerevar wrote:not too bad. you can cut the polygons off the backside (if they are still there) since that side will never be seen.
[url=http://img268.imageshack.us/my.php?image=snakepillarrenderstuffs.jpg][img]http://img268.imageshack.us/img268/6687/snakepillarrenderstuffs.th.jpg[/img][/url]
Again, concept hijacked from Lute's CA thread.
- Lady Nerevar
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i like it, but i think the bodies of the snakes should be thicker (they dont look like they would support the weight atm). i also dont think the inside rings add anything... maybe just put a plane there and add the rings and other details through an alpha'd texture?
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
Just making clear Im still working on this. Modelled one of Myzel's arches, and working on the exterior archstuff conceptualized by Ada.
Edit:
Renderthingys
Arch, concept by Myzel. Details like the snake in the center part will be done by normalmaps.
[url=http://img23.imageshack.us/my.php?image=myzelarch.jpg][img]http://img23.imageshack.us/img23/8715/myzelarch.th.jpg[/img][/url]
Exterior arch/pillar ring. Pillar concept by Myzel and arches/general concept by Ada. Pillar models by ada too. I mightve messed this up because I didnt have the top perspective concept since that was still on my other pc, but I'll ask ada to send it over.
[url=http://img25.imageshack.us/my.php?image=extarch.jpg][img]http://img25.imageshack.us/img25/3341/extarch.th.jpg[/img][/url]
Edit:
Renderthingys
Arch, concept by Myzel. Details like the snake in the center part will be done by normalmaps.
[url=http://img23.imageshack.us/my.php?image=myzelarch.jpg][img]http://img23.imageshack.us/img23/8715/myzelarch.th.jpg[/img][/url]
Exterior arch/pillar ring. Pillar concept by Myzel and arches/general concept by Ada. Pillar models by ada too. I mightve messed this up because I didnt have the top perspective concept since that was still on my other pc, but I'll ask ada to send it over.
[url=http://img25.imageshack.us/my.php?image=extarch.jpg][img]http://img25.imageshack.us/img25/3341/extarch.th.jpg[/img][/url]
- NexUmMonastica
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could you post a .3ds or .odj file that I could look over? I always prefer screens over renders: I can read whats going on much better if I can see the normals.
and killer job so far!
and killer job so far!
...killing a six-pack of beer just to watch it die.
"you are awesome... become female so you can bear my children "
"This has been a known occurrence for years. We will not fix it." - Thriggy
"Anal crits are my specialty..." N
"you are awesome... become female so you can bear my children "
"This has been a known occurrence for years. We will not fix it." - Thriggy
"Anal crits are my specialty..." N
Oh hai, Jelle hasn't logged in since July 1st, anyone know where he is? A PM could bring him back from the Nether... regions.
Forum Administrator & Data Files Manager
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
- Lady Nerevar
- Developer Emeritus
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- Location: New Orleans, LA
Who's working on this, Jelle or Adanorcil? And how are they doing?
Forum Administrator & Data Files Manager
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
- Thrignar Fraxix
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