Dres Exterior Set

Place where approved concepts are developed into in-game assets. (Models & Textures)

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Aeven
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Post by Aeven »

Might I suggest covering the entire side of each cap with the border texture? Also, the main texture feels a bit stretched.

But nice to see you're making progress! :D
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Post by Nalin »

I posted these screens already but I suppose this thread is the more apt one to post them in.

Like I said in the other thread - I love your enthusiasm and the speed in which you put together this stuff.

But

We already had/have a base model with some modulars (pillars and building top variations), like I also said in the other thread, more or less.

[url=http://img696.imageshack.us/i/dresatmosphericconceptc.jpg/][img]http://img696.imageshack.us/img696/3451/dresatmosphericconceptc.th.jpg[/img][/url]
Atmospheric city concept.

[url=http://img861.imageshack.us/i/alcovesdone.jpg/][img]http://img861.imageshack.us/img861/8127/alcovesdone.th.jpg[/img][/url]
Showing what can be done with the base model building that I made originally.

The stuff I did has the (slight) advantage of being pre-textured and, IMO, a bit tasty.

I know It's a pain me saying this now when you already went and made a whole multitude of buildings but I have this habit of dissappearrinng for a while and then just suddenly popping up. During my time away I heard you'd taken on the Dres stuff but figured you'd be using the nifs I already put up and going from there rather than from scratch.

Granted, they'll be some/lots off uv remapping involved but you'll have to do that anyway with the stuff you have now. If you did take my stuff and work from that (making the L shaped buildings and such - which I was pretty sure we were not going to have ?) then I for one would be a very happy badger. As would everyone else here.
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Post by Haplo »

Nalin wrote:I know It's a pain me saying this now when you already went and made a whole multitude of buildings but I have this habit of disappearing for a while and then just suddenly popping up.
Frankly, because of this kind of thing happening in every department, we have had to redo a great many things, so since we have an active and non-missing modder who has made pretty much an entire exterior architecture set by now (which everyone likes very much), we are going to be sticking with that set.
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Post by Bloodthirsty Crustacean »

Out of interest, has there been progress on Warder's buildings? Are casual viewers missing stuff that's happened on IRC?

It all seems to have gone quiet since Aeven's post. It'd be cool to know what's been going on since if it's been happening elsewhere.
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Post by The_Warder »

Nalin: i have made some quick looks at the stuff you created which i enjoyed. I'll take another look soon. The reason i started from scratch was because i didn't want the set to look irregular(from different visual styles), not because of the models you posted

there has been a bit of work going on( not as much lately due to work)i hope to get a lot done this weekend. mostly been messing with UV maps making them line up right so seams don't show. Other then that its the long process of each UV.

hopefully more soon :)
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Post by Nemon »

Have any new stuff to show here?
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Post by Worsas »

http://imageshack.us/photo/my-images/861/alcovesdone.jpg/
Frankly, because of this kind of thing happening in every department, we have had to redo a great many things, so since we have an active and non-missing modder who has made pretty much an entire exterior architecture set by now (which everyone likes very much), we are going to be sticking with that set.
No chance that you can have both? The hlaalu-set, for example, contains special houses with such niches on them where they store their urns. It would be a shame not to have such a variant.
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Post by Haplo »

We could have both designs, yes, if they fit well together. I'm simply saying that we aren't going to go back to square 1 or 2 when we're at square 20, for example.
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Post by Thrignar Fraxix »

Can we get an update please? It has been far too long since the sheer pleasure of seeing progress on the dres set has caused my pants to rocket across the room.
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Post by Mwgek »

To bad he went awol. Would love to see the progress here. Anyone tried pm/mail etc?
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Post by The_Warder »

heres an update with everything i had. just couldn't find the time and lost the motivation. thought i uploaded a while back but guess not
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Post by Haplo »

Thanks, Warder!
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Post by Mwgek »

Can you change the ownership of this claim to me? Can I also hear from you guys what this set needs besides the stuff in my showcase thread to make the set complete. I want to get the exterior of the Dres set out of the way :).
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Post by Why »

Initiate blatant abuse of power in 3... 2... 1...
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Post by Why »

To answer your question of what the set still needs, I'd imagine ramps and stairs will be necessary for basic exteriorizing (predominantly ramps, since we seem to be avoiding stairs), as well as platforms and bridges, maybe a strider port, harbor pieces and dedicated watch towers. Alpha mapped decorative paintings/texts are still high on my list but those can wait till later. Maybe Nemon can chime in here, he'll know what he needs to build proper towns.
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Post by Nemon »

Yup, I can chime in. My thoughts will probably revolve around very simple stuff quickly made, but we often forget the little things while we're focused on the difficult ones.

TL;DR simple things! Small pillars, walls and textured blocks. On so many occasions have I been irritated because I'm unable to fill a gap between two or more statics, just because we lack a simple textured block, rectangular, cylindrical or whatnot. The Dres set is awesome, and as long as we have at our disposal not only the big advanced meshes, but also the small simple stuff, we're able to create great things easily. I personally use lots of small stuff covering holes, gaps and seams, or even just to spruce up a repetitive pattern. For instance, let's say I want a certain Dres building to stand out? Then I might add a set of pillars going down the sides of the building, perhaps having some ivy cling onto it for cosmetic reasons.

So yet again, TL;DR : Lego.
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Post by Mwgek »

Ok will get on to this ASAP. What I was thinking, fill in if I missed something.


For now:
Bridges, ramps, plateaus, Cool door(!), Alpha mapped decals, planters, upper level doorjamb, Variation larva lighting.

Resizing building to max. 4x4? Should I bother making L-shaped and corners. (I think we should avoid corner on this mesh set?)
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Post by Haplo »

I think we will want corners.
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Post by Nemon »

Do we have any latest mostly finished WIPs? It doesn't matter if textures are incomplete or if stuff is missing, if you have anything that's near completion I would love to try it in my deshaan concept. I'm currently trying out a little stuff.

Edit; nvm, found your showcase thread, duh@self.com
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Post by Mwgek »

Lol, going to get this going next week. Started on some texture work.

-Update- finishing all sorts of plateaus. 256x256 and 512x512. Going to upload a file later today/tomorrow when I finished all plats.
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Post by Mwgek »

!!ALERT!!PROGRESS!!

Going to work on Dres in the next few weeks, since I have a little more spare time.

Made 2 variations on Plateaus. 3 Low plateaus and 3 high plateaus (all sides, 1 side and corner) Also added a flat 256 and 512 floor. Now I'm diving into Photoshop to make a tile texture for on them. Should I go with a new trim also?

Next up canal/stairs/finishing the damn door/....

[url=http://img593.imageshack.us/img593/9807/progressei.jpg][img]http://imageshack.us/a/img593/9807/progressei.th.jpg[/img][/url]
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Post by Mwgek »

Some new wood stuff I wanted to add to the Dres set. The textures matches the set colors better then original wood textures. Rope is still vanilla, don't think that needs an update.

[url=http://imageshack.us/photo/my-images/594/newwood2y.jpg/][img]http://imageshack.us/a/img594/4241/newwood2y.th.jpg[/img][/url]

[url=http://imageshack.us/photo/my-images/27/newwood.jpg/][img]http://imageshack.us/a/img27/3412/newwood.th.jpg[/img][/url]

NEW FILE UP. it still has the 'xxxxx_drestest' cell. Have fun and shoot at it please!
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Post by Adanorcil »

Mwgek wrote:!!ALERT!!PROGRESS!!

Going to work on Dres in the next few weeks, since I have a little more spare time.

Made 2 variations on Plateaus. 3 Low plateaus and 3 high plateaus (all sides, 1 side and corner) Also added a flat 256 and 512 floor. Now I'm diving into Photoshop to make a tile texture for on them. Should I go with a new trim also?

Next up canal/stairs/finishing the damn door/....

[url=http://img593.imageshack.us/img593/9807/progressei.jpg][img]http://imageshack.us/a/img593/9807/progressei.th.jpg[/img][/url]
Love that trim. That is all.
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Post by Mwgek »

Today I worked on the door and alpha mapped decals. With the right material set-up the decals give a fancy glow when used together with the larvalamp. I need to make the texture on the decals slightly bigger to be more smooth. The texture on the door needs some fine tuning as well.

[url=http://img543.imageshack.us/img543/1632/dresdoorandfirstalpha.jpg][img]http://imageshack.us/a/img543/1632/dresdoorandfirstalpha.th.jpg[/img][/url]
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Post by Why »

I like the color, but it might be a bit weird to use such a distinct shade of teal/cyan/whatdoyoucallit while the color of the House is blue (this should be represented somewhere, ideally, but not necessarily directly on the architecture. I want flags, eventually). I suppose "blue" leaves a lot of room for interpretation though. Thoughts?

I'd also love for the shapes to be more edgy. Think Daedric text edgy. Also, actual Daedric text. Though it just dawned on me that the shape might be a placeholder anyway, in which case I'm probably jumping the gun a bit.
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Post by Mwgek »

I don't know what it needs to say on the decals, since it is more a lore thing and we need to know who lives there? Was just a test how it would come out.
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Post by Why »

The "Thoughts?" was aimed quite broadly at the people who can see this in general, but yea this is probably too early to start worrying about specifics.
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Post by Haplo »

That stuff looks awesome, Mwgek! Is the paste made from the guts of the glowing bugs? That seems like the kind of custom the Dres would adopt; smearing the glow-paste on their dwellings to provide light and to ward off any tentative enemies.
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Post by Mwgek »

That stuff looks awesome, Mwgek! Is the paste made from the guts of the glowing bugs? That seems like the kind of custom the Dres would adopt; smearing the glow-paste on their dwellings to provide light and to ward off any tentative enemies.
That was what I was going for. Still glows a little bit in the dark.
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Post by gro-Dhal »

It'd be nice if we could use that as an alternative to the standard shopkeeping signs.
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Post by Haplo »

It reminds me of that Avatar mod for Morrowind that only lasted like six weeks.
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Post by Why »

Oh I like that. Ignore my earlier petty concerns.
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Post by Mwgek »

Just to show the purpose of this 'stuff':

Day:

[url=http://imageshack.us/photo/my-images/853/daydg.jpg/][img]http://imageshack.us/a/img853/2087/daydg.th.jpg[/img][/url]

Night:

[url=http://imageshack.us/photo/my-images/809/nighti.jpg/][img]http://imageshack.us/a/img809/8881/nighti.th.jpg[/img][/url]

The shape is just for testing, but it shows what we can do with it. The lighting is maybe a bit to much, but you'll get the idea.
It'd be nice if we could use that as an alternative to the standard shopkeeping signs.
Maybe this is a good idea, I'm not sure how we could visualize the different shops but.... I like it.
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Post by Haplo »

Can you make a mostly-transparent mesh (that is naturally tilted the same amount of tilt as the building) with that paste being used to spell out (in Daedric) "weapons" "armor" "trader" "spells" and some other ones that other people think of? That way we could use it to post over the shop doors and people could tell that way. It'd be great immersion :-)
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Post by gro-Dhal »

I thought designing nice alternative symbols, reminiscent of the existing ones so they're intuitive for players, could be a good project for the concept artists.

Edit: I just love the idea of the Dres cities as neon jungles
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Post by Adanorcil »

Agreeing wholeheartedly on the signs. Pictures would be more fun than text.
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Post by Haplo »

Pictures and symbols! yes
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Post by Mwgek »

I thought designing nice alternative symbols, reminiscent of the existing ones so they're intuitive for players, could be a good project for the concept artists
Alright, I will try to make some symbols. But if there is still an concept artist around to visualize all the shop signs in black and white I can use that as a base. Maybe Myzel is still around somewhere?
mostly-transparent mesh
They are now at 60% transparency. That is why they are not as visible during the day. Maybe a problem if you want to find a shop?
(that is naturally tilted the same amount of tilt as the building)
Already is :). Shop signs will always be used the same way. But maybe the other symbols will be on a vertical plane. Since then you can rotate them to use near windows and such.
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Post by Haplo »

I think it won't be an issue; in Morrowind shops are open 24/7, and we can add some in-game lore or something that says since the Dres are big on hunting, they are more active during a different part of the day, so most people are doing their shopping in darker hours anyway.
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Post by Mwgek »

Sounds fun, had some more fun with them. Added some detail in it.

[url=http://imageshack.us/photo/my-images/12/testingy.jpg/][img]http://imageshack.us/a/img12/2277/testingy.th.jpg[/img][/url]
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