Worsas' unemployed Treeshrooms

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Worsas' unemployed Treeshrooms

Post by Worsas »

Been trying to enhance my Tree-shrooms as formerly posted in the FCG-Thread. Suggestions and Feedback are welcome.

[img]http://i52.photobucket.com/albums/g23/Worsas/Treeshroom.jpg[/img]
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Post by Worsas »

[img]http://i52.photobucket.com/albums/g23/Worsas/shrooom2.jpg[/img]
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Post by Worsas »

Tripleshroom:

[img]http://i52.photobucket.com/albums/g23/Worsas/shroom3.jpg[/img]
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Aeven
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Post by Aeven »

These are really nice. They really deserve a region of their own.
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Post by Worsas »

It's actually one and the same treeshroom in its course of development.

Note that it has the bark texture of the emperor-parasol. It may look different depending on the texture-replacers people use.

Trying it out in the cs:
[img]http://i52.photobucket.com/albums/g23/Worsas/Treeshroom_Forest.jpg[/img]
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Katze
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Post by Katze »

I really love these models, they feel really cold and spooky :D Something for map 5 perhaps? The northern reaches of Telvannis might work too, but people are probably reluctant to retread old ground :/
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Post by Gnober »

Wouldn't it be obvious to add them as a part of the mushroom forest, Othreleth Woods? They fit well with Kieren's concept art too... I'm no expert on these matters, but I just think it would be interesting with a lot of different mushroom species at this place, so that it will truly be stunning to enter this forest...
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Post by Myzel »

I personally Like the first two trees best. The ones with the smaller outcroppings look so bulky and one step too close to trees imho.

You'd think it might be obvious to add them to othreleth, but I think we should mostly stick with the no-toadstool angle we have. It's just a nice pitch.
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Post by RelinQ »

Awesome tree's worsas :), I also like shape/size of the first two the most.

Also, the powder white/grey texture on top as well really looks like great texture blend
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Post by Worsas »

Interesting. I can't help but finding the first two variants heavily under-detailled compared to the third one. I actually admire that tropical bulkiness.

Hmm. I could make some slimmer variants though. No problem.
It'd be the best I guess if the bulkier ones could be combined with these:
[img]http://i52.photobucket.com/albums/g23/Worsas/treeshrooms.jpg[/img]

I imagine that those treeshrooms could work well in the Argonian jungle or Deshaan Plains besides leafy trees. Then again, I don't say that you have to use them at all. I'm toying around in the first place.
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Post by Nalin »

Lovely work, Worsas.
I too am of the opinion that we shouldn't use these for othreleth considering they are so traditionally shroomish. They are way too nice to not use at all though. Up north seems like a good place to me given the colour schemes - I can see them filling the "soppspine" role perfectly with a good amount of greyish litchen hanging to them...Myzel's "velk" foraging around under them looking for food.

Good stuffs.
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Post by Worsas »

To be honest, I've grown more than doubtful about the old mushrooms. Look, they really don't add anything and I would rather not see them used. Rather leave your fingers from them.
http://i52.photobucket.com/albums/g23/Worsas/Ufo_Mushrooms.jpg

If anything, I would go for the tree-like mushrooms only.
http://i52.photobucket.com/albums/g23/Worsas/Treemushrooms.jpg

If those aren't suiting your needs neither, rather give me some further hints how I can make them useful.


@Nalin: I appreciate what you say. And thankyou for your support.
It was an error to offer the former treeshrooms though as they were not really finished. :|
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Post by Myzel »

I actually don't mind the trees that much from that higher angle. If it'd help you I could try and do some sketches tomorrow for shapes that I think would look good.
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Post by Worsas »

If it'd help you I could try and do some sketches tomorrow for shapes that I think would look good.
That'd be cool.

It's always better to let models ripen a few days before contributing them anyway. I have too often done the same mistake in the past, contributing new models too early and afterwards realising that I'm not pleased about them, therefore making replacers for my own models, sometimes up to 4 or 5 times in sequence.

This time I'll give these ones a good period (one month or so) to reach maturation. 8)
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Post by Worsas »

I have done some more mesh-detailling meanwhile.

http://i52.photobucket.com/albums/g23/Worsas/WOBranches.jpg

http://i52.photobucket.com/albums/g23/Worsas/WBranches.jpg


Hmmm... spooky :/
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Post by Myzel »

I was going to try and find a scanner tomorrow, but I don't think I have to. Those look awesome.
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Post by Nalin »

This is a bump.
These are too good to pass up on, surely?
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Post by Adanorcil »

Use them wherever you like, but not in the Othreleth woods. Myzel is definitely right in his comment that we should stick to the no-toadstool angle with that. (It is a fungal forest, not a mushroom forest.)


I also definitely agree that the less complex ones posted at the beginning of the thread look better. They look like funny-looking mushrooms. The later, more branching ones basically look like mushrooms meant to look like trees.
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Post by Katze »

They'd probably look good in the Telvanni Isles. Those really need some more interesting for the wilderness, they're really boring.
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Post by Yeti »

I second what Cathartis said. It would be cool to see the Telvanni isles get something to make them stand out more.

They also could fit in Dres lands though. They match the dark look of the architecture.
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Post by SamirA »

This was actually discussed in IRC. Worsas did not have the files on his computer, but may have them on an old one. He said Haplo should have the files and perhaps Melchior Dhark.
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Post by Worsas »

Judging from the general feedback, the first two ones at the top (which don't exist any longer) were liked the most. Looking at them in retrospect, I share that sentiment regarding the very first one at the top (the second one looks weird to me)

Although I feel that these mushrooms generally lack the artistry of the original giant parasols, I would be prepared to reproduce them for you.
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Post by Why »

Aw, that's unfortunate. I always assumed these meshes were already stored somewhere safe, because I love the way they look. I'd still love to have them, but know that if we're going to use these it'll be for some stuff in the Telvannis district so it'll be a long time until we actually need them. Still though, I want them, so if it's not too much trouble, recreating them would be lovely. Are we positive Haplo or that other guy don't have them stored somewhere?
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Post by Haplo »

I have all those files on my computer. Now you can have them, too!
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Post by Haplo »

The vanilla textures are applied via the proper paths. You can update your file paths to the correct ones in NifSkope to see. Just set Morrowind\Data Files\Textures as your default texture folder.
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