A concept for the city of Tear.
The name Tear is because it is built around a giant chasm, a literal Tear in the earth. House Dres has converted this rift into the biggest Slave Pit in Morrowind. The foreboding towers of the Dres on the border make the chasm look even deeper, especially from the viewpoint of the slaves below. Dunno how suited this would be geographically, though.
Concepts Wanted: House Dres Settlements
Moderators: Haplo, Lead Developers
Floor, your models are amazing and I love all of them. in this post: http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=330989#330989 There's one small drawing in the concept art that shows the houses built on top of the stronghold base. These bases are really just the elevator and might have some interior to them.
I imagine them being for medium to small cities, where the base is the main defense against intruders.
Larger cities, I really like those pictures not posted with the multi-tier cantons.
EDIT: the houses built into cantons, I think that maybe we might be doing that with indoril? I can't remember for sure.
I imagine them being for medium to small cities, where the base is the main defense against intruders.
Larger cities, I really like those pictures not posted with the multi-tier cantons.
EDIT: the houses built into cantons, I think that maybe we might be doing that with indoril? I can't remember for sure.
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^this too. and mwgek buildings, larva lights, and glowing grafitti. also like ejrs concept athi;l photo10Kaziem wrote:Quick sketches inspired by the meeting:
[url=http://i1367.photobucket.com/albums/r791/10kaziem/Tamriel%20Rebuilt/Concept%20Sketches/DresArch_zpskc5ruvdf.jpg][img]http://i1367.photobucket.com/albums/r791/10kaziem/Tamriel%20Rebuilt/Thumbnails/DresArchThumb_zpssbobtmcc.jpg[/img][/url] [url=http://i1367.photobucket.com/albums/r791/10kaziem/Tamriel%20Rebuilt/Concept%20Art/dresarch2_zpskc67rrta.jpg][img]http://i1367.photobucket.com/albums/r791/10kaziem/Tamriel%20Rebuilt/Thumbnails/dresarch2Thumb_zpsjvge2ahm.jpg[/img][/url]
Edit: as a note, we could also use concepts for wells and water pumping equipment, mills, slave powered machinery, etc.
my opinion.
- st.Veloth, The Repenting
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i had some concepts for this, but they got thrown in the recycling by a friend of mine who mistook them for useless papers. i will be posting art related to this soon though. in the mean time, i like the idea of foreboding spires rising from the earth, above the hexa-cantons. also, something neat would be to make the hexa-cantons interlocking like gears, and the faults between them being quite deep and having multiple layers, the lowers being sewage and slave routs.
almsivi bless, to create one must first destroy, the nature of all, is in equilibrium
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Good duscussion going, lots of good input. I think sasquatch raises some really good points, especially about detailing the more mundane aspects of Dres life.
And those two sketches you posted, sasquatch, is that your own materal? Looks really good, well thought-out details bringing the whole together. I'd like to see something more steeply towering at the center of the settlement (something inbetween a watchtower and a corporate highrise building), but your sketches are in my mind spot on for what you'd find at the foot of the tower.
And those two sketches you posted, sasquatch, is that your own materal? Looks really good, well thought-out details bringing the whole together. I'd like to see something more steeply towering at the center of the settlement (something inbetween a watchtower and a corporate highrise building), but your sketches are in my mind spot on for what you'd find at the foot of the tower.
The design with the walls sloping inward looks great! I think that would work well in giving the strongholds some diversity, more so than the entrances directly on the walls. What if you coupled that with a central, hexagonal tower on the top of the fortress?FloorBelow wrote: For the upper tiers, I had a couple of ideas: Either build houses for the poorer occupants directly into the canton walls, or make the walls slope inwards with buildings projecting out:
[spoiler][img]http://i.imgur.com/TBXXcg4.jpg[/img][/spoiler]
It's only a quick concept, and the scale on the buildings is a little too large, but I think it works quite well. Gives off a nice foreboding, brutalist vibe. I also tried adding buttresses inspired by the concepts Not posted, but I think they turned out a little too Vivec-ey. Need to try some more ideas.
Perhaps a bit smaller than this:
[spoiler][img]http://i.imgur.com/VW9MHqN.png[/img][/spoiler]
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Thanks, the drawings and ideas are mine I've been thinking about what dres might be like since sasquatch_one joined. With scanning and photoshop top and side view took about 15-20 min total on lunch break at work. The materials were pen, 2 sheets of printer paper and a piece of scotch tape.EJRS wrote:Good duscussion going, lots of good input. I think sasquatch raises some really good points, especially about detailing the more mundane aspects of Dres life.
And those two sketches you posted, sasquatch, is that your own materal? Looks really good, well thought-out details bringing the whole together. I'd like to see something more steeply towering at the center of the settlement (something in-between a watchtower and a corporate highrise building), but your sketches are in my mind spot on for what you'd find at the foot of the tower.
before
http://imgur.com/aRtt14N
after
http://imgur.com/zKCQLqJ
I considered this an example. A collage of features I want. But as seen it would be a slightly smaller city (featuring around 25 interiors). Tear might add another story, top and bottom, maybe more. This would make for some very impressive scenes and exploration, but also present a number of challenges with optimization and creating the open underground, doorways and tunnels. Models with cut outs would have to be created for the ground. Interior tunnel and cave-like pieces used in the exterior.
I'm in agreement on the tower. My preference would be one of those anthill-like structures as the centerpiece for the city. It would house skylamps and skyrenderers and have room for their handlers drivers and related services. Some goods might be stored there but i think anything flown in via those big floating things should have a landing zone closer to the ground near warehousing spots. There might be one or two towers on top and something similar at the base and side kind of melded into the mountain or hill. THe base of the city should be natural imo. Carved out mountain, anthill, beehive-esque etc. The base and sides might feature small apartments well hidden and secured passages leading into the bowels of the city. THe base of the city should be natural imo. Carved out mountain, anthill, beehive-esque etc.
https://www.youtube.com/watch?v=mSRj6JsBNhs[/img]
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This for those towers and smaller ones sprinkled around base and sides:
http://versindaba.co.za/wp-content/uploads/2011/04/cappadocia.jpg
http://www.wildernesstravel.com/images/trips/europe/turkey/cappadocia_ext-reflexstock-jaroslaw-grudzinski3467815-pano.jpg
http://i.imgur.com/picNpgx.jpg
and the EJRS references!
I think such a style would better express the Dres as well as Dunmer character, home in on something that really set TES3 apart and would look radically unlike anything seen in the more run-of-the-mill fantasy settings.[/quote]
More on the slave pits:
These would have ramp that might weave in and out of the wall. It should be all the way around. Many of the interiors that dot the periphery should be open to the exterior as well. As player walks through this interior tower they will e able to peer into these spaces. In some parts the walkway might be behind or in line with the wall so that there is more of a shear drop. This way you will be more impressed by the verticality and openness of the interior of city pits and it will also leave more room for cranes/ winches to operate.
ANother note on high/low sides:
This type of layout is best because would allow dres cities to use runoff from high land to store energy, water and control the depth of the canals and irrigation. This would be important since they rely so heavily on salt rice. Would like to see an extensive system of waterworks in the city that continues into a network of canals, aqueducts, dams, trenches, berms, wells and storage ponds etc.
examples:
https://s-media-cache-ak0.pinimg.com/73 ... ff644c.jpg
http://al-hakawati.net/english/Environment/Images/env25.jpg
http://www.boloji.com/index.cfm?md=Content&sd=Articles&ArticleID=8956
http://www.cseindia.org/node/3874
http://www.agriculturesnetwork.org/magazines/india/water-lifeline-for-livelihoods/harvesting-water-traditionally
https://landscapeofaztlan.files.wordpre ... hannel.jpg
http://www.ski-epic.com/2010_albuquerque_balloon_fiesta/p27b_albuquerque_acequias_communal_irrigation_canal.jpg
http://rashidfaridi.com/2008/06/04/375/
http://mtnforum.org/sites/default/files/publication/files/zurich_puquios_revised_small_0.pdf
my opinion.