SKYRIM MESHES

Old and generally outdated discussions, with the rare hidden gem. Enter at your own risk.

Moderators: Haplo, Lead Developers

User avatar
prometheus
Developer Emeritus
Posts: 1166
Joined: Thu Aug 21, 2003 11:15 am
Location: Italy Rome
Contact:

SKYRIM MESHES

Post by prometheus »

We need to define perfectly and without errors what we need

1
there are 9 holds
there is the need to have 9 different nord styles? y or not?

2
the new textures for lands are needed or not? if so who will make them?

3
who is drawing sketches ...who is making meshes ? oorganizing them is a primary need...
4
i want to make available for claiming a first map for skyrim but those ponts need to be answered first


now what is needed fo rthe map one

the east nord region has already a dunmeth pass style so the city in the immediate vicinity needs to keep that style ...we need a volunteer good at modelling and retexturing that keeps the work to make new meshes and new nord houses with thaose textures for keeping the style or even retexture the common nord houses with that style...

<stickied by vernon 11/08/05>
Totalwar site:
http://www.crimsonlegion.totalclan.com/

TR download website
http://prometheanlands.tamriel-rebuilt.org/
User avatar
Zombies
Member
Posts: 131
Joined: Thu Dec 04, 2003 2:53 pm
Location: Right behind you...

Post by Zombies »

1. I don't necesarily think that we need 9 different styles for the 9 holds, though if we do, I guess there will be some arch that's not completely Norse inspired. (ie. styles like morrowind has, less based off of real world arch.) It was suggested that we have 3 new hold styles, 2 old hold styles, and a tundra style.

2. We definitely need new land textures, flora, etc. I think that'll define a region a lot more than the arch. (not to say we don't need arch, heh.)

3. I am drawing some sketches (or was, I need to do some more), as is garfield421. Majra, indoril, and a couple others (I think) are modeling as well as creating some new styles (and, of course, you've made the dunmeth pass style).

I'm not sure who else is working on it, I hope they'll post here and say they are.
On hiatus, if you wish to contact me, my email adress is in my profile.
TR projects:
5-7, ruinridge(29 cells)-complete
5-9,(24 cells)- submitted
concept art
other shi...stuff.
User avatar
Legolas55
Member
Posts: 365
Joined: Sun Jan 04, 2004 2:16 am
Location: New Jersey, USA

Post by Legolas55 »

Although this is pretty easy, we will need many new rocks, and one set probably has to be pretty sharp, some even show covered.

Perhaps I'll try to make these rocks, since that is pretty much all I can do at this point :P . Can't rely on me that much however, but I'll try to help out with this.
User avatar
Morden
Developer Emeritus
Posts: 3207
Joined: Thu Oct 30, 2003 6:12 pm
Location: BC, Canada

Post by Morden »

I agree with Prom that this stuff has to be sorted out before we open up Skyrim.

As for rocks.. there is also the possibility of retexturing current rocks. You may have noticed that many of bethsoft's rock meshes are the same.. just retextured to fit AI, WG, GL, ect. We'll need some new rocks, but lets not forget about the ones we have.

If we were to retexture some of the rocks we have already.. what color would eastern Skyrim rocks be?

We are also going to have to decide on the different terrain types we will want for skyrim and list them out. That will help us organise ourselves. Once the list is made, we will have to define texture regions, much like our morrowind texture maps.

Once we define the regions, we can look at what Bloodmoon provides us with, and decide what new textures/meshes we will need to create.

I don't know much about Skyrim's terrain. Can anyone reply with the different terrain types?
User avatar
prometheus
Developer Emeritus
Posts: 1166
Joined: Thu Aug 21, 2003 11:15 am
Location: Italy Rome
Contact:

Post by prometheus »

ok i'll make here a suggestion ....from the skyrim meetings and personal ideas ...lets make this official as soon as possible in order to give the meshers a guideline


styles by cultures

1
Barbarian of the northern wastes

houses built up out of wood.. roots ...bones and covered with fur ..they are nomadic and the shapes can remember long boats or round yurthas...they can be great sailors near the coast so to have ships that can sail the frozen sea... or they can be nomadic on the ice plains... may be a double kind of barbarians..

2
east style

Dunmeth pass textures ...
mostly resembling in shape the norvegian and novgorodian style..the ancient metropolitan late viking style...examples are in the Ulnes church..

3
east style towns villages
the bloodmoon style perfectly suits the wilderness areas may be same textures can be used to create new shapes

4
western style villages
the nord common houses from the game suits here ...becouse of the more metrooplitan nature of those nords may be retextured for some snow or some new meshes using the same textures..
western style city
needs to be shaped out of the textures that iu can see in caldera for the government mansion...similar textures more nordic shapes
5
Central style villages and city
i suggest to create a style very much more nordish like the one of the rohirrims in the lord of the rings ...snow covered and nor may be reusing similar textures from bloodmoon as well as new ones


so we have 3 styles for 9 holds..
then design 9 symbold ...colours flags or whatever may be used to distinguish thoose textures ....may be little variations in the mothifs or carvings that makes u recognize where u are by that...

about rocks...
there is a link here to take a look
about the different kind of terrains...start searching for the textures and post for approval here..

icelands

bloodmoon ice
frozen snow
.........


borderlands
west gash retextured
bloodmoon
.........


brokenlands
something like canyon regions
.......
.......


white lands
snow bloodmoon
snow tundra
.........


greenlands
bloodmoon green lands
..........
..........




i suggest that for each of this region geograpohical styles there are at least tree sub texture terrain types
Totalwar site:
http://www.crimsonlegion.totalclan.com/

TR download website
http://prometheanlands.tamriel-rebuilt.org/
sirwootalot123
Developer
Posts: 70
Joined: Sun Feb 08, 2004 11:08 pm
Location: Saint Paul, Minnesota, USA
Contact:

Post by sirwootalot123 »

We should double the "style" of BM textures (I.E. make two types of grass if there is one BM grass type, etc.) Also, I think we need ALOT more than 5 new types of architechture. Sure, some could be retextures, but that still only leaves us with 7. I say:
5 City styles (3 original, 2 retextured versions of our originals)

3 Wilderness/old styles (can just heavily expand/retexture skaal set for one)

Skaal set (for tribal villages; like the skyrim equivalent of ashlanders)

Common buildings (for southern areas)
That leaves us for one at least semi-unique architechture type per hold.
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
User avatar
Zombies
Member
Posts: 131
Joined: Thu Dec 04, 2003 2:53 pm
Location: Right behind you...

Post by Zombies »

Well, let's see how many styles morrowind has (not counting imperial or dunmeth pass)

-town arch-

Hlaalu (balmora)
Redoran (ald ruhn)
Telvanni (sadrith mora)
Indoril (almalexia/mournhold)
Dres (tear)
Shack (hla oad)
Velothian (vivec)
Nord (often used in imperial towns)
Camp (urshilaku camp)

-dungeon/ruin arch-
daedric
dwemer/dwarven
dunmer stronghold


I think that's all, tell me if I missed any.
That's
nine town/village architectures (ten if you count imperial, but they're everywhere) and three ext. ruin ones. We should try to more or less do the same for skyrim.

I think there should be around six regions, with at least 3 unique ground textures per region, a rock texture, and various flora (except in the wastelands, though there could still be some small shrubs/grasses).
On hiatus, if you wish to contact me, my email adress is in my profile.
TR projects:
5-7, ruinridge(29 cells)-complete
5-9,(24 cells)- submitted
concept art
other shi...stuff.
User avatar
prometheus
Developer Emeritus
Posts: 1166
Joined: Thu Aug 21, 2003 11:15 am
Location: Italy Rome
Contact:

Post by prometheus »

it is time that people that are going to make it post here ...not only the ones that suggest..
Totalwar site:
http://www.crimsonlegion.totalclan.com/

TR download website
http://prometheanlands.tamriel-rebuilt.org/
User avatar
Majra
Developer Emeritus
Posts: 1871
Joined: Fri Jan 16, 2004 3:23 am
Location: Darvulk Haven Elsweyr
Contact:

Post by Majra »

that would be I? Ive already made a common house in dunmeth style, so how bout since you made dunmeth style, you and me could collaborate on that prom, like what I did/am still doing for Dres with corsair and veet
Last edited by Majra on Mon Apr 12, 2004 5:03 pm, edited 1 time in total.
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR

Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
av01d
Member
Posts: 112
Joined: Thu Jan 29, 2004 7:09 pm
Contact:

Post by av01d »

concepts please. having a week of easter holidays.. better make use of me.
"Um, I already gave my best"
"And that I have no regrets at all"

Lore: http://www.williamhung.net/
User avatar
Zombies
Member
Posts: 131
Joined: Thu Dec 04, 2003 2:53 pm
Location: Right behind you...

Post by Zombies »

concepts please. having a week of easter holidays.. better make use of me.
[url]http://forums.tamriel-rebuilt.org/viewtopic.php?t=3657&start=40[/url]

Go wild.
On hiatus, if you wish to contact me, my email adress is in my profile.
TR projects:
5-7, ruinridge(29 cells)-complete
5-9,(24 cells)- submitted
concept art
other shi...stuff.
Anonymous

Post by Anonymous »

I'd like to try the longhouse. Avoid you are free to do the tower, muahaha :)
User avatar
Majra
Developer Emeritus
Posts: 1871
Joined: Fri Jan 16, 2004 3:23 am
Location: Darvulk Haven Elsweyr
Contact:

Post by Majra »

one thing Id like to note, unless you coordinate meshes very closely, you cant call individual models... instead you basically have to either make a group to take on an entire style, or not do it... cause if you dont they will look very strange next to each other showing no resemblence to each other

so... lets not just go through and say, im doin this, im doin that, and try to get a little bit more order going, so work wont be wasted

Also prom... did you get my message back there? i would like to collaborate with you on the dunmeth style, i think veet is working on it as well (he made a wall style for it)
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR

Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
Anonymous

Post by Anonymous »

Okay, you do it :D
User avatar
Majra
Developer Emeritus
Posts: 1871
Joined: Fri Jan 16, 2004 3:23 am
Location: Darvulk Haven Elsweyr
Contact:

Post by Majra »

whuh? do what... Im fine with you guys taking on a bunch of work for skyrim, but do it more systematically, pick one of the styles highlighted above, form a group (concept maker and meshers/texturers) and just take on the one style, that way the meshes that come out of it will be of quality and will be consistent with others in its style... know what I mean?
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR

Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
Anonymous

Post by Anonymous »

But the design were from the same person, you cant expect one man to do it all :P
User avatar
Majra
Developer Emeritus
Posts: 1871
Joined: Fri Jan 16, 2004 3:23 am
Location: Darvulk Haven Elsweyr
Contact:

Post by Majra »

thats not what i said, I said one group in charge of one style, and zombies, you should create the basic building look for one particular style labeled above and then go through and make concepts for a bunch of different functional buildings, then start making in one style residencies, commercial(if there is one or if there is a difference between the buildings themselves), government/council buildings and things like that....

I just think its getting pretty mixed up, and once something starts getting uncontrolled, it starts losing quality, thats all i was suggesting
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR

Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
User avatar
Zombies
Member
Posts: 131
Joined: Thu Dec 04, 2003 2:53 pm
Location: Right behind you...

Post by Zombies »

and zombies, you should create the basic building look for one particular style labeled above
ok...umm, which ones labeled above? The only ones Prom posted that aren't taken are the barbarian and the central. And what I have currently doesn't really fit either of them, so I may have to start from scratch...
On hiatus, if you wish to contact me, my email adress is in my profile.
TR projects:
5-7, ruinridge(29 cells)-complete
5-9,(24 cells)- submitted
concept art
other shi...stuff.
User avatar
Majra
Developer Emeritus
Posts: 1871
Joined: Fri Jan 16, 2004 3:23 am
Location: Darvulk Haven Elsweyr
Contact:

Post by Majra »

well ok, even if it isnt one of those listed(which I would talk to the mods about to make sure they are ok with) it still needs to have a consistant style within it(down to the trimming and texture used in certain areas) look at stuff like indoril and hlallu architecture... it cant just be made of the same material... each object should have very similar trimming styles and looks
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR

Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
User avatar
prometheus
Developer Emeritus
Posts: 1166
Joined: Thu Aug 21, 2003 11:15 am
Location: Italy Rome
Contact:

Post by prometheus »

OK START THE STYLE GROUPS THEN ... I CAN'T MESH UP ANYTHING ELSE NOW so is up to u guys to create

lets begin with the first 2 styles

dunmeth eastern style

and the ?

western metropolitan or the rohirrim like one?

seems that majra and veet will work on the dunmeth one proceeding from what already is made...

organise more structures ...pieces of houses that can be mounted with others and so on...
Totalwar site:
http://www.crimsonlegion.totalclan.com/

TR download website
http://prometheanlands.tamriel-rebuilt.org/
User avatar
Zombies
Member
Posts: 131
Joined: Thu Dec 04, 2003 2:53 pm
Location: Right behind you...

Post by Zombies »

Ok, I tried to keep the style consistent for all of them (except for that wooden watch tower, I guess). I was planning on doing a windmill next, I'll try to do some commercial buildings too (as well as whatever else is suggested).

edit: umm...rohirrim, maybe?
On hiatus, if you wish to contact me, my email adress is in my profile.
TR projects:
5-7, ruinridge(29 cells)-complete
5-9,(24 cells)- submitted
concept art
other shi...stuff.
Walt[FT]
Member
Posts: 90
Joined: Thu Mar 25, 2004 6:50 pm
Location: Russia
Contact:

Post by Walt[FT] »

In Skyrim now we have 2 Nord -Dagon Fell and Skaal ++ main urban syle and styles of fractions (I think the Skaal is Fraction like Achlanders)
So I propose the ancient style (like burial)
If you want i'll make any test model for it
Lost in a dream
I'm under spell
of this sunny magic LAND!
(Rhapsody about our project. he-he)
we SHALL HAVE PEACE!!! (Teoden of Rohan)
User avatar
Morden
Developer Emeritus
Posts: 3207
Joined: Thu Oct 30, 2003 6:12 pm
Location: BC, Canada

Post by Morden »

Wasn't Dagon Fel part of Vvardenfel?..an island on the northcoast?
Walt[FT]
Member
Posts: 90
Joined: Thu Mar 25, 2004 6:50 pm
Location: Russia
Contact:

Post by Walt[FT] »

Yes but the style named "Nord" it coming in Vvanderfell from Skyrim
Lost in a dream
I'm under spell
of this sunny magic LAND!
(Rhapsody about our project. he-he)
we SHALL HAVE PEACE!!! (Teoden of Rohan)
User avatar
Morden
Developer Emeritus
Posts: 3207
Joined: Thu Oct 30, 2003 6:12 pm
Location: BC, Canada

Post by Morden »

Ah. ok. I see what you mean. :) I was just confused because those buildings are also in places like Seyda Neen and Pelagiad.
Walt[FT]
Member
Posts: 90
Joined: Thu Mar 25, 2004 6:50 pm
Location: Russia
Contact:

Post by Walt[FT] »

it is Globalisation :) mixing the styles, peoples, cultures, it's happend in every Empire
Lost in a dream
I'm under spell
of this sunny magic LAND!
(Rhapsody about our project. he-he)
we SHALL HAVE PEACE!!! (Teoden of Rohan)
User avatar
prometheus
Developer Emeritus
Posts: 1166
Joined: Thu Aug 21, 2003 11:15 am
Location: Italy Rome
Contact:

Post by prometheus »

do not forget about the ancient nord style ..made of huge massive stone blocks..
Totalwar site:
http://www.crimsonlegion.totalclan.com/

TR download website
http://prometheanlands.tamriel-rebuilt.org/
Walt[FT]
Member
Posts: 90
Joined: Thu Mar 25, 2004 6:50 pm
Location: Russia
Contact:

Post by Walt[FT] »

Ya-ya i mean this
:)
Lost in a dream
I'm under spell
of this sunny magic LAND!
(Rhapsody about our project. he-he)
we SHALL HAVE PEACE!!! (Teoden of Rohan)
Maklir
Member
Posts: 35
Joined: Sun Apr 11, 2004 11:38 pm
Location: Iceland

Post by Maklir »

Why do we need many new rocks? Like it isn't enough of them in MW and BM? - This was just a question, not my opinion, I would agree new types of rocks anyway. (Like my agreement affects anything :oops: )
Gone to real life
User avatar
Zombies
Member
Posts: 131
Joined: Thu Dec 04, 2003 2:53 pm
Location: Right behind you...

Post by Zombies »

We need new rocks other than the MW and BM ones simply because Skyrim is a new, different province. One that needs new, different rocks, trees, buildings, animals, etc. If we only used WG, BM, AI , etc. rocks for all of Tamriel, things might get kinda monotonous...
On hiatus, if you wish to contact me, my email adress is in my profile.
TR projects:
5-7, ruinridge(29 cells)-complete
5-9,(24 cells)- submitted
concept art
other shi...stuff.
User avatar
Icarus
Member
Posts: 67
Joined: Mon Feb 09, 2004 4:02 am
Location: San Antonio, TX

Post by Icarus »

update on skyrim meshes and tileset - from concepts by zombies, pre-texturing (Astarsis/Morden)

new pics at:
[url]http://www.tricarus.cjb.net
[/url]
Contributions:
Nord Architecture,
(some day)
Antek
Member
Posts: 5
Joined: Thu May 13, 2004 7:18 pm
Contact:

Post by Antek »

Hi!
I'm a friend of Prometheus and a Morrowind fan. I'm also a Totalwar fan and have this little project I'm making.
When I came upon your site I felt relieved, as I found exactly what I've been looking for. Well except for one thing.

I need some nordic/viking animations for this project. The 3d pics I saw here, especially the Norse Architecture Village or the Cross House look really good, and I would be really grateful if any of you could turn them into some small animation. No special stuff, just simply have the camera "fly around it" or something like that, all I need is to have it in motion for a short while (10-15secs or so)

Would anyone be so kind and wishing to do so??? :D
Anonymous

Post by Anonymous »

You need a movie of it?
Antek
Member
Posts: 5
Joined: Thu May 13, 2004 7:18 pm
Contact:

Post by Antek »

Yes, a short, simple movie, just having the camera go around it or something...
User avatar
Icarus
Member
Posts: 67
Joined: Mon Feb 09, 2004 4:02 am
Location: San Antonio, TX

Post by Icarus »

I could make an .avi in the 3d editor, or do you want it in Morrowind?
Contributions:
Nord Architecture,
(some day)
User avatar
prometheus
Developer Emeritus
Posts: 1166
Joined: Thu Aug 21, 2003 11:15 am
Location: Italy Rome
Contact:

Post by prometheus »

an avi for him is good ..may be a background like norse style would be even greater...
Totalwar site:
http://www.crimsonlegion.totalclan.com/

TR download website
http://prometheanlands.tamriel-rebuilt.org/
Antek
Member
Posts: 5
Joined: Thu May 13, 2004 7:18 pm
Contact:

Post by Antek »

Yes, an avi would be wonderful for me. I would be grateful if you could do one :D
User avatar
Icarus
Member
Posts: 67
Joined: Mon Feb 09, 2004 4:02 am
Location: San Antonio, TX

Post by Icarus »

like this?
Contributions:
Nord Architecture,
(some day)
Antek
Member
Posts: 5
Joined: Thu May 13, 2004 7:18 pm
Contact:

Post by Antek »

Yes, except I would prefer the camera going around the whole thing (or the whole thing spinning) rather than have the house itself turn, cuz now it looks as if it was a merry-go-round :wink:
So maybe just have it turn with the bg or something...
sxotty
Developer
Posts: 209
Joined: Fri Jan 23, 2004 5:39 pm

Post by sxotty »

Why are there stilt houses btw?

Not that they look bad, but it just seems strange like the wind would blow them over, especially a tower...
Locked