NORD hALL

Old and generally outdated discussions, with the rare hidden gem.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

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Greybeard
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Post by Greybeard »

Not really. A person weaves a thatched roof from reeds or long, strong grass. a sod roof has about 6 inches of dirt over boards with grass growing on it (cf "sod".)
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Post by Haplo »

yup, that last pic of proms isn't even his I don't think. It's in a group download of some nordic longhouses.
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Morden
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Post by Morden »

Nordic house with a sod roof, below.
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Violent_J
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Post by Violent_J »

Hmm .. that would look very good but i think its hard to create a model and textures for it!
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Post by Morden »

I was just posting it so that person could see a sod roof.
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Post by Túrelio »

Maybe someone should make the Houses and Sod roof seperate, so they can be added on by the modder.
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Post by av01d »

time for some good old destructive commenting:

prom: all ur buildings need enlongated anchoring into the ground, so that the damn building wont float when the ground is not flat

prom: try to take comments on ur stuff. they are too high polied no matter how u look at it. u tend to desire to create buildings with tens of thousands of polies, (aka Narsis Arena) and insist that they be used and refuse to reduce the poly. im not being personal about all this, but i have to comment on ur style of design.

all modellers:
during the design phase of modelling, a modeller tends to make the best looking models that he or see could, but in this situation (i.e. MW's jaded engine) this does not apply. when modelling, imo one shld always design with simplicity in mind, the less the polies the better. most people tend to overlook this fact when modelling for morrowind.

instead of making a complex model and trying to trim down the fat. instead try making a simple model and adding in the design and all the little details, that way its much easier to control how much polygons u use.
if we started with a overloaded model to start with, cutting down polies is both time consuming and difficult, as ur model will start to look bad with every cut, but if u were adding details, it will look better (hence the feel good factor).

furthermore, unless u are willing to model ALL the buildings for all the nord buildings, we should have a standard for all the nord buildings and limit how many polygons we use. that way, all buildings will look more or less coherent (look the same).

btw, making a good looking model with large count is not true skill. its making the simple look elegant.

feel free to flame me, i have been busy all these while (exams, overseas, still overseas) and i haventbeen contributing much. but that will change soon as soon as i get to australia. :D
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prometheus
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Post by prometheus »

I won't flame you , I'll only tell you that the buildings I made have less polys than the skaal village houses...
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Post by Kothloth »

Aviod has some great points though. Even Bethsoft tried to avoid making stuff too high-poly. To make a building low poly, but still good looking, is true skill, just as he sais. Often good texturing is also a part of this, and remember through using normal smoothing (not mesh! :P) you can make a surface look rounder then it actually is.
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Post by prometheus »

actually some Bethesda models have high polycount without seeming to be a big issue for fps.... ofted an exasperation of the use of low poly leads to crap stuff .... the textures can't do all the work and a squared box is always a box evenif u pretend to place on it some nice textures to make it look like a house....also the houses i made are really low polycunt so i don't understand where is the issue on those nord buildings....
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Post by Kothloth »

Aye? Didn't you mention something about a building that had 40 000 polygons, but now "only" have 20 000? Aslong as you think those values are acceptable, you can't really say your buildings are low poly. Just 10 000 is much. My larger buildings usually ends up being around 2 000, and I very rarely go over that. And I never have to sacrifice any detail to achive this.
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Post by prometheus »

lol i counted a sole harmour having 8000 polys...
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Post by Icarus »

Didn't you mention something about a building that had 40 000 polygons, but now "only" have 20 000?
Are you thinking of this?,
[url]http://forums.tamriel-rebuilt.org/viewtopic.php?t=4786&start=40&sid=8bae23310fbfd42597b09cdc25e354f5[/url]

That same model is 3k now.

The buildings do not look high poly to me, except for the cathedral of course.
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Post by prometheus »

A building like this for example is actually 3021 polygons so where is the issues that U all are unleashing???
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Post by prometheus »

time for some good old destructive commenting:

prom: all ur buildings need enlongated anchoring into the ground, so that the damn building wont float when the ground is not flat

prom: try to take comments on ur stuff. they are too high polied no matter how u look at it. u tend to desire to create buildings with tens of thousands of polies, (aka Narsis Arena) and insist that they be used and refuse to reduce the poly. im not being personal about all this, but i have to comment on ur style of design.
Btw criticism has to be constructive no destructive ....

anyway just ask for a more long anchoring and i can easily do...


As u can see if u considere a building of 3k a high polycount then I don't know what is ur way of measuring but to me is acceptable.....


About the arena i have to say that the actual and definitive polygon count is


2228


YOU CAN REad it??? I hope so ....
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prometheus
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Post by prometheus »

the other buildings have even less poligons...
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Post by Greybeard »

When I started, I'd bevel and smooth EVERYTHING. I've since found that if I UV map the textures properly, I actually get a better looking item with a very low poly count. But, at least on my system, higher poly counts don't seem to cause me much problem. Scripts are my real slow-down.
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Post by Xys »

And what do you thing about hoses?
Are they look nordic?
[img]http://indoril.fullrest.ru/1.jpg[/img]
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Post by Haplo »

those houses look nordic, through and through.
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Post by sirwootalot123 »

excellent, but they look alot like the raven rock buildings to me.
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Post by prometheus »

i AGREE WITH SIRWOOT HERE....
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Post by Haplo »

well we can use them can't we? not all architecture in skyrim has to be nordic...I'm sure that the imperial forts weren't designed by dunmeri standards.
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Post by sirwootalot123 »

this style looks like it could be useful for high rock more than skyrim to me. Maybe even orsinium... naah.
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Post by Xys »

Oh sorry it's my fault
They are really from Raven Rock :(
I haven't ever started this company so these models seemed new for me.
But won't they be used in Skyrim :?:
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Post by Veet »

How about these, do they look Nordic? :wink:

http://veet_vojagig.tripod.com/nordhouse.jpg
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Post by Morden »

Those look great, Veet. Are you working on them?
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Post by prometheus »

They look good but the roofs are not much slooped , snow would require higher inclination other than that may be would be good for a western hold and southern where is less snow...
but Nords also liked to carve wood , some carvings would be good....
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