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Posted: Tue Mar 01, 2011 11:23 am
by daedriclord
I thought it would be great if wild skyrenders had giant termitaries in Deshaan plains
[url=http://s1142.photobucket.com/albums/n608/daedriclord/?action=view¤t=Deshaantermitary.jpg][img]http://i1142.photobucket.com/albums/n608/daedriclord/th_Deshaantermitary.jpg[/img][/url]
Posted: Tue Mar 01, 2011 12:29 pm
by Katze
I'm not sure how easy it would be to model such an intricate structure, but I really like that Skyrender hive concept, and monolithic termite nests in general. Awesome stuff!
Posted: Tue Mar 01, 2011 3:54 pm
by daedriclord
thx Cat ^__^
Hm, if such model is impossible we can reduce the number of entrances, like here http://woophy.com/images/photos/503/7/l/54115.jpg
I've found an interesting photo of a termite nest
[img]http://elementy.ru/images/news/inside_of_a_colony_of_macrotermes_natalensis_in_south_africa_600.jpg[/img]
or we can make only one entrance like in wasp nest
a scary place for player
[img]http://imagecache6.allposters.com/LRG/29/2902/61LPD00Z.jpg[/img]
Posted: Tue Mar 01, 2011 4:31 pm
by Katze
Skyrender nests would make for a super-awesome new dungeon type for the Deshaan region :O It'd probably require we make a walking version of the Skyrender though, flying creatures in interiors is generally totally a bad idea.
Posted: Tue Mar 01, 2011 4:37 pm
by Petethegoat
Cathartis wrote:Skyrender nests would make for a super-awesome new dungeon type for the Deshaan region :O
This would indeed be pretty awesome. The problem, of course, is what exactly are you going to be looting? How can we introduce other enemies apart from Skyrenders?
Perhaps we could think up some sort of symbiosis with other creatures, or people even? Some sort of people vaguely like the Ashlanders who live among Skyrenders would be pretty interesting.
Posted: Tue Mar 01, 2011 4:49 pm
by Katze
There are already domesticated skyrenders in Dres society. I'm sure they have other uses for the creatures, and dead nests could become reoccupied by other inhabitants, like ashlanders, bandits, nomads, or wild creatures.
Posted: Tue Mar 01, 2011 5:17 pm
by daedriclord
Skyrenders might have the same social structure
http://static.howstuffworks.com/gif/termite-11.gif
The anciant Solt-Baobab(Myzel's design) skyrenders've built the nest on it
[url=http://s1142.photobucket.com/albums/n608/daedriclord/?action=view¤t=0SkyrendersNest.jpg][img]http://i1142.photobucket.com/albums/n608/daedriclord/th_0SkyrendersNest.jpg[/img][/url]
Posted: Tue Mar 01, 2011 8:57 pm
by SamirA
Skyrender nests could work like those root caverns in the Shivering Isles. I really like this idea, it would certainly be an awesome one to go with.
Posted: Tue Mar 01, 2011 9:58 pm
by Nalin
Just wanted to add that I called Skyrender nests ages ago. I suggested going with a hive in the style of [url=http://www.imperial-library.info/sites/default/files/imagecache/node-gallery-display/gallery_files/mw_TAoM_p10.jpg]the ashlander camp concepts[/url]. I still think it'd be a very cool place to explore - and the Dres have to get them from somewhere.
Posted: Tue Mar 01, 2011 10:37 pm
by Peterboy
That CA piece is one of my favorites, it would be epic to have a skyrender nest caves in the Dres territory.
Posted: Tue Mar 01, 2011 10:45 pm
by DMKW
I like the shivering isles roots caverns idea, however that would require a whole new tileset would it not?
Something like this would be pretty badass though
http://www.imperial-library.info/sites/default/files/gallery_files/mw_TAoM_p10.jpg
The holes themselves can still be low poly and created by textures with indentations in the model. for instance the new vagas cazador nests.
http://images3.wikia.nocookie.net/__cb20101111173538/fallout/images/e/e4/Fallout_New_Vegas_Bee-hive_Cazador%27s.jpg
Posted: Wed Mar 09, 2011 5:35 pm
by vurt
There was a post earlier with a tree that had a large base with roots (water carrying tree: http://s1142.photobucket.com/albums/n608/daedriclord/?action=view¤t=Watercarryingtree.jpg ), i made a rather quick attempt:
http://piclair.com/data/74xer.jpg
it's very low poly, less than most MW trees, so at least that part should be about right
the leaves / dead branches and bark can be switched out, obviously.
Posted: Wed Mar 09, 2011 10:27 pm
by Nalin
vurt wrote:There was a post earlier with a tree that had a large base with roots (water carrying tree: http://s1142.photobucket.com/albums/n608/daedriclord/?action=view¤t=Watercarryingtree.jpg ), i made a rather quick attempt:
http://piclair.com/data/74xer.jpg
This is lovely and we would expect no less of you and your lovely treeishness. The concept chosen there, (along with all of the others in the thread), is still up for debate and nothing is settled on until we feel that we've achieved the aesthetic that we're going for. As a TR modeler showcase goes though, it looks pretty much perfect from the screenshot.
It still looks great even when scrimping on tri's and we will, of course, always be accepting of help at this standard.
Welcome to TR, btw
Posted: Thu Mar 10, 2011 7:51 am
by vurt
Yeah, no problem, just wanted to make something from this thread, i didnt spend much time with it so it doesnt matter if its never used for anything
Posted: Thu Mar 10, 2011 1:34 pm
by Myzel
Looks great. I think that could be used. We will probably need to alter the colors at some point. The way we're going, I think Deshaan's look will be vastly dependant on the color scheme.
Posted: Thu Mar 10, 2011 2:48 pm
by Nemon
Definitely worth keeping imo, looks great! Colors and smaller details is still to be decided.
Posted: Fri Mar 11, 2011 3:35 am
by Haplo
I'd like to see it next to an existing tree to get a better comparison and contrast.
Posted: Fri Mar 11, 2011 6:26 pm
by daedriclord
vurt wrote:http://piclair.com/data/74xer.jpg
nicely done ^_^ good work! ^_^
that is skyrender nest concept
[url=http://s1142.photobucket.com/albums/n608/daedriclord/?action=view¤t=Skyrendernest.jpg][img]http://i1142.photobucket.com/albums/n608/daedriclord/th_Skyrendernest.jpg[/img][/url]
Posted: Fri Mar 11, 2011 6:39 pm
by Nalin
Nice stuff, daedriclord.
Posted: Sat Mar 12, 2011 8:06 pm
by vurt
Cool nest
i made another model, i spent a bit more time with this one.
http://piclair.com/2yq1e
http://piclair.com/xpn9h
It's not that hi-poly, the file is less than 100kb and that's with added verex painting (which ups the file size). I can shrink it further by removing roots (all roots are detachable).
And no worries if something i post isnt going to be used, i just use it for my own mods or share it as a resource.
On another note, it seems like i dont recieve emails even if there are new posts in the threads i have posted to? There's an initial email that someone responded, but then it seems to stop. Maybe something you should look into, because its a very good function to have.
Posted: Sat Mar 12, 2011 8:39 pm
by Thrignar Fraxix
I want to quote the first post, "Deshaan is one of the most fertile regions of Morrowind but, paradoxically, it looks very arid and brown. The plains are dotted with salt flats and strange salt formations. White grasses pale the landscape, and most other plant life has the same prevailing paleness."
Though your first tree in this thread would work in this region if it received a new texture, these most recent things seem a bit too... normal? (another word I considered was healthy)
I have no idea about that forum function not working, but I wouldn't be surprised in the least if that was broken.
Posted: Sat Mar 12, 2011 9:26 pm
by daedriclord
Nalin wrote:Nice stuff, daedriclord.
Thanks Nalin
vurt wrote:Cool nest
Thanks vurt
vurt wrote:I can shrink it further by removing roots (all roots are detachable).
hm, interesting, maybe it would be better if the roots are thinner and higher, so human could walk under them
Thrignar Fraxix wrote:Though your first tree in this thread would work in this region if it received a new texture
totally agree
http://scenicutah.com/great-salt-lake/images/great-salt-lake0115.jpg Heh, I think that the texture should be a white-encrusted bark
Posted: Sat Mar 12, 2011 10:17 pm
by vurt
i got a bit caught up with the first part + that it was called a watercarrying tree = would probably look healthy with green leaves etc. But it's easy to fix.
Here's a less healthy looking tree, with a fatter trunk, makes it look less "normal". Maybe it's too fat now instead though hehe
http://piclair.com/data/mr9xy.jpg
The old tree, with new textures: http://piclair.com/data/2ii9p.jpg
maybe i'll remove the vertex painting to make it more pale..
daedriclord: A human can walk under the roots, no problem.. i can make moss or spiderweb or something hang from the underside of the tree maybe.
Edit: updated textures again.
Edit: new tree: http://piclair.com/data/1daja.jpg
Edit: some new plants im playing around with, and again, textures aren't final by any means. Models are't final either, i usually tweak them afterwards.
http://piclair.com/hcea5
http://piclair.com/6b1nh
http://piclair.com/9e452
http://piclair.com/en6wz
http://piclair.com/se7ua
http://piclair.com/658rl
http://piclair.com/xnam7
http://piclair.com/85g61
Posted: Sun Mar 13, 2011 10:04 am
by daedriclord
Cool, I really like those models
[url]http://piclair.com/data/mr9xy.jpg[/url]
I like that tree, but I think that there are too many roots, can you reduce their number?
Texture is also nice, but I think it would be nice if you add white spots of salt on the bark, I was experimenting with the tree bark texture
[url=http://img854.imageshack.us/i/52717053.jpg/][img]http://img854.imageshack.us/img854/521/52717053.th.jpg[/img][/url][url=http://img821.imageshack.us/i/19624527.jpg/][img]http://img821.imageshack.us/img821/4773/19624527.th.jpg[/img][/url]
Posted: Sun Mar 13, 2011 11:39 am
by vurt
http://piclair.com/data/z4qs9.jpg
I filled the small cavities in the bark with a white/blue salt and reduced the roots. I also changed the leaves planes a bit.
its hard to tweak or even create the textures without knowing the final color scheme of the landscape.
Posted: Sun Mar 13, 2011 2:08 pm
by Nalin
vurt wrote:
http://piclair.com/data/1daja.jpg
some new plants im playing around with, and again, textures aren't final by any means. Models are't final either, i usually tweak them afterwards.
http://piclair.com/hcea5
http://piclair.com/6b1nh
http://piclair.com/9e452
http://piclair.com/en6wz
http://piclair.com/se7ua
http://piclair.com/658rl
http://piclair.com/xnam7
http://piclair.com/85g61
Although we don't have Deshaan claims up yet - surely this stuff is good enough to put in there anyway.
Vurt, without reviewing these items to see just how good they are, I still have to say that you are a gift horse that we shouldn't be looking in the mouth of. Great stuff. Possibly setting up your own models showcase thread would be a good idea - so you can throw everything that you're working on in together.
Posted: Sun Mar 13, 2011 10:59 pm
by vurt
Thanks Nalin, i'll do that when i have a few more models and these are a bit more finished.
Posted: Mon Mar 14, 2011 3:48 pm
by daedriclord
heh, Deshaan trees
[url=http://img145.imageshack.us/i/0deshaantree02.jpg/][img]http://img145.imageshack.us/img145/8869/0deshaantree02.th.jpg[/img][/url][url=http://img220.imageshack.us/i/0deshaantree02a.jpg/][img]http://img220.imageshack.us/img220/9039/0deshaantree02a.th.jpg[/img][/url]
Posted: Mon Mar 14, 2011 6:59 pm
by Nalin
I especially like the creature carrying the nest
[url=http://img855.imageshack.us/i/crawlynest.jpg/][img]http://img855.imageshack.us/img855/8634/crawlynest.th.jpg[/img][/url]
Posted: Mon Mar 14, 2011 8:46 pm
by daedriclord
heh, that is not a creature, those are haste-drawn rocks
interesting idea, but I think it is impossible for Morrowind and that wouldn't be Deshaan if we have walking Skyrender nests
Posted: Mon Mar 14, 2011 9:04 pm
by Nalin
I think it is impossible for Morrowind
Because oversized bugs just don't work there, right?
Posted: Mon Mar 14, 2011 10:51 pm
by SamirA
I like the idea of a giant bug being the nest for the skyrenders. It's a unique idea and very Morrowind imo.
Posted: Mon Mar 14, 2011 11:29 pm
by Why
It won't work well with the engine if it's a Creature. It could be a near-stationary animated Activator much like the Siltstriders.
Posted: Tue Mar 15, 2011 12:09 am
by SamirA
Yeah Silt Strider would be the way to go with it.
Posted: Tue Mar 15, 2011 7:31 pm
by The Greatness
Samir Al'Muhaada wrote:I like the idea of a giant bug being the nest for the skyrenders. It's a unique idea and very Morrowind imo.
O.o
That is an awesome idea.
Posted: Tue Mar 15, 2011 7:46 pm
by Katze
I don't think this would work well as a living creature. Perhaps if the walls of the nests are made from dead skyrender/prey exoskeletons plastered with baked mud, or wasplike paper?
Posted: Tue Mar 15, 2011 9:14 pm
by gro-Dhal
This thing carrying the nest is the best idea i've seen here in ages. It's a symbiotic relationship whereby one being carries the weight of an entire hive- something with excellent moral and religious symbolism for the Dunmer.
Posted: Wed Mar 16, 2011 1:34 pm
by daedriclord
Something like this? A giant activator walking skyrender nest
heh
[url=http://s1142.photobucket.com/albums/n608/daedriclord/?action=view¤t=0DeshaanSkyrendernestdustdevil.jpg][img]http://i1142.photobucket.com/albums/n608/daedriclord/th_0DeshaanSkyrendernestdustdevil.jpg[/img][/url]
Posted: Wed Mar 16, 2011 1:44 pm
by Scamp
Wow, that looks creepy
Very nice, however. I like this whole idea about walking nests, sounds about right for a fantasy game
Posted: Wed Mar 16, 2011 3:14 pm
by Myzel
I think it's a fun idea, but maybe it's best to move on now. I don't really see a moving nest-creature happening.
Those that are thinking of this as a an animated activator, consider the size of the skyrender, and the enormity of any nest such creatures could live in. It would have to be ten times the size of a silt strider, at least. The chances of having something like that move through any Morrowind terrain without it looking silly and half-assed are kinda small I think.
I haven't yet decided whether or not I like the original idea of stationary nests. I can see it working as a defining landmark but the design might need a bit more work.