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Posted: Thu Aug 19, 2010 3:00 pm
by Myzel
I'm about ready to roll this one up. I will do so this weekend.
Posted: Thu Aug 19, 2010 4:08 pm
by Kieren
Myzel wrote:I'm about ready to roll this one up. I will do so this weekend.
Ah, just give me till Monday - our scanner at work just got fixed and I'll be completely done with my latest piece by tomorrow.
I promise you guys will like it
Posted: Sat Aug 21, 2010 10:58 am
by Nemon
Regarding the size of the Othreleth woods, this is my proposal: It's not gospel or anything, just a rough line out based on earlier discussions regarding our future releases.
[url=http://img685.imageshack.us/i/othreleth.jpg/][img]http://img685.imageshack.us/img685/6264/othreleth.th.jpg[/img][/url]
Posted: Sun Aug 22, 2010 1:39 pm
by Kieren
Given the location of the Mushroom Forest - along Morrowind's SW border - a transitional species would fit well (combining aspects of a normal forest with that of flora already present in Morrowind).
That being said, this concept is the result of combining "Mushroom/Fungus" & "Forest".
[url=http://img541.imageshack.us/i/parasiticfungussporeori.png/][img]http://a.imageshack.us/img541/3084/parasiticfungussporeori.th.png[/img][/url]
Curious what you all think.
PS: If any of you feel that the mushroom forest shouldn't look at all like the most common mushroom shape (i.e. toadstool) try to picture a species based off of 'segment 4' of my sketch - using more spherical shaped 'caps' instead of toadstool shaped ones.
Posted: Sun Aug 22, 2010 2:29 pm
by RelinQ
Damn!, you drew those mushrooms? thats pretty freakin impressive. Although I thought we already have ides for mushrooms we are using? Not sure.
Btw Nemon, I like your preposed map, It should fit in well with the surrounding exteriors.
I am a little curious as to what that town, (st. meris? or whatever the hell it's now called) will look like with that region, but i guess we'll see how it plays out when we have models and the region tweaked up.
Posted: Sun Aug 22, 2010 3:10 pm
by Nalin
Kieren wrote:[url=http://img541.imageshack.us/i/parasiticfungussporeori.png/][img]http://a.imageshack.us/img541/3084/parasiticfungussporeori.th.png[/img][/url]
If any of you feel that the mushroom forest shouldn't look at all like the most common mushroom shape (i.e. toadstool) try to picture a species based off of 'segment 4' of my sketch - using more spherical shaped 'caps' instead of toadstool shaped ones.
Really nice work again Kieren. I actually prefer the "trees" in the 3/4 stage, They're reminiscent of fallopian tubes and ovaries connected to them and that combined with trees is the kind of interesting, slightly gross and alien feel we should be going for with this IMO.
[url=http://img143.imageshack.us/img143/876/trshroomforest.jpg]The atmospheric piece Myzel did earlier[/url] although very nice looking is a bit too sparse and doesn't give enough of an enclosed forest feel for me. There wasn't enough canopy going on but this new "tree" should help with that problem.
Posted: Mon Aug 23, 2010 1:52 pm
by Myzel
I agree with Nalin that this is a very nice and detailed concept. Once again though, this has the whole toadstool thing going on and is somewhat reminiscent of Azura's Coast mushrooms. But I too think stages 3 and 4 might work.
I've been thinking about adding a smaller tree type to go with the ones made by Adanorcil, to fill the space between the tall trees and the low ground cover. That concept might work for this.
Posted: Thu Sep 09, 2010 7:03 pm
by brianbusby
Hey, so long time no see for this site, not that many will remember my brief existence on the forums
Anyhow, I drew some sketches for the mushroom forest but of course my scanner didn't work. I just got it running and I photoshopped this real quick as an atmospheric, but of course now its too late:
[url=http://img814.imageshack.us/i/scan0002copy.jpg/][img]http://a.imageshack.us/img814/9127/scan0002copy.th.jpg[/img][/url]
Posted: Sat Oct 02, 2010 7:51 pm
by Worsas
I happen to have a number of tree-shroom meshes that have no purpose for me anymore. I was planning to make some AC-Addition-Mod with new mushrooms. And gave up on it seeing that my mushrooms did not really add anything.
http://i52.photobucket.com/albums/g23/Worsas/treeshrooms.jpg
Posted: Sat Oct 02, 2010 7:57 pm
by Myzel
Those are very nice models. They aren't very fitting for the concept of this forest though. Maybe they could be used in other areas. You should send Haplo a pm to ask whether or not he wants to add them to TR Data.
Posted: Sat Oct 02, 2010 8:19 pm
by Worsas
Thankyou Myzel, I'm going to look after Haplo then
Posted: Sat Oct 02, 2010 9:33 pm
by Why
To me, they look like something we could use if we decide to go back and spice up map 1 and 2 a bit. Nice new fungi for the mushroom people. Apologies for going offtopic.
Posted: Sun Oct 03, 2010 7:14 am
by Kieren
Why wrote:To me, they look like something we could use if we decide to go back and spice up map 1 and 2 a bit. Nice new fungi for the mushroom people. Apologies for going offtopic.
Map 1 & 2 could use a bit of 'spicing up'...seems a bit sparse IMO.
Posted: Sun Oct 03, 2010 11:00 am
by Nalin
Worsas wrote:I happen to have a number of tree-shroom meshes that have no purpose for me anymore. I was planning to make some AC-Addition-Mod with new mushrooms. And gave up on it seeing that my mushrooms did not really add anything.
http://i52.photobucket.com/albums/g23/Worsas/treeshrooms.jpg
They are very professional looking little beauties - too nice to not add to TR Data IMO
Posted: Sun Oct 03, 2010 1:52 pm
by Worsas
http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=294613#294613
Posted: Sun Oct 03, 2010 3:02 pm
by Kieren
Worsas wrote:http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=294613#294613
Kinda looks similar to one of my concepts, I'm curious if you could make anything of:
[url=http://img541.imageshack.us/i/parasiticfungussporeori.png/][img]http://img541.imageshack.us/img541/3084/parasiticfungussporeori.th.png[/img][/url]
Posted: Thu Oct 21, 2010 5:04 pm
by Kieren
...finally got my work scanner working. Anyway, drew this one a while back based off of feedback from my previous piece.
[url=http://img214.imageshack.us/i/alienfungustreeoriginal.png/][img]http://img214.imageshack.us/img214/975/alienfungustreeoriginal.th.png[/img][/url]
Included are a few variations of the 'flowering' shapes in case you all wanted to steer clear of the "fungus" thing.
In any event, a decent shape with lots of options past the trunk should give lots of options for any interested modeler.
Posted: Thu Oct 21, 2010 7:08 pm
by Myzel
It's very nice as usual, but why not channel your efforts into a direction that's more useful to us (as a project)? The Othreleth woods modeling claims have been put up two months ago (which is why this FCG is 'unstickied', meaning no more concepts are required). With that and those trees Worsas is working on I think we have all the mushroom trees we'll ever need. The Deshaan FCG, on the other hand, can definitely use a few good concepts (no mushrooms, although perhaps this tree can be changed somewhat and used there).
The quality of the things you produce is really astonishing, but every time the concepts turn out to be things we can't really use (like you came up with (great) toadstool concepts after we had decided to avoid toadstools). I'm sure you agree that this is a real shame. Which is why I suggest you really try to take our (the core's) direction and think twice about whether or not a concept could be useful for us.
If you ask me, that's really the only thing that's keeping you from a promotion on concept art.
Posted: Thu Oct 21, 2010 7:25 pm
by Kieren
Myzel wrote:It's very nice as usual, but why not channel your efforts into a direction that's more useful to us (as a project)? The Othreleth woods modeling claims have been put up two months ago (which is why this FCG is 'unstickied', meaning no more concepts are required). With that and those trees Worsas is working on I think we have all the mushroom trees we'll ever need. The Deshaan FCG, on the other hand, can definitely use a few good concepts (no mushrooms, although perhaps this tree can be changed somewhat and used there).
The quality of the things you produce is really astonishing, but every time the concepts turn out to be things we can't really use (like you came up with (great) toadstool concepts after we had decided to avoid toadstools). I'm sure you agree that this is a real shame. Which is why I suggest you really try to take our (the core's) direction and think twice about whether or not a concept could be useful for us.
If you ask me, that's really the only thing that's keeping you from a promotion on concept art.
well...as I said in my post, I drew it a while ago - was simply posting it in hopes that another concept artist or modeler would gain a new perspective to use in their own work on Deshaan.
As far as Deshaan goes...I've got several pieces I'm currently working on. I'm also visiting friends in Pamukkale, Turkey (the salt/calcium carbonate terraces) this weekend - where I'm planning on using my camera a lot to give the community ideas.
BTW, could you use any new creature concepts for Deshaan?
Posted: Sat Oct 23, 2010 9:09 pm
by Myzel
I don't think creatures are high on the modeling agenda atm. Creatures are pretty labour intensive to model, taking a lot of time, skill and effort. We'll want to focus on statics first.
I'm not going to tell you not to draw creatures though, if you want to. Who knows, maybe we'll be able to use the concept eventually.
Edited for clarity
Posted: Sat Oct 23, 2010 11:08 pm
by Kieren
Myzel wrote:I don't think creatures are high on the modeling agenda atm. Creatures are pretty labour intensive to model, taking a lot of time, skill and effort. We'll want to focus on statics first.
I'm not going to tell you not to draw creatures though, if you want to. Who knows, maybe we'll be able to use the concept eventually.
I've got a decent plan for a Dres irrigation tower I'be been playing with if you're interested.
Also, should be ready for a couple Deshaan Plains flora species here by next week.
Posted: Thu Mar 10, 2011 8:00 am
by vurt
Might fit the mushroom forest, dunno.
Nifskope: http://piclair.com/data/l4xzc.jpg
In-game: http://piclair.com/data/yvywn.jpg
Some very nice concept art in this thread
i'll see if i can create some other varieties, if you still need mushrooms, that is.
Posted: Thu Mar 10, 2011 2:20 pm
by blackbird
It won't fit for the mushroom forest because the texture colors aren't fitting. It will be a combination of brown and oker yellow.
The mesh is not based on the concept art. If you would have looked closely at the concept art, you would have noticed there will be no parasol mushrooms.
Posted: Thu Mar 10, 2011 2:40 pm
by vurt
The textures/colors are hardly final, i didnt want to put much work into that since i'm not sure you'd even like the model - and you didnt. But it's no problem, i'll read the whole thread later on so i can figure out what you're looking for.
Posted: Fri Mar 11, 2011 4:38 pm
by blackbird
It's not that I dislike the model, but it's totaly different from the concept art regarding the Othreleth woods. We won't use that model for the Othreleth woods.
There is a concept and we stick to it.
Edit: here are the concepts:
http://www.majhost.com/gallery/Vahiku/TamrielRebuilt/mushroomonesketch.jpg
http://www.majhost.com/gallery/Vahiku/TamrielRebuilt/mushroomtwosketch.jpg
http://www.majhost.com/gallery/Vahiku/TamrielRebuilt/mushroom3.jpg
http://www.majhost.com/gallery/Vahiku/TamrielRebuilt/mushroomforestconcept.jpg
Edit 2: I don't question your modeling skill; I like it.
The claim of the othreleth wood mushroom trees is already in the reviewing process (but I think you can't see those forums).
Here is a pic: http://img525.imageshack.us/i/tallmush.jpg/
Posted: Fri Mar 11, 2011 5:32 pm
by arvisrend
Vurt's mushroom trees, to me, look like something that could be used on the map 1 Telvanni isles if TR is serious about giving them a revamp. Of course, retex might be needed, but the overall look is telvanniish enough...
Posted: Fri Mar 11, 2011 5:41 pm
by Thrignar Fraxix
ah yes, we do actually have the set for the trees for this region done already don't we. This FCG is unstickied which means that we don't actually need any new concepts here. Perhaps in the future these threads should be locked, as merely unstickying them doesn't seem to be getting the message across.
Also, Blackbird, don't be a dick.