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Posted: Thu Mar 12, 2009 11:31 pm
by Túrelio
Yes, I have been thinking about that. I was planning on doing several doorjam designs. The cantons are pretty big, those doors are big, there is actually quite a bit of room there, but don't worry, the actual model will have space.

Posted: Tue May 12, 2009 7:11 am
by greendogo
I don't know if this should go here, but the Dres area is far enough away from Vvardenfell I feel like it might apply. What type of flora are being used in the southern area of MW? My question mostly pertains to the small area of Dres lands that are said to be swampy. Will the BC trees be used? And will there be ANY land around there that would be labeled as "jungle"? I know most Dres lands are supposed to be plains though, right?

On another subject, I am still hoping for some new developments on Dres architecture. So I hope the mods don't consider this thread dead yet, or they'll be mad at me for resurrecting it :P

Posted: Tue May 12, 2009 1:13 pm
by Myzel
I think Turelio is still working on concepts, but he's stated before progress is slow due to general business or something like that. I don't think Dres is very high priority atm anyway, so there's no reason to rush this. :)

Posted: Tue May 12, 2009 4:33 pm
by Thrignar Fraxix
There will be, and already is a few pieces, of unique argon jungle flora. The plant that dirnae just fixed is actually supposed to be found there. Check TR_Data's flora under the AJ prefix. (no guarantees it is any good).

As for Turelio, last I heard he was in Germany without internet.

Posted: Tue May 12, 2009 7:07 pm
by Haplo
Terraced rice patties, jungles, swampy areas, hills, plains, etc.

Posted: Tue May 19, 2009 10:33 pm
by Ter13
I spent a bit of time working on a quick mock-up for [url=http://img463.imageshack.us/img463/1353/richhouseconcept1c.jpg]this[/url] concept. [url=http://i43.tinypic.com/2vuc5xj.png]Here[/url] is what I came up with...

It's nothing fancy, and there's no texture yet. Just a ten minute model.

There are actually three models done in that picture. The door, the window, and the manor. I'm going to get a few more done today before I head off to work. Will post updates in a bit.

Posted: Sat May 23, 2009 4:43 pm
by Hemitheon
Looks good. The only thing I can suggest is follow the lines of the concept closer. Yours is a a bit boxy whereas the concept graceful slopes to the top. Likewise, your building is 3 stories whereas the concept is 2 1/2. Elongate the windows; notice that the frieze-thing (lack of a better word) that goes around the lower half of the build. In the design, it slopes as well. In your model, it's boxed. Lastly, the doorjamb should slope as well. Oh and that top-piece is larger in the design. Good work.

On the other hand, TR hasn't officially chosen this design for House Dres. However, I personally don't see anything wrong with your creating an example of the concept art.

Posted: Thu Jun 11, 2009 10:32 pm
by greendogo
Ter13 wrote:I spent a bit of time working on a quick mock-up for [url=http://img463.imageshack.us/img463/1353/richhouseconcept1c.jpg]this[/url] concept. [url=http://i43.tinypic.com/2vuc5xj.png]Here[/url] is what I came up with...

It's nothing fancy, and there's no texture yet. Just a ten minute model.

There are actually three models done in that picture. The door, the window, and the manor. I'm going to get a few more done today before I head off to work. Will post updates in a bit.
Ah, I didn't see these. Very cool, but as Hemitheon said, the building in the concept is 2 1/2 stories and the sides need to slope more. Other than that, you could probably make the door and windows a little bit more slanted down, perhaps with more of a pronounced difference between the curved part flush with the wall and the part that is facing out. The top and bottom could be pushed out a smidgen more from the main body of the building.

Also, what do other people think about what Ter13 did with the roof?

Posted: Wed Jun 24, 2009 9:56 am
by Túrelio
I kind of like it, but yea it needs to slope a bit more. Also, I don't know anything about your process, but doorjams and windows would probably be better as separate models from the house.

I don't not have internet as much as I don't have to tools to work on my stuff, and of course even less time, that I shouldn't spend reading on forums for hours on end. I'll be back soon though.

Posted: Wed Jun 24, 2009 9:23 pm
by greendogo
Túrelio wrote:I don't not have internet as much as I don't have to tools to work on my stuff, and of course even less time, that I shouldn't spend reading on forums for hours on end. I'll be back soon though.
Alright, I'm looking forward to your return!
I feel you though. I've been using an iPod touch as a "computer" since my laptop was busted at the beginning of the summer. I can't even play morrowind, let alone mod it. At least I've got email and a "browser". Those are the tools I can't do without.

Posted: Sat Jun 27, 2009 12:58 am
by Vaelen Dreth
Hi there, just a fan lurking around here. I made a VERY quick sketch on how to place the poor people in Tear, if the 'open canton' idea was to be used. Placing them in cold, wet, fragile shacks next to the cantons, just above water level would seem fitting if the hierarchical height system with pits and towers is going to be used.

http://img23.imageshack.us/img23/2975/randoms.png

Posted: Sat Jun 27, 2009 9:16 am
by RelinQ
I've got a few ideas im working on atm for some lesser dres architecture, likes some farming houses/saltrice fields, I had a wierd dream about it the other day :?

Anyway, Túrelio, I wanted to know for this picture:
[img]http://img463.imageshack.us/img463/8272/tearconcept1.jpg[/img]

What kind of colour scheme do you picture the outside of these buildings in? maybe Earthy colours?

If I find a scanner, I'll upload some drawings.

Posted: Sat Jun 27, 2009 5:45 pm
by Haplo
Probably dark colors. Grey, navy, maybe just deep blue, etc. with gold trim. Likely House Dres colors, or a scheme that fits their personality and their ideals.

Posted: Sat Jun 27, 2009 6:27 pm
by Nalin
No gold trim please. Dark grey would be nice

Posted: Sat Jun 27, 2009 9:17 pm
by Haplo
Gold leafing actually goes incredibly well with dark blue, and would fit with some stuff we already have made.

Posted: Sat Jun 27, 2009 9:33 pm
by Sload
its too western

Posted: Sat Jun 27, 2009 10:49 pm
by jonarus_drakus
Looking at the picture posted by RelinQ:

With the idia in mind that its supposed to be Dres, how about a solid mid-grey with a hint of purple undertone for the Draker stripes around top and bottom, with i more generic grey for the majority. The thin white stripes that border the darker stripes would be in a mildly contasting colour, Im thinking a sandy yellow... see my rough job (done in MS-paint) attached.

Posted: Sat Jun 27, 2009 11:12 pm
by Tyrion
Too purple I think... more earthy and grey would feel about right.

Posted: Sat Jun 27, 2009 11:28 pm
by Sload
Tur actually had some color schemes before he left.

Posted: Sun Jun 28, 2009 6:09 am
by jonarus_drakus
Tyrion wrote:Too purple I think... more earthy and grey would feel about right.
Yeah, i was a little worried that the colour was a little 'strong'. Heres another version where i have tried to bleed out the colour a bit more. This time i have also added a '3-part' colour chart to give a very basic plan with which the colour sceme could be 'test aplied' to other structures/designs.

Posted: Sun Jun 28, 2009 9:26 am
by RelinQ
Haplo wrote:Gold leafing actually goes incredibly well with dark blue, and would fit with some stuff we already have made.
You could try a copper sort of colour or even a chromey-like silver could work. as opposed to gold.

Posted: Sun Jun 28, 2009 9:40 am
by Sload
I am quite certain this topic is of low enough priority that it can wait until the original artist has the ability to contribute his particular vision of the set that he drew, which was excellent.

Posted: Sun Jun 28, 2009 9:49 am
by greendogo
What type of texture would go with those colors? I would think that the gritty texture found on Hlaalu or Velothi would be a good fit. Is there any other texture to use that would add character that would be specific to the Dres? Or would it be better to stick to the basic velothi/hlaalu texture? I'm only talking about the texture/material, not the color scheme.

Also, using 'bright' gold would look crappy. Using a drab or worn-looking gold could look ok, maybe.
Edit: Nevermind about the gold, I took a look at some gold on buildings and found it looked pretty cool: bright or drab.
Edit 2: I agree that talking about this stuff when Turelio is still working in it is pretty pointless.

Posted: Wed Jul 08, 2009 5:07 pm
by Nalin


Posted: Wed Jul 08, 2009 5:33 pm
by Bloodthirsty Crustacean
Before you accuse me of "robbing this bank" remember this; I am not robbing this bank. :P


That aside, I think Túrelio's concepts do actually capture some of the essence Sload was talking about. With the narrow doorways, the tall over-looming building structures, etc. A distinctive interior set would really complete the effect.

After all, there's only so much 'austere and unwelcoming' stuff you can do with architecture before you just get OTT and put spikes on everything and massive leering gargoyles. :P

I'd also say that once they become the Dres set, they'd say 'Dres' as much as the rather nondescript Hlaalu buildings say 'Hlaalu'.

But sure, debate is good, as long we don't just spend ages circling around some airy ideas before finally settling for Túrelio's (perfectly excellent) art anyway.


On the other note, I don't think that armour's made it into the latest Data, at least... Could you perhaps provide the necessary stuff so we could get it in there. It's great stuff.

Posted: Wed Jul 08, 2009 6:21 pm
by Nalin
I'm working on a few Dres armour and clothing concepts at the moment so i'll try to finish off the bits missing from the slave hunter armour while i'm at it.

As a distraction from that stuff and inspired by this thread I decided to play around with Sketchup abit and try to get across a how I envision Dres architecture could look bearing in mind comments already made so far.

I possibly went a little overboard with the all black look but in my defence that is supposed to represent crushed bugshells that the building in decorated with - shiny, offering variation and giving off a bug-ish effect without looking like a bug.
The windows should look like this inside:[url=http://img139.imageshack.us/my.php?image=dreswindowtexture.png][img]http://img139.imageshack.us/img139/8867/dreswindowtexture.th.png[/img][/url]

Here's a crappy quality .wmv of what I came up with;

http://www.youtube.com/watch?v=DUe7pPo3bJI

Posted: Wed Jul 08, 2009 7:18 pm
by Thrignar Fraxix
interesting. Too black, but that is easily fixed. I'm curious to see more.

Posted: Wed Jul 08, 2009 7:27 pm
by Bloodthirsty Crustacean
The black is definitely a wrong move (and would look ridiculous on a sunny day in-game), and overall I personally feel that the whole design just screams 'Mordor' as opposed to 'Dunmer', unlike Túrelio's lot. Perhaps changing the colour scheme would change that effect, I dunno.

Remember these guys aren't panto villains setting out their 'we are bastards' stall with their architecture, they're just guys building houses. For the purposes of art, it's great if they have that 'cold, austere feeling', but it shouldn't look as if that's what the actual inhabitants had in mind as their 'absolute objective' when building them.

Posted: Wed Jul 08, 2009 7:38 pm
by Lady Nerevar
the inverted shape is rather cool, im wondering how it would look with Tur's design.

Posted: Wed Jul 08, 2009 8:09 pm
by Sload
I like that it gets wider as it rises, but don't think that can work in-game, unless that only happens in a single direction, because buildings have to fit basically together or you'll get weird "alleyways" that just look fudgly. I guess it could work though if only one side was angled though.

I dont like the black.

Posted: Wed Jul 08, 2009 8:19 pm
by Lady Nerevar
the front can have the weird angle so that it looms over you as you enter. goes with the domineering/overbearing aspect.

Posted: Wed Jul 08, 2009 8:21 pm
by gro-Dhal
If the front was angled like that, it could lead to some nicely oppressive street plans. And it would provide shade in the hotter climes of the south.

Posted: Wed Jul 08, 2009 8:25 pm
by Bloodthirsty Crustacean
In the 'tier' sections of the cantons, maybe, that could be very good.

I get the feeling it'd just look weird in an open plan city though.

Posted: Wed Jul 08, 2009 8:26 pm
by gro-Dhal
Maybe if every town was walled, it would look ok.

Posted: Thu Jul 09, 2009 2:27 am
by cire992
That building would look neat if it were in the ashlands, but most of Dresneyland is in the jungle, right?

Posted: Thu Jul 09, 2009 3:36 am
by RelinQ
well not really, The Argon Jungle is on map6 near the borders of and small patches here and there, its not just everywhere. Map6 is rather odd in terms of landscape, sorta diverse. there will be some jungle plants around but not everwhere.
Bloodthirsty Crustacean wrote:In the 'tier' sections of the cantons, maybe, that could be very good.

I get the feeling it'd just look weird in an open plan city though.
Yeah I had that feeling as well, I mean tiers in Tear? (Yes okay its a bad pun) but... it would seem a little odd what with a rivers through the town and all.

You could always make the tiers via landscaping then add some walls and platforms in the occasional spot, I mean thats probably a better idea and less modding work.

Posted: Sun Jul 26, 2009 11:15 am
by greendogo
That reminds me of the brothel from the Beetlejuice movie. Perhaps a bit too Tim-Burton-y in it's top heavy design.

Anyway, I had an idea for the farming landscape, thanks to the couple of posts before me talking about "tiers". I hadn't read what they were talking about yet, so I started to think about terraced farming.
Link: [url]http://en.wikipedia.org/wiki/Terrace_%28agriculture%29[/url]
Does anyone think that's an idea for Dres farming worth discussion?

Posted: Sun Jul 26, 2009 11:40 am
by RelinQ
Okay here is something ive been trying out in 3DStudio,

Currently Im just using textures that already exist in the original data (eg vanilla textures). the lighting of this render isnt to good, but its just to play around with anyway.

[img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/Dresarchitecture.png[/img]

EDIT: I noticed the texture looks sorta white :? which is bad ebcause it reminds me of Necrom, I was trying for more of a sand/beige colour. but I dont have the textures.

Posted: Sun Jul 26, 2009 7:17 pm
by Worsas
Nice to see one more person starting with modeling. I don't feel alone anymore.

The way you have attached the texture looks neat. I also like how you have made that edges. The whole shape still differs from Turelios concept as here are no curves at all. The sidesurfaces of the roofs at Turelios drawings are also more narrow. Where you have attached the 'rings' at the bottom, I believe there belongs an edge (jut?) rising from the ground.

I hope you can get what I try to say :? ;)

Anyway I wish you good luck at modeling your pieces.

Posted: Mon Aug 03, 2009 7:45 am
by wintermute213
Some really impressive and well thought-out ideas on architecture here. As is the majority view, theirs would probably be largely Veloth-type but with their own spins on it. We know the Dres are traditionalists who have sided with the Indoril in much of Morrowind's known affiars, but Vivec also said they "represents the past of pre-Tribunal Great House culture, a persistent tradition of Daedra- and ancestor-worshiping civilized Dunmer clans." This leads me to think of them as being more superstitous and maybe more tribe-oriented than the Indoril and other Dunmer. Not "oppressive" or "dark" in some vague sense but having a huge connection to the past, and to old ways, particularly religion. I was reminded a lot of [url=http://en.wikipedia.org/wiki/Shwedagon_Pagoda]Southeast Asian Buddhist Architecture[/url] by that first post of temple designs. I think that could be a great way to liven up buldings in wealthy areas, having a lot of ornate, gilded carvings and inlays on archways and along roofs and foundations depicting various Daedra or scenes from myth. Also get kind of an Aztec vibe from this, which works too, and is kind of similar.

One thing I don't like is the idea that they're militaristic or orderly in some all-pervasive way, which just doesn't work for the Dunmer, or any race in Tamriel really. The Dres especially are supposed to be rather backward, which means looking towards old tribal way, not fascism.

Edit: Additionally, if you look at [url=http://www.imperial-library.info/gallery/mw_TAoM_p27.jpg]Bethesda's concept work for the Dres[/url], almost every character is wearing an asymmetric outfit, which also goes against the "orderly" thing.