Official Hammerfell Architecture Concepts
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Eyeball: PM Morgoth and ask him to send you a small text doc I wrote. I've detailed the view I have for each building. And yes, I think that texture's great.
Jale: Good to see you're back too. About modular-ity: I'll give an example.
Let's assume we have a parallelogram mesh with textures. We place it on the terrain, add doors and windows from the CS and voila, here's a house. Now, take the same lame mesh, add the doors and windows and then add a balcony. There's another house. Add a different balcony, or more, and there's another different house. Select a dome from the CS, add it on the roof and there's another totally different house.
Imagine the endless capabilites of an exterior modder when he has some decorative elements to add to the basic building models. Now, if we keep this up and add archs and air-bridges to connect the houses, we've got a real arabian feeling. Dunno if making some extra models is okay by the modelers but it's a great solution for adding lots of variety and make HF cities less boring than Cyrodiil's. Got a bunch of such concepts coming up, plus 2 Dex hasn't uploaded yet. Let's hope Eyeball will be around to give a hand
Jale: Good to see you're back too. About modular-ity: I'll give an example.
Let's assume we have a parallelogram mesh with textures. We place it on the terrain, add doors and windows from the CS and voila, here's a house. Now, take the same lame mesh, add the doors and windows and then add a balcony. There's another house. Add a different balcony, or more, and there's another different house. Select a dome from the CS, add it on the roof and there's another totally different house.
Imagine the endless capabilites of an exterior modder when he has some decorative elements to add to the basic building models. Now, if we keep this up and add archs and air-bridges to connect the houses, we've got a real arabian feeling. Dunno if making some extra models is okay by the modelers but it's a great solution for adding lots of variety and make HF cities less boring than Cyrodiil's. Got a bunch of such concepts coming up, plus 2 Dex hasn't uploaded yet. Let's hope Eyeball will be around to give a hand
Yay my idea was good...must be beginners luck
On the colours...well I think the poorer buildings should be bare stone only, and just off the top of my head I think that yellow/white for crowns, reddish/brown for Forebears and a good dark grey for Sentinel would be good. I say this because they are likely to be built out of the type of sedimentary rocks found in deserts: Sandstone, mudstone etc. Sentinel on the other hand is more likely to have imported stone, as it is a merchant city, and so could have pretty much any colour we want.
The only problem with this idea would be mountain regions, far above the deserts. Would we need another texture set for, say, Granite?
EDIT: I have solid lore for at least one city:
On the colours...well I think the poorer buildings should be bare stone only, and just off the top of my head I think that yellow/white for crowns, reddish/brown for Forebears and a good dark grey for Sentinel would be good. I say this because they are likely to be built out of the type of sedimentary rocks found in deserts: Sandstone, mudstone etc. Sentinel on the other hand is more likely to have imported stone, as it is a merchant city, and so could have pretty much any colour we want.
The only problem with this idea would be mountain regions, far above the deserts. Would we need another texture set for, say, Granite?
EDIT: I have solid lore for at least one city:
Thus Hegathe must be sand coloured! Since this is a crown city, should we, for the moment at least, say that they are all sandy coloured?2920, Book 3 wrote: 29 First Seed, 2920
Hegathe, Hammerfel
...Corda took the letter to the garden to read it, her favorite place, an oasis in the monochromatic sand-colored world of the conservatorium...
- Eyeball88
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Okay, I did up the bridge (because it seemed like the easiest one to start off with) and I've got it here. Simple enough to texture after this point, it's only the Normal mapping that I have to figure out.
Any thoughts?
Edit: I just reread the Oblivion Poly Count guide Sload posted and I realized I have a bit more room to manouver, going to spice up the supports a tiny bit.
Any thoughts?
Edit: I just reread the Oblivion Poly Count guide Sload posted and I realized I have a bit more room to manouver, going to spice up the supports a tiny bit.
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- Eyeball88
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Okay, here's a progress shot of the texture I'm working on. It's been so long since I've used photoshop that this texture took me an entire day to do, and I'm not exactly sure how I'll convert the normal part of it, but I think it isn't turning out too bad.
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- Lady Nerevar
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- Lady Nerevar
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i dont think so. the rocks are like puzzle pieces, fitting togethr perfectly. also, upon closer examination i noticed that some of your bricks over lap, again making it look wierd....
how did you UV map this thing (if thats what its caled) in otherwords, how des the texture tile?
red is is what i mean by a more natural stone arangement, and blue is what i mean by overlaping bricks.
[url=http://img444.imageshack.us/my.php?image=bridgeex0kr.png][img]http://img444.imageshack.us/img444/7797/bridgeex0kr.th.png[/img][/url]
how did you UV map this thing (if thats what its caled) in otherwords, how des the texture tile?
red is is what i mean by a more natural stone arangement, and blue is what i mean by overlaping bricks.
[url=http://img444.imageshack.us/my.php?image=bridgeex0kr.png][img]http://img444.imageshack.us/img444/7797/bridgeex0kr.th.png[/img][/url]
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- Eyeball88
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I put it all together by hand after UVW Unwrapping the mesh. The bricks can be tweaked so that they don't appear to overlap as much; the problem with overlapping came while I was trying to rotate them all to fit a natural arch, which really was more difficult than I thought it would be.Lady Nerevar wrote:i dont think so. the rocks are like puzzle pieces, fitting togethr perfectly. also, upon closer examination i noticed that some of your bricks over lap, again making it look wierd....
how did you UV map this thing (if thats what its caled) in otherwords, how des the texture tile?
red is is what i mean by a more natural stone arangement, and blue is what i mean by overlaping bricks.
[url=http://img444.imageshack.us/my.php?image=bridgeex0kr.png][img]http://img444.imageshack.us/img444/7797/bridgeex0kr.th.png[/img][/url]
I can try to make the rocks fit together like puzzle pieces; I placed them all by hand using six different rocks rotated so you wouldn't really see the same rock pattern repeated. None of those rocks fit together perfectly, so there would be small gaps in between that would have to be filled with mortar.
Edit: Here's a picture of the texture I drew. The extra bricks branching off of the first bunch aren't as important, they are just the seams of the supports underneath the bridge, but you can see how difficult it was to try to rotate bricks without having any overlap. If anyone knows an easy way to do this, please share it because I tried to fit all of those bricks along the arch by hand so that they would at least follow its curve.
The stones inbetween aren't a huge deal to fix.
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- CleverClothe
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Believe it or not, there are plenty of these in the north side of my country. But indeed, I never understood what purpose does this shape serve! Anyway, I drew it because I thought this shape would fit HF.
Dex: Yes, that's all of the concepts I've sent you. Just one last thing. I've also sent you another pic of concept 8. That's the Hammerfell Inn concept. The difference is that the latest one is cleared in Photoshop, so if you still have it replace the one that's posted with the clean one, it will be much better I believe.
Dex: Yes, that's all of the concepts I've sent you. Just one last thing. I've also sent you another pic of concept 8. That's the Hammerfell Inn concept. The difference is that the latest one is cleared in Photoshop, so if you still have it replace the one that's posted with the clean one, it will be much better I believe.
I...can't see that latest render. Is it because I'm viewing it on Safari atm, or do other people have this problem as well?
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- Eyeball88
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*Cough* It's uh ... yeah, Eyeball is a little trigger happy today. I hit submit before I even had the image uploaded to Imageshack.Haplo wrote:I...can't see that latest render. Is it because I'm viewing it on Safari atm, or do other people have this problem as well?
Then Firefox crashed while I tried to edit my post.
[img]http://img141.imageshack.us/img141/8311/stable19bt.jpg[/img]
[img]http://img370.imageshack.us/img370/9536/stable10bo.jpg[/img]
Headless horse not included.
That's looking quite nice. However, I think you could use a handfull more polygons on the top of the cylindrical section (the indent, where you can see the polys). I just love that skylight effect!
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Oh, I see. I suppose, actualy, that that side of it is unlikely to be seen since there isnt levitation...Eyeball88 wrote: All thrown in to one mesh, it is ~5200 faces. Slightly higher than the Anvil stable; a lot of it is coming from the draped cloth.
@Apocalypse: That's not realy relavent here, dude. This is a thread for discussion of Scumbago's concepts and the models of them.
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- Eyeball88
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Here are two more models; modular courtyard wall fountains. One of them features Lutemoth's snake concept, while the other is a plain, generic style that can be used in any region. I've also got a concept for a very rich courtyard fountain that I'll post later.
Edit: Both of these will have stonework filigree textured on top.
Edit: Both of these will have stonework filigree textured on top.
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Many of Bethesda's models appear to be messy and unoptimized. I don't know if this is due to the deadlines that the art team was working under, or if it's just how they were imported/exported. Either way, I have been trying to keep my models at the same poly count, or lower. If it can look good lower, do it lower.
Now the snake fountain was hard to keep low poly, simply because of how ornate I designed it; it is roughly 2100 faces. This is not huge by any stretch; a single tree is nearly 5000. I have other high-poly "decorations" in mind as well, nothing to shatter the budgets though. If courtyards in Hammerfell can be "interior" exteriors, we have a lot more freedom for poly counts. If not, I could probably optimize the snakes even more, and could even make a much lower detail LOD mesh for when the player is far away.
Now the snake fountain was hard to keep low poly, simply because of how ornate I designed it; it is roughly 2100 faces. This is not huge by any stretch; a single tree is nearly 5000. I have other high-poly "decorations" in mind as well, nothing to shatter the budgets though. If courtyards in Hammerfell can be "interior" exteriors, we have a lot more freedom for poly counts. If not, I could probably optimize the snakes even more, and could even make a much lower detail LOD mesh for when the player is far away.
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I am happy that you can achieve better than bethesda, even though they took 4 years, I think most of it was spent balancing, cutting things out, and such. I am actually glad levitation is out, otherwise, lots of the mission would be a breeze, but mainly quite boring. But that's besides the point, it's great that you can work in hi-polycount, just becuasee it means that intricate concept designs can be transferred to models more accuratle, but I bet it's no fun for you modellers, trying to achieve all the detail, or I might be really wrong, and that might be the best part!
Very nice Eyeball. We'll also be able to add more details using Normal maps. In fact, small details like the teeth on the snake could probably be done exclusively by texture.
Edit: I've added a fabric texture you requested. I didn't have any fabrics myself, but I found this one at:
[url]http://www.morguefile.com/archive/[/url]
Great site.
Edit: I've added a fabric texture you requested. I didn't have any fabrics myself, but I found this one at:
[url]http://www.morguefile.com/archive/[/url]
Great site.
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- Lutemoth
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I should have noticed the activity in this thread earlier! Wonderful work, Eyeball, it really gives the stylized redguard look that Bethesda would undoubtably go for. Also, I love the additional design you added on the fountain. Superbe look, and does leave the imagination run with what the textures would be amongst it's arching pattern.
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I've been starting to play around with textures again. I used to texture a lot, but its really been a while since I went at it. Oblivion texture sizes are wonky though. Sometimes they're as low as 256x256, other times they do a whole building side at like 2048x512. What about windows?Eyeball's fountain?... 256x512 seems too low, and thats what I made this one at. I doubt it would fit the model and still look good, but it sure was fun to make.
http://img134.imageshack.us/my.php?image=fountain0051ay.jpg
http://img134.imageshack.us/my.php?image=fountain0051ay.jpg
- lb003g0676
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very cool morden. Though there is a slight white gap around the top tiled section (above the snakes heads). Is that intentional? How did you shape the texture so much on the bricks?
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There are a number of errors, like the white lines you noticed.. and the big blank gaps at the top and bottom Its sort of a WIP... though i'm not sure if i'll finish it, it was mostly just a lot of fun.
As for the shape, I used the front shot Eyeball posted as a basis for the texture. I set the layer to 'multiply' so that everything white became transparent, leaving the depth to show through whatever I put on top of it. After that it was a lot of erasing, dodging, burning, cloning, and other usual tricks to create depth.
As for the shape, I used the front shot Eyeball posted as a basis for the texture. I set the layer to 'multiply' so that everything white became transparent, leaving the depth to show through whatever I put on top of it. After that it was a lot of erasing, dodging, burning, cloning, and other usual tricks to create depth.
- Eyeball88
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WIP
[img]http://img90.imageshack.us/img90/2091/grandminar18ng.jpg[/img]
Notes so far: I'm not sure that I'm comfortable building it with exteriors in mind. Like, each level of the tower a seperate high-poly mesh that the player can explore. I can try to put a lot more detail into each level, but the poly count might become catastrophic. Thoughts?
[img]http://img90.imageshack.us/img90/2091/grandminar18ng.jpg[/img]
Notes so far: I'm not sure that I'm comfortable building it with exteriors in mind. Like, each level of the tower a seperate high-poly mesh that the player can explore. I can try to put a lot more detail into each level, but the poly count might become catastrophic. Thoughts?
- Nomadic1
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It's a nice tower Not entirely practical though. If the top bit were, say, 50% larger it would be an improvement. And maybe less tall from what I can see. You don't need to make very tall towers since there would be no other buildings (save temples, palaces, or in special cases like walls) that high.
On the other hand, it would be great if you made modular towers IMO. You know, several bases, several mid sections, and several tops. Exterior modders could then mix and match, without stepping on your individual modding creativity whilst still giving exterior modders the ability to use modest, intermediate, and fancy towers whatever the situation to arise. Just a thought. As no towers should be really high, poly counts should hopefully not be a problem if you stay within Bethesda's poly counts.
On the other hand, it would be great if you made modular towers IMO. You know, several bases, several mid sections, and several tops. Exterior modders could then mix and match, without stepping on your individual modding creativity whilst still giving exterior modders the ability to use modest, intermediate, and fancy towers whatever the situation to arise. Just a thought. As no towers should be really high, poly counts should hopefully not be a problem if you stay within Bethesda's poly counts.
- Eyeball88
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I built this to the scale shown in El Scum's concept art, but I built it in pieces as I was going up, so that each level of the tower is a seperate mesh that I can change as I go. If it isn't feasible to have the tower that tall, I can always take the top two levels and use them seperately. I'll work on them again tomorrow.
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That looks great, but i agree completely with nomadic, in saying that it would be good if you could make bottom lower and upper setions. And do your own ther, little decorative things, like domes, that could finish buldings off. I don't really know, becuase I ahve never modelled a thing.
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Nomadic: Check the net for photos of temples. You will see the most bizzare stuff. Huge columns stretching way too high, ending up on just an observation balcony, while all the rest is merely occupied by a staircase. Then, talk about it being practical! Same case as the bridge on this thread. People are nuts, builders even more nuts. Compared to them, TR's buildings are just impressive. And, I for one do like impressive stuff.
Macar: This thread isn't for discussion of my own work, it's for discussion, feedback and opinions on all stuff official, which means Dex's work too, as well as the work of anyone else that affects the concepts and models that are seen here.
Eyeball: Got your pm. I love the stable, just two things about it: Indeed, since the top of the silo can't be seen due to lack of levitation spells, you can as well make it flat to save some polys. Second, do you think the stable's gates can be less large?
Speaking of polys, I've got a hunch that the lighthouse concept would overwhelm the acceptable number of them, if modelled. Suggestions?
About the fountains, they rock, and Morden's retex is awesome, but I want us to concetrate a bit on their patterns. The oriental shape of Eyeball's mesh can be used on empty walls of buildings for more eye candy, like some buildings of anvil (see oaken-hull's house). The houses decorated like this of course should be middle class and higher.
Macar: This thread isn't for discussion of my own work, it's for discussion, feedback and opinions on all stuff official, which means Dex's work too, as well as the work of anyone else that affects the concepts and models that are seen here.
Eyeball: Got your pm. I love the stable, just two things about it: Indeed, since the top of the silo can't be seen due to lack of levitation spells, you can as well make it flat to save some polys. Second, do you think the stable's gates can be less large?
Speaking of polys, I've got a hunch that the lighthouse concept would overwhelm the acceptable number of them, if modelled. Suggestions?
About the fountains, they rock, and Morden's retex is awesome, but I want us to concetrate a bit on their patterns. The oriental shape of Eyeball's mesh can be used on empty walls of buildings for more eye candy, like some buildings of anvil (see oaken-hull's house). The houses decorated like this of course should be middle class and higher.
- Eyeball88
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I made the stable gates that large so that the stable cell could accomidate a horse turning a full circle, otherwise they were very very cramped and a horse could only back in and out.El Scumbago wrote:Eyeball: Got your pm. I love the stable, just two things about it: Indeed, since the top of the silo can't be seen due to lack of levitation spells, you can as well make it flat to save some polys. Second, do you think the stable's gates can be less large?
Speaking of polys, I've got a hunch that the lighthouse concept would overwhelm the acceptable number of them, if modelled. Suggestions?
- Nomadic1
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I take it you are refering to towers like minarets - that's actually purpose-built architecture. The sole purpose of those towers is for some guy to stand on the top of them to sing religious songs, or to report the happenings of the cities (kind of like some guy screaming the daily newspaper. Doesn't happen near temples mind you, and it was never truly popular). If there is a purpose for those towers in TR, I won't have any objections or concerns of anything less than an æsthetic nature. ATM, all I see is a flimsy tower which better not be built somewhere which would experience war, wind or earthquakes.El Scumbago wrote:Nomadic: Check the net for photos of temples. You will see the most bizzare stuff. Huge columns stretching way too high, ending up on just an observation balcony, while all the rest is merely occupied by a staircase. Then, talk about it being practical! Same case as the bridge on this thread. People are nuts, builders even more nuts. Compared to them, TR's buildings are just impressive. And, I for one do like impressive stuff.