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Posted: Tue Aug 17, 2010 7:03 pm
by Nemon
Adanorcil wrote: All in all I think it's very doable. I do think we should take care to create the feel of 'plains', though, which is not easy, since hills and obstacles tend to make a place feel way larger.
Yeah, maybe I put too many smaller hills within that bowl, which should have been more of a plateau than a bowl. Make it less convex and that would be my idea, plus deep ravine cracking into the surface down towards sea level, with awesome pathways leading up to the surface. OMG I SO WANNA DO THIS.

Posted: Tue Aug 17, 2010 9:04 pm
by Adanorcil
Nemon wrote:
Adanorcil wrote: All in all I think it's very doable. I do think we should take care to create the feel of 'plains', though, which is not easy, since hills and obstacles tend to make a place feel way larger.
Yeah, maybe I put too many smaller hills within that bowl, which should have been more of a plateau than a bowl. Make it less convex and that would be my idea, plus deep ravine cracking into the surface down towards sea level, with awesome pathways leading up to the surface. OMG I SO WANNA DO THIS.
I'd agree with everything but the ravines, because we have ravines in so many places already?

Posted: Tue Aug 17, 2010 10:11 pm
by Nemon
Not really this kind, which is a kind the player would prefer to get out of. The plains themselves would be the preferred area to walk around in, with the cracks and ravines (steep) small pockets of death and general badness.

Posted: Thu Aug 19, 2010 1:19 pm
by Myzel
Adanorcil wrote: -wordy-
I'm not too sure about this. Especially the picture looks mostly like ashlands but brown. Nemon's description sits a little better with me. I am in favor of small but strange looking salt-rock formations and a bit more flora than suggested in the previous descriptions.

That said, I'm going to shove these visions into an FCG today and let discussion roll on there. We're getting overly specific here, and artists should be able to bring in their cents. Especially Lighter, who has shown interest in this region in the past.

[FCG] Deshaan Plains

Posted: Thu Aug 19, 2010 2:56 pm
by Myzel
The moment we've all been waiting for: It's time to draw Deshaan.

Some discussion has already been done internally, and we have decided to stick with the following vision on the plains:

At the absolutely largest geographic scale the entire Deshaan forms a single, huge valley/rift in Morrowind. This fact wouldn't be noticeable anywhere from very high up, and to a normal player would probably be invisible. The only in-game effect is that leaving the Deshaan in whatever direction always requires climbing out of it and crossing the valley walls. Of course the region itself is so big that it still has smaller valleys and hills in it.

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.

For as long as anyone can remember, the Dres have used the windswept plains for the cultivation of saltrice. This staple crop thrives on the salt flats, provided that they are kept irrigated. The Dres plantations consist of vast inundated salt beds upon which hosts of slaves (almost exclusively beast races, with a large majority of Argonians) are sent to work every day. (Incidentally, daily contact with the saline water often becomes irritating to the skin/hide.)

What we need:
- Atmospheric art
- New types of flora. Fungus not necessary. I'd prefer some other plant types that look alien/interesting.
- Salt formations ([url=http://www.visitmammoth.com/images/db/static/Summer%20Scenic/Mono%20Lake%20tufas.JPG?size=26440]inspiration[/url]) as well as other small rocks and boulders.
- Dres Plantation miscs, such as irrigation systems (pumps, wheels, water screws).

Posted: Sat Aug 21, 2010 6:43 pm
by Letrune
Hello all, I did a small, fast atmospheric art on this topic... I hope you will like it. I could color this drawing, but I do not really know if I imagined the place well. If not, then please, pardon me.

http://fc02.deviantart.net/fs71/i/2010/233/a/2/Deshaan_fields_by_Letrune.jpg

Posted: Sat Aug 21, 2010 8:18 pm
by PoisonUnagi
Your link is broken, you have to link directly to the image. I'm not sure how you'd do that in Opera, Safari, IE or Chrome, but if you have Firefox then you right-click on the image itself and choose 'copy image location'. Then just CTRL-V into your [img] tags.

Posted: Sat Aug 21, 2010 8:59 pm
by The Greatness
Do we know what kind of architecture the Dres use yet?

Posted: Sun Aug 22, 2010 12:12 am
by Katze
They use the Dres set, duh :P There are at least two Dres architecture threads in the concept art forum if you look.

Posted: Sun Aug 22, 2010 8:33 am
by The Greatness
Cathartis wrote:They use the Dres set, duh :P There are at least two Dres architecture threads in the concept art forum if you look.
A 'yes' would have sufficed :P . I've never really had a look round the concept art area.

Posted: Sun Aug 22, 2010 9:55 am
by Letrune
Does it means that I imagined well? :D
I admit that I looked there, but mostly, I based those buildings on the Mournhold-looking buildings, with some changes.

Posted: Sun Aug 22, 2010 10:15 am
by Nalin
[url=http://img839.imageshack.us/my.php?image=letrune.png][img]http://img839.imageshack.us/img839/3623/letrune.th.png[/img][/url]

letrune's piece level adjusted so we can actually see it.

Posted: Sun Aug 22, 2010 10:51 am
by Letrune
Thanks for your help! I do not have a scanner at home, I used a friend's scanner, and I do not know how it works... This is a bit better than my upload.
...I had a paper this bad condition...? :( I thought that my pencils are a bit weak (I wasn't used them for years), but the colors here are better...

Posted: Sun Aug 22, 2010 3:47 pm
by Nemon
[url=http://img85.imageshack.us/i/deshaan.jpg/][img]http://img85.imageshack.us/img85/7844/deshaan.th.jpg[/img][/url]

My general look at the area. From the River Thirr, the hills rise up until they sink into a bowl shaped landscape, dotted with smaller valleys and deep sink holes.

Posted: Tue Aug 24, 2010 1:10 pm
by RelinQ
Myzel, since we already have those rock crystals in the game I was thinking we could get some larger crystals made as containers which the rock crystals could come from.

In addition, since the rock crystals are white, you could just rename that ingredient to salt crystals if need be? >.>

Just throwing out some ideas

Posted: Tue Aug 24, 2010 1:57 pm
by Myzel
I don't really understand what you mean. Are you referring to those crystals we see in telvanni towers and such?

Anyway, my gut says 'no' to a Deshaan filled with shiny crystals.

Posted: Tue Aug 24, 2010 2:36 pm
by Thrignar Fraxix
He is talking about the ingredient in TR data. I don't like this idea. I think salt piles look better than large salt pillars. Hell, if it is in piles, then perhaps we could even have salt storms. (if that would even be possible)

Posted: Tue Aug 24, 2010 7:40 pm
by Kieren
Regarding 'salt flats' as a major feature for this project, check out the Salt/Calcium deposits over in Pamukkale, Turkey:

http://www.turkeytravelplanner.com/go/Aegean/Pamukkale/index.html

I'll work together a concept based off of the description provided, as well as what I've seen from this part of the world.

Posted: Tue Aug 24, 2010 7:50 pm
by Nalin
Remind me to visit Pamukkale. I'm interested to see what you come up with.

Posted: Tue Aug 24, 2010 8:51 pm
by Kieren
Nalin wrote:Remind me to visit Pamukkale. I'm interested to see what you come up with.
No worries mate, I'll be stationed here in Turkey for another 9 months - feel free to drop by :D

Also, regarding Dres plantations...any objections to Ancient Egyptian Irrigation similarities?

Posted: Wed Aug 25, 2010 4:10 am
by PoisonUnagi
I've been Google Imaging around for some inspiration, and found these:

[img]http://www.awesomestories.com/images/user/dc08a26196.jpg[/img]
[img]http://www.imageenvision.com/150/12884-picture-of-salt-formations-formed-into-rocks-on-the-dead-sea-by-jvpd.jpg[/img]
[img]http://www.wudinna.sa.gov.au/webdata/resources/photogallery/Salt_Lake_Formations1.jpg[/img]
EDIT: Aw, no [spoiler] tags on this forum? Ima remove.

They could be useful, the last one only helps if the Deshaan Plains connect with the coast. I have no idea, so, yeah.

A note on the top one, that mushroom-shaped salt formation could be inspiring for some form of plant. Also, are there going to be unique creatures for this area?

Also, that Pamukkale place could be a REAL help for some small towns built into a mountain or something, it's a shame I didn't visit it when I went to Turkey. Looks like an awesome place xD

http://www.google.co.nz/images?q=pamukkale&oe=utf-8&rls=org.mozilla:en-GB:official&client=firefox-a&um=1&ie=UTF-8&source=univ&ei=G9t0TOGsGcKengf7r4X8Bg&sa=X&oi=image_result_group&ct=title&resnum=4&ved=0CD8QsAQwAw&biw=1680&bih=871

^Google Image Search for Pammukale, very useful source indeed.^
_____________________________________

Posted: Wed Aug 25, 2010 6:27 am
by RelinQ
Thrignar Fraxix wrote:Hell, if it is in piles, then perhaps we could even have salt storms. (if that would even be possible)
Funny enough, that should actaully be possible. :)

If I recall most weather conditions are listed in the morrowind.ini file. so going from that what you could do is make a new weather type in the .ini file with all the specifics.

(Now as you know it wouldn't be possible to just select that as a weather type to apply to cells because the TESCS doesn't have a box to choose from on the interface)...

HOWEVER...
The alternative is this: stick a bunch of activators in the salt pans (like salt pillars) and just script it so that if the player walks within X range of the activator it triggers that new weather condition.

It does sound a little messy but I'm fairly sure it's possible. I have a feeling I've seen a mod around do something similar to this as well.

(Also for the record, I'm just mentioning how this might work, I am not suggesting it.)

Posted: Wed Aug 25, 2010 1:08 pm
by blackbird
Those are cool pics, but I don'r recall a entire white region. It was more pale brown and maybe pale yellow. However I'm not against having such plateaus and rocks in this region, but they should be mostly on the borders of the Deshaan plains.

Posted: Wed Aug 25, 2010 5:40 pm
by Aeven
It is probably also possible to specify weathers in the Enchanted Editor manually.

Posted: Tue Aug 31, 2010 3:56 pm
by Lighter Than Some
Dang I miss this place. Making a note to do an atmospheric painting for this thread within the week.

Posted: Wed Sep 29, 2010 11:06 am
by Almilexia
Here's my first little concept art for Deshaan, I hope you likes it. :) I willl do some more today, caise I got a day off frm school, hihi!

http://img545.imageshack.us/img545/1023/deshaanconcept01.jpg

Posted: Thu Sep 30, 2010 2:39 pm
by RelinQ
Interesting picture,

Seeing this,
I do like the idea of rock/salt pillars taking odd shapes due to wind errosion. I think that could play a good part in this region.

Posted: Thu Sep 30, 2010 6:20 pm
by Almilexia
Made some of the rocks from the concepts I drawed in Blander(ok, my bf helped me, but just a tiny little bit) :)

I might create some textures for these rcks with Photoshop, but I don't know how I put that texture on the model. I heared that is done in Niskope, is that true, cause I can't that program. :(

http://img529.imageshack.us/img529/3369/deshaanrocks01.jpg

Posted: Thu Sep 30, 2010 6:56 pm
by Gnober
This looks quite good, maybe you should also try applying for modeler?

You can easily texture in Blender, you just have to make a UV map for the model. It is explained here:[url]http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics[/url], and in a lot of other tutorials on the net.
UV-mapping is quite tedious in the beginning, and you will need some patience, but after a while you will get familiar with it (obviously).

As far as I know nifskope can only be used to change texture, not make a UV map, so don't worry about having to learn that program. The basics in it is quite simple though, and is good to know if you plan on making objects for Morrowind...

Posted: Fri Oct 01, 2010 6:37 pm
by Almilexia
OMG, why you guys didn't tell me it is called Blender and not Blander. :shock: I would love to do some 3D models besides drawind artworks, but I just begin with "Blender" :) two 3 weeks ago and I first would have to find out that texturing.

Posted: Sat Oct 02, 2010 9:39 am
by Nalin
Didn't you say your boyfriend had helped you with the model too? - get him on-board aswell! :p

This stuff is looking really good and although this thread is for conceptual art it's often just as quick as preparing a decent "painted" piece of artwork as it is to model a piece.

Rendered concept art can of course really help to speed up things when it is selected and it comes to actually making the item for use in game but if the concept isn't chosen it can be a bit of a pain if you put a lot of effort into it. As long as you are ok with that then model away :)

As far as texturing and preparing the model to be textured are concerned, like Gnober said (and Gnober is my favourite new modder due to his effort and sausome items made for Hammerfell that I saw a few screens of recently), it takes a while to begin with but the more you do it the quicker you figure out ways to speed things up and it can even get quick rewarding! Shockingly. I've actually found myself enjoying uv mapping recently. Like most other things, the more you do it - the more you realise how much can be done with it creatively.

Posted: Sat Oct 02, 2010 10:13 am
by Almilexia
My bf is an idiot, he only likes Oblivion and he said that TR sucks, so I better doesn't asks him again. :(

But I will learn Blendr now myself and maybe I can beat him in a while :p I saw your drawings at devian art and me thinks they all look very wel, especially that predator thingy :)

Posted: Sat Oct 02, 2010 9:00 pm
by Almilexia
Look, I did all those rocks all by myslf!!!:banana: And I make a house in one of the rocks, there is a small door, but you have to look very closely. :)

http://img214.imageshack.us/img214/4663/deshaanrocks02jpg.jpg

Posted: Sun Oct 03, 2010 12:57 pm
by Worsas
Look, I did all those rocks all by myslf!!!:dance: And I make a house in one of the rocks, there is a small door, but you have to look very closely. Smile

http://img214.imageshack.us/img214/4663/deshaanrocks02jpg.jpg
How about a showcase then? You want to be promoted for modelling don't you? ;)

Posted: Sun Oct 03, 2010 1:18 pm
by Almilexia
I don't think I'm good enough yet, cause i can't put textures on my models. Also, what you excactly mean with showcase? If you mean a mod, I can't do that either, becase I wouldn't know how I could get my models out off Blender and place them in the game. :(

Posted: Sun Oct 03, 2010 1:28 pm
by Worsas
I don't think I'm good enough yet, cause i can't put textures on my models. Also, what you excactly mean with showcase? If you mean a mod, I can't do that either, becase I wouldn't know how I could get my models out off Blender and place them in the game. Sad
You just have to open a thread in the showcase forums and put all your screens in there. Don't forget to write what you apply for (in your case 3D-Modeller).

Maybe have a look at the showcase-guidelines too.

Eventually you should be able to make textures and do uv-mapping + export your models to the nif-format. It's doable.

Here you can find the nif-exporter:
http://niftools.sourceforge.net/wiki/Blender

Good luck :)



Now onto concept art again...

Re: [FCG] Deshaan Plains

Posted: Sun Oct 03, 2010 3:56 pm
by Kieren
Myzel wrote: 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 I have to disagree with the logic behind "most fertile regions...very arid & brown...White grasses...plant life has the same prevailing paleness" bit, given:
A) "White grass" usually = dead grass (same as pretty much any other plant lacking chlorophyll.
B) Salt mixed with plants = dead plants

Might I suggest that the plant-life growing in this "most fertile region" have a hint of color (suggesting they have some form of chlorophyll) - perhaps a pale-blue color?

In any event, if you guys are still all set with the dead-looking white plants in Deshaan, here's a picture I took back when I was stationed in $hitty-ass Eielson, Alaska.
[url=http://img834.imageshack.us/i/img0728i.jpg/][img]http://img834.imageshack.us/img834/8435/img0728i.th.jpg[/img][/url]

Uploaded with [url=http://imageshack.us]ImageShack.us[/url]

Posted: Sun Oct 03, 2010 4:20 pm
by Almilexia
Bah, after sevral fails me finally go t one rock txtured. It is not so good yet i fear, but I sucessfuly exported it from Blender. :banana:

http://img837.imageshack.us/img837/3876/deshaanrocktextured.jpg

I want to make a showcase, but a single rock mights be not enough for? :|

Posted: Sun Oct 03, 2010 4:37 pm
by Worsas
Bah, after sevral fails me finally go t one rock txtured. It is not so good yet i fear, but I sucessfuly exported it from Blender. :dance:

http://img837.imageshack.us/img837/3876/deshaanrocktextured.jpg

I want to make a showcase, but a single rock mights be not enough for? Neutral
Looks nice.

When opening a showcase, you don't need to have a bunch of meshes completed at the beginning. What you already have is good to begin with. :)

This thread is about figuring out what the Deshaan Plains should look like in the first place. It's possible that your meshes won't be used in the end but offer a helpful reference to get you promoted for 3D-Art.

I hope that's ok for you.


Edit: Of course you are welcome to contribute further atmospheric art of any kind :)

Re: [FCG] Deshaan Plains

Posted: Sun Oct 03, 2010 6:58 pm
by blackbird
Kieren wrote:
Myzel wrote: 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 I have to disagree with the logic behind "most fertile regions...very arid & brown...White grasses...plant life has the same prevailing paleness" bit, given:
A) "White grass" usually = dead grass (same as pretty much any other plant lacking chlorophyll.
B) Salt mixed with plants = dead plants

Might I suggest that the plant-life growing in this "most fertile region" have a hint of color (suggesting they have some form of chlorophyll) - perhaps a pale-blue color?

In any event, if you guys are still all set with the dead-looking white plants in Deshaan, here's a picture I took back when I was stationed in $hitty-ass Eielson, Alaska.
[url=http://img834.imageshack.us/i/img0728i.jpg/][img]http://img834.imageshack.us/img834/8435/img0728i.th.jpg[/img][/url]

Uploaded with [url=http://imageshack.us]ImageShack.us[/url]
The reason why the deshaan plains are fertile, because it's a surprise that even a lot of saltrice could grow there. it should be a barren wasteland, where almost nothing could grow. I think it would fit with the almost hostile (xenophobic) house Dres.
The average reader wuld think about green or darker brown plains, but there is no real restriction and TR can make the region like they want it too.
BTW, IIRC there will be some kind of irrigation system and the slaves will pour the salt away. Notice that the salt is corrosive, but it's a slow corrosion.