Andvary's showcase

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Andvary
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Andvary's showcase

Post by Andvary »

Hi, folks.
I’ve been a fan of TES series for many years now and always had ideas about adding stuff that didn’t make it into the original titles (landmass expansion included). I’ve done some modding for Morrowind, but never cared to release anything to public, as those mods I made for my personal convenience. Mostly bugfixes, gameplay tweaks and small dwellings. I was also working on two big mods for Morrowind and Oblivion, but never released them either as I couldn’t finish any of them. The chief reason being that I suck utterly in some areas, so I couldn’t pull a large scale project all by myself. Yet, I’d be happy to do something, so I was thinking of joining the TR team ever since I learned of its existence. I like both the scale and the approach. :)

Personal info:
I’m employed in academic science, which means that I can get pretty busy at work. Our schedule isn’t exactly 8/5 and unfortunately I have only so much time to spare for everything else. On the other hand, I’m a synthetic organic chemist, so if people working on alchemy mods need fresh ideas, I’d be happy to toss some professional advice. :)
I study history of arms and armour as a hobby for many years by now and I have an extensive library on the subject. I’d be happy to share whatever useful information I have on the engineering and practical aspects of arms and armour.
I played Arena, Daggerfall, Morrowind (with official expansions) and Oblivion together with Shivering Isles. I also have Battlespire and Redguard (recently purchased as reference materials), but didn’t have time to take a look at them.
Last but not least: I have a fairly powerful machine (Core2 Duo E6600, 2GB RAM, GeForce 7900GT) and a bunch of useful, if somewhat aged, software.

Skills:
I can do whatever needs be done. I’ve tried myself in landscaping, exterior and interior modeling. I consider myself quite able in questwriting. (By the way, how is one supposed to showcase his questwriting skills?) I’ve recently gained access to a machine with 3ds max 7 on it and found that I actually enjoy modeling and would like to go on with it. I figured there should be fewer modelers than anyone else around the modding community. Correct me if I’m wrong.

OK, so this is what I have to show so far. Don’t bite me, I had no previous modeling experience whatsoever and I’m working on it for two weeks only. I’ve created some simple weapons first. A simple hand and a half sword and a mace. Then I thought that most modeling for Morrowind must be finished by now and you might be more interested in something oriental, hence the last model in the bunch. Let’s call it a scimitar for the time being. I’ve also built a modular castle exterior model. I stopped adding detail however, it gets way too polygon-heavy. I guess I have to go back and do some clean up and optimization on basic elements.
I’m currently working on armour meshes and struggling with texturing. It occurred to me however, that I should probably model something more useful than yet another basic sword. You must already have way more of those than needed. So why don’t one of you people give me a specific task, as a test of mettle? :) I don’t mind modeling clutter or furniture, if that’s what you need.
Attachments
Set_of_three_weapons_front.jpg
Set_of_three_weapons_closeup.jpg
Castle1.jpg
Castle2.jpg
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Joco
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Post by Joco »

Welcome to TR Andvary! :) Those are very nice models! I really like them, they are well done, could be interesting to know the amount of polygons on the weapons. I believe there is a lot to do for somebody with your skill.
Even more useless person
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/2661nb.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/computeraddict5tq.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/winampuser3dk.jpg[/img]
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theviking
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Post by theviking »

If you want to showcase your interior skills, you can make a small cave, tomb or 3x2 velothi dwelling. (they can get used for the mod if they are good enough) If you want to showcase your exterior, try making an island or a small town, just nothing too big. For showcasing your quest talents, try to make a small wilderness quest .(and it would give you extra points if you base that quest on map1 or stirk) For making such a long post tells me that you are dedicated and that's very good. Succes making your showcase!
Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2

Currently looking for quest designers.
El Scumbago
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Post by El Scumbago »

Welcome to TR Andvary! That's some very nice samples there.
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Andvary
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Post by Andvary »

Joco wrote:Welcome to TR Andvary! :) Those are very nice models! I really like them, they are well done, could be interesting to know the amount of polygons on the weapons. I believe there is a lot to do for somebody with your skill.
Thanks. Could be better, I suppose. In terms of polygon count at least.
Polygon counts (as editable poly models):
Long sword: 1650
Mace: 2400
Scimitar: 4300
By the time I finished the last one I figured I could use much less detail in cylindric elements, as grip itself accounts for ca 30% of the overall number of polygons. Blades are pretty simple though.

By the way, what are acceptable poly counts by TR standards? Does one have do fit in the margins set by the game the model is intended for?
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Post by Noirgrim »

Our TR standards are the same as the OB standards.

Very nice work, we need people like you around here.

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Fairwater
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Post by Fairwater »

You have some great work there and i am greatly impressed! And I am Recommending you For Promotion

The poly counts are alittle high.....you see with poly count in editable poly mode is going to be about a 1/4 the number of polies that it will appear as in the CS (double for triangles, then around double for strippifiying). But what it does show is some very solid design, very nice and clean models! have you given a try at UV wraping just yet?
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Dexter
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Post by Dexter »

*pushes shiney red button*
"Hail Dexter."
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You REALLY don't want me to come back.
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Andvary
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Post by Andvary »

Fairwater wrote:You have some great work there and i am greatly impressed! And I am Recommending you For Promotion

The poly counts are alittle high.....you see with poly count in editable poly mode is going to be about a 1/4 the number of polies that it will appear as in the CS (double for triangles, then around double for strippifiying). But what it does show is some very solid design, very nice and clean models! have you given a try at UV wraping just yet?
Thanks.
Ahem... I know the poly count is a bit too high. That's exactly why I chose this way of counting polygons. Wasn't quite comfortable about the actual face count. ;)
The castle model has almost exactly 50000 faces, and I start seeng minor rendering artifacts and slight stuttering while rotating the scene. Bad. Lots of optimization to be done.
Anyway, I'm working on it. And did I mention I'm only about two weeks into modeling? I haven't the slightest idea as to what the heck UV wraping is. :) Give me a couple of days and I'll figure it out.
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Andvary
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Post by Andvary »

Thanks all, folks.
I didn't expect to be accepted so quickly. So, now what? I've started working on a couple of other showcase projects that I thought might be used at some point. Should I continue on those or go look for things that are really needed by other people? What's the procedure?
And by the way, I may be able to model something, but turning it into a useable NIF is quite another matter. I may need help from more experienced modelers around here.
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agram
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Post by agram »

Welcome to TR team Andvary, if you are only two weeks into modeling, this is some impresive work.
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Lady Nerevar
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Post by Lady Nerevar »

if you have projects that you think are usable, go ahead and post some pic in this thread (you can use the showcase after you get promoted). if we can use them in the mod then you should finish and sumit them and all that jaz. you should head over to the Goldmoor forum and check out the architecture thread, there are quite a few things still left to be modeled (the UC set namely)

and congradz!
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Andvary
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Post by Andvary »

OK, here's my new one that I've been working on for the last two days. I was thinking about this one for a while and I thought it fits well into the Redguard culture.

It's a helmet modelled after a late 16th century turkish helmet that I've found in one of the exhibition catalogues of the Moscow State Armoury. There are several very similar others elsewhere, but I really liked that one. I had to replace chiselled arabic inscriptions on the nasal bar with a simpler design though. (looks no worse imho)

A high ranking officer would've worn one like this, but I think it should be appropriate for a palace guard or something of that sort. Here it goes. The poly count on this one is 1812 (as Editable Mesh this time :)). If that's too high I can bring it down somewhat by changing the dome to a simpler plain version. Let me know if anyone likes it, in which case I'll work on a full set matching the helmet.
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Haplo
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Post by Haplo »

Cool helmet mang. :-D Welcome to TR! If you ever have any questions, feel free to PM me or another modder/moderator/honorary member. They'll be able to answer anything you might want to know!
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Post by Gnomey »

Hmm, some cloth hanging down from the back of the helm and falling to the shoulders, with the sides connecting under the face, seems to fit the helm IMO. Very nice looking model! Anyway, I'm not sure how many polies that model has, and forgot the Oblivion standard, but it looks as though you might want to cut down a little, the knobs especially can be done with textures.
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Post by El Scumbago »

The decoration on the helmet's forehead is top-class inspiration for a whole set of armor.
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Andvary
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Post by Andvary »

Gnomey wrote:Hmm, some cloth hanging down from the back of the helm and falling to the shoulders, with the sides connecting under the face, seems to fit the helm IMO.
Was going to add that (an imitation of a padded cap and a chinstrap, I mean). I was more concerned with the general style for now.
Gnomey wrote:Anyway, I'm not sure how many polies that model has, and forgot the Oblivion standard, but it looks as though you might want to cut down a little, the knobs especially can be done with textures.
The poly count is 1812 on this one and it's almost exactly the same as for the orkish helmet (1818) and less than for daedric (2044), so it should be OK. Besides, the only way to simplify the model would be to remove fluting from the scull. That would cut the poly count to about 60%, but it doesn't look as cool without the fluting. Can be done, of course. Rivetheads take only 18 triangles each, so removing them doesn't help really.
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Post by Nanu »

You applied, were reviewed and promoted in less than 12 hours. The Three must be with you, Sera. Welcome to TR.
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Andvary
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Post by Andvary »

Nanu Ra wrote:You applied, were reviewed and promoted in less than 12 hours. The Three must be with you, Sera. Welcome to TR.
Indeed, they must have been. Praise the Three! I'm still unsure as to why it all went so smoothly. Frankly, I didn't expect any such thing to happen. Now people expect me to do this and that while I still have so much to learn. Ouch. I guess it's my turn to live up to the expectations. :)
Ayedail
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Post by Ayedail »

its nice to see a new moddeler around, especially one like you! i really like your models, especially the scimitar ;) the helmet is what i would think of a hammerfellish helmet. and congratz on your really quick promotion:p
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aro101
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Post by aro101 »

Hi Andvary! Congratulations on the promotion. You can become an armour and weapon specialist here. Your work is awesomer.
PoHa: how can we best this trio of trouble? who will save us from this menace of sub-par models? what will we do?
PoHa: I know! we'll shoot an Aro at them
Aro: you have only one Aro missile!
PoHa: yes, but its heat seeking and quite possibly indestructible

How to do not become a modeller - by Stryker:
[00:13:]Stryker: no tutorial, no no no
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Andvary
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Post by Andvary »

Ayedail wrote:its nice to see a new moddeler around, especially one like you! i really like your models, especially the scimitar ;) the helmet is what i would think of a hammerfellish helmet. and congratz on your really quick promotion:p
Thanks. I alsways have more ideas than time to realise them. I whould've started from scetches, but my pencil drawing is one of those things that "suck utterly". :)
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Andvary
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Post by Andvary »

aro101 wrote:You can become an armour and weapon specialist here.
I'd love to, but don't count on it. Judging from the relative number of weapons/armour mods and mods of every other kind, there must be plenty of talented people fighting for that position already. :)
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Thrignar Fraxix
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Post by Thrignar Fraxix »

Andvary wrote:
aro101 wrote:You can become an armour and weapon specialist here.
I'd love to, but don't count on it. Judging from the relative number of weapons/armour mods and mods of every other kind, there must be plenty of talented people fighting for that position already. :)
you'd be suprised.

also, *points at edit button*
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NEENJA
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Post by NEENJA »

Wow, that's some really nice stuff you got there. I myself am trying to become learned in the ways of the Jedi...I mean, modeler. And those models really do look marvelous. Let me know if you have any tips.:wink:

--the NEENJA
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Andvary
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Post by Andvary »

NEENJA wrote:And those models really do look marvelous. Let me know if you have any tips.:wink:--the NEENJA
You must be kidding. I myself would kill for a good tip. It's like this really: get a good project idea, make yourself want (really bad) to make the bloody thing, and then never give up untill it looks exactly like you've envisioned it. ;)
Did it help? :)
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