testing some Othreleth Woods Rock concepts

Place where approved concepts are developed into in-game assets. (Models & Textures)

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Swiftoak
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testing some Othreleth Woods Rock concepts

Post by Swiftoak »

derp.

So I was screwing around 3DSMax today and decided to try my hand at making a few rocks for Othreleth Woods. I generally imagined worn, smooth, layered sedimentary rocks for this region, to be used sparingly for the most part since the valley is vertile (though things get rockier west and south where the region turns into Shipal).

https://dl.dropboxusercontent.com/s/wbr ... raleth.jpg

The top 5 are large and should be used sparingly. They clock around 300-500 polys each. The bottom 5 are smaller, but don't have any caspering bottoms (making them modular). They clock in around 200-300 polys each. Also note, the two grey models on the far right and the one to the left (the big one) are just tweaked versions of Adanorcil's test models for something I don't remember.

Feedback on the screens would be nice, though I don't have workable NIFs for you peeps to look at yet. Seeing as this region is still in planning, there's alot that could change. Is this the type of rock we want for the area?

Next up, some mesa ridges for the southern borders of the valley. (Note some of these assets are appropriate to be used in Shipal as well, but this is up for discussion).
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Gnomey
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Post by Gnomey »

These look good, but I'm not quite sure how large these are supposed to be (base scale). In the grid on the left, how many cells correspond to the height of one person?

I very much appreciate the smaller modular pieces, by the way.
Swiftoak
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Post by Swiftoak »

To be honest, I haven't tested them out myself, though I don't think they should be much taller than player height. With the exception of a few spots around the region border, the area is generally not considered to be rocky.

Also the above rocks can be used with retextured rocks_01-04 meshes. I just wanted to get a distinct look for our southern regions that don't rely on retextured BM regions. We should talk about whether that distinct look is approrpriate or not.
"Idleness and lack of occupation tend - nay are dragged - towards evil."
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Gnomey
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Post by Gnomey »

Yeah, with that additional context, I personally think those rocks fit very well with our current (somewhat nebulous) concept for the Othreleth Woods. Their verticality fits in with Morrowind's visuals, (just look at the Ashlands and the Sea of Ghosts), the flat surfaces seem well-suited to presenting the more settled side of the regions, (as they could be used as impromptu seating by travellers, or street lanterns could be perched on them, etc.), and their general modularity should give developers a lot of freedom in sculpting an exterior.
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