NORD hALL

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prometheus
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NORD hALL

Post by prometheus »

Here is a new Nordic hall i am working on ....
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Post by Garinator »

bejazus prom is there nething ur cant do!!! :D its cool and i like it. Im not sure but would it hav to be used for more "advanced" nords as (and i may b wrong it is 5am and i havnt bin 2 sleep yet 8) ) it looks a bit sorta architecturally complicated. But personally i wudnt listen 2 an insomniac :D
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Post by Stalker »

:shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock:
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Post by prometheus »

it is for city style nord and i will texture it in Dunmeth style textures...
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Post by Icarus »

That is a great Hall for the nords.
I like the soft roofing, and the structure looks solid,
the textures will look good on it I'm sure.
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Post by Majra »

prom, it looks very curved, polycount?
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Post by prometheus »

here is a pretextured version....
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Post by prometheus »

polys
18000
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Post by sirwootalot123 »

sheeyit - if you reduce the polys, this should be an essential structure for the "metropolitan holds", for town halls or temples.
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Post by prometheus »

here is a sample....
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Post by Majra »

prom that is way too many polys for this structure
The enormous and very curved structure of the mournhold temple is only 6k polys, there is no excuse for this structure to be any more than 4 - 5k
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Post by prometheus »

it is a normal polycount for elaborate structures ...also is just 3 times a normal skaal village structure ...
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Post by Stalker »

6k is a good value for this baby. I LOVE IT !!!
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Post by Anonymous »

I like it, Icarus building was 60k so :P
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Post by Majra »

yea but 3 times more is a lot prom, if you just reduced the amount of sides on your cylinders you would see drastic poly count reduction
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Post by prometheus »

wvery cilinder has few sides about 8
i reduced tought deleting unseen faces the poly of 1000 faces...
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Post by Majra »

ok good good, every little bit that can be done, should be done
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Post by prometheus »

i 'llt ry to see to delete some more , may be redoing the roof to one single streight poly ...
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Post by prometheus »

i was thinking to add a dragon head as Seran suggested but we opted to make it a different mesh to be applied after ...and have a different totem for each of the holds....
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Post by BalinMinister »

Hey...nice design :shock:

I see its gonna be a Nord hall...but is it like an indoor market or like a meeting house or what?

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Post by Stalker »

prometheus wrote:i was thinking to add a dragon head as Seran suggested but we opted to make it a different mesh to be applied after ...and have a different totem for each of the holds....
Nice idea. Make dragon, wolf, bear etc heads. I'm not aware of nordic holds totems but I would like to see all of them.
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Post by Anonymous »

What program do you use for this stuff?
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Post by Majra »

the only program I feel should be used, 3dsmax
all others for in game meshes I feel are deficient
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR

Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
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Post by Anonymous »

How do you take screenshots?!?

(I know, i know, im an idiot)
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Post by Anonymous »

:shock: :shock: :shock: :shock:


Wow!! that is really good, but can you make the interior for it too? it looks like it would need a pretty unique interior to go with it.
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Post by Anonymous »

Well, I dont think you should use the same mesh for each hold, but I like the totem idea. Perhaps a totem for each village?
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Post by Eraser »

Quite nice prom :)

The only suggestion I have would be to weather the textures a little so that it looks more natural in game. I noticed that with the dunmer pass arch. it looks a little too clean and winds up not looking 'right'
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Post by prometheus »

this is for a city so it has to be clean...
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Post by Garinator »

can we see some ingame screenies plz the textures are 2 grainy for me to make out... :(
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Post by prometheus »

well is a bit early to do this couse i still have to complete texturing right the severall pieces... wich is the longest part...I will as soon as i finish it....
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Post by Morden »

"this is for a city so it has to be clean..."


A city can be clean in terms of design, but you still have to weather the textures. Look at all the buildings for morrowind. They have scratches and bumps. They are also shaded so they get darker near the bottom. They are also dirtier near the bottom. Don't get lazy :P I'll help you if you don't want to do it, but there's no way we'll have sparkling clean buildings in dirty skyrim.
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Post by Anonymous »

maybe nords are very clean people
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Post by Morden »

Its not really a matter of people. Its a matter of weather and the other elements, and just making TR's new buildings not stickout amongst the orginal models.
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Post by Majra »

weathering should not be done by texture, but vertex shading
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Post by prometheus »

yes i think the same i do always vertex shadings on my models , but for some reason it didnt worked for the tower of claim 4-30.....
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Post by Morden »

But doesn't vertex shading only add 'shading'. What about the details?
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Post by prometheus »

what details?
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Post by prometheus »

ok u asked for some screens right?

here they are
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Post by prometheus »

the 2nd...
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Post by prometheus »

here the 3rd
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