Orc

Low-poly orc heads

A rework of all the TR orc heads and hairs to reduce excessive polys, plus some texture edits on the heads to bring them all down to one draw call. I also threw in a few reworked argonian hairs (+ 1 new texture)

Orc skull replacer

A replacer for the misc orc skull. I'm not really a fan of the current orc skull since it doesn't quite fit Morrowind's art style and I don't really think it justifies its own texture. I noticed that the orc skeleton creature currently in TR had a slightly different skull which uses vanilla textures and imo looks nicer. I grabbed the skull off it to replace the current ones.
The meshes appear to be identical other than the textures, so this should be a 1:1 replacement. After this is merged the textures tr_bone_orcjaw.dds and tr_bone_orcskull.dds can be deprecated.
 

Orcish Weapon set Rework and Additions

The current orcish weapons are very dated and poorly made, some are also missing entirely. This redo should cover the following:

Longsword, Claymore, War Axe, Mace, Spear, Halberd and the Longbow.

New additions that would be nice to have are:

Dagger, Shortsword, Broadsword, Club, Staff, Crossbow, Throwing Dart and Throwing Knife. 

Attached below are concepts by Gnomey. 

The Orc at the Book Club

An orc shows up to the local book club (Mages Guild? Indoril? Temple? Hlaalu?) with his proud copy of ABCs for Barbarians, expecting to discuss it with the muckity mucks--he's been told this is a pastime among intellectuals and wants to join in discussing great literature with them! As expected, the orc can barely read. ("Me want talk pretty letters!").The muckity mucks are less than thrilled with his presence, and call on the player to oust him from the venue.

More Goblinkin Variety (Only Ogre remaining)

This is a general request for more goblinkin variety, mainly for Marahk-Bazhul, but also for other (mostly western) locations that would have goblinkin. (And naturally also of benefit to PT).

Aside from orcs and goblins, suggested additions are ogres, kobolds and gremlins. Malahk orcs are handled as a separate asset, and more goblin variety is dealt with here.

Skeleton Orc

- fixed skull material
- edited skull to use texture that goes with the skeleton, using vanila texture has obvious advantages but later making a new texture for the old UV would make a better fit
- edited shapes and some bone scale tricks to make it wider but still using vanilla base anim
- changed 01 to be more like a regular skeleton and moved the champion level barbarian IDs to 02 and 03
- edited its leveled list T_Mw_Lvl_WeaponsOrcish to give a mace under level 5, I think h2h made it more dangerous before than after level 5

Orcish Architecture of the Velothi Mountains Volume I

I ended up spending too much time and effort on thinking about Orcish architecture, so figured I might as well put down my thoughts into a book. The issue being that the book naturally shouldn't be added to Tamriel_Data unless Orc architecture is actually made that fits the description. So basically this text will probably remain in proposed until either the models are made or it is rejected.

goblin variants

Made an asset page to collect goblin creature meshes as they get completed.

Working on animation edits then will work on visual edits, perhaps even some weapons and items.

->Goblin1 kf animation file is done. Added notetracks for throwing weapons and spell casting.

Weapon bone in the nif will need adjustment to hold regular weapons properly. Bethesda made it fit only the goblin sword.

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