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Welcome to TESRenewal Project, a community about merging the amazing worlds of The Elder Scrolls video games into more modern game engines.

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Blog entry #3

Monthly blog post
 

With the Skywind team busy as always, the past month has brought with it an increased focus on environmental assets. Stones and various flora are being created for West Gash, Molag Amur and Sheogorad. These assets are important, because they are necessary for landscapers to make progress and to maintain a diversity in the different parts of the areas. Without these, the areas will appear empty and monotone, something we have no interest in. Armors and other 3D assets are less important at the moment, because other areas of the project are not dependent on these to continuously make progress. This also means we are looking for capable environmental artists to speed this progress up, and to avoid utilizing hard surface and artist modelers when their proficiency lies elsewhere. Expect to see more updates on landscaping assets in the coming months.

Blog entry #2

Redesigning the Seyda Neen Lighthouse

Written by Twentyenginerunner

The lighthouse in Seyda Neen is one of the first unique buildings that players encounter when embarking on their adventure on the island of Vvardenfell. The structure plays a role in two early quests, and even those uninterested in pursuing these will probably climb it just to see the view of the game’s first  town from its highest accessible point.

Despite its status as a unique building that partially defines one of the most fondly-remembered places in Morrowind, the design of the lighthouse is something of an enigma. It does not really fit with either Imperial or Dunmer architecture. The strange, lopsided way in which the building is structured is also unbefitting for lighthouses, durable monoliths designed to withstand wind and waves.

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