This is going to be applied to the Dragon Priest skeleton, and yes there will be color, wearable, and female variants.
I peed myself
Now that will really make me cautious about pissing off an old Telvanni wizard. Can't wait to see the female variant!
beautiful work, really wanna assign this to a fair few characters, it'll be nice and upclose during dialog.
i could see myself fighting that that u can see tru the eye holes almost glowing red dark elf eye's skinny almost skeleton hand just inside the sleeves that makes u wonder is it stil human under there ore more lich/dragon priest like well u are avoiding the bad ass magic hey is trowing at you
Really best. I hope mages will be levitating as leeches or higher.
I think it would be nice if mouths had a duller version of these robes for stand/floating around the council chambers. Perhaps they keep the helmwts and everything while the council leaders themselves could have more unique quirks and notnhave tobwearnthe helmet necessarily.
Maybe rogue Telvanni are mouths who instead of just striking out on their own and building a new tower like Aryon, stood up against their old masters to take their towers and failed. So their robes would be more tattered versions of the Mouths' perhaps?
@Smite- I see you are still having problems with your phone, lol. Yes, there will be a helmet-less version for Telvanni higher ups. And it would be so very cool to have the mouths float.
@Alysander- The creature type will float around, just like the Dragon Priest.
@Everyone else- Thank you. You do so make me blush.
This is going to be my favorite armor so much
Baladas will look amazing in this.
I've finished the highpoly sculpt and polypaint of the cape. What you see here is a poor render of the game model and a very rough, un-compositied diffuse map, with no normal or specular or lighting effects present. The helmless, and helmed versions of the wearable robe are 95% done. I still have to sculpt the hands and the feet of the creature version, add the hanging gold bits, and composite the textures. Then all three will be ready for skinning, importing, and throwing magic in your nerevarine face.
i wonder, maybe the necklace could be separate, so that it does not seem 2d when seen with other amulets...
The mantle/scarf sticks out too much for other amulets to show through, so I apologize to anyone who really wanted to drive home that Mister T look. You can still wear them, but you won't see them.
The built on jewelry will look less 2D when I finish the textures.
Modelling done. Texture work done. I imported the wearable robe with the helmet just to see the textures in-game.
Here's a close-up of his beady little eyes.
All that remains is to skin the two versions of the robe, and the creature and and make several color variants.
Really nice work Ash. I would like to see more attention put into the folds of the cloth, its looking flat at the moment. Meaning you should actually look at rises and falls in the mesh to reflect the folds. Same with any pattern design, it looks painted on rather than organic. Maybe if you can bounce off one of the other guys here for techniques to improve :) The finish of the textures are glossy rather than a cloth matte as well. This might just be a NIF setting rather than the actual texture.
needs some texture luvin/colour variation, and I think I spy the cloak needing some smoothing group seperate at the bottom to remove that dark effect.
otherwise this turned out really well ingame, and its bloody creepy looking o.O
This looks awesome. I knew the design would work :D Right now looking at it in game it could use very slight changes and perhaps some texture differentiation. Two changes I'd do is move the symbol of the cape upwards - its center would look best above the belly height, somewhere almost on the chest, so that the silhouette ends up a bit more like a reversed tear drop. Perhaps it would take me too long to explain why exactly it would look better, so just move it up a few inches and we'll see how it works :P
The other thing is the amulets. All are fine, except for the ones on the neck. I have no idea how much is this a tech limitation or other problem, and sorry for not saying it earlier (academy turned me into a zombie lately, and I can only divide my mind so much), but they would look MUCH better if they overlapped over each other, and had a bit more differentiation in their size. I can perhaps repaint it quickly if that would help you.
The textures right now look a bit too similar. The shell is the same glossy as the cape, and so are the amulets. It feels a bit too... Sculpted? I mean as if it was made from the other materials. Scumpunx, Smartinius and Rav are the masters of making believable materials, I think feedback from them would be in place.
But maybe it's just me being too attached to my idea :P AMAZING work nevertheless!
Why do all three of you talk about the reflectiveness of the cloth? The alpha in my normal map is near black for the cloth parts. It's not reflecting a damn thing in game. I could stand to tone down the reflection on the chitin, I guess. I could also add geometry to the robe folds, but then we are getting well above bethesda standards with poly count. Moving the cape runes up will require a full re-sculpt and starting compositing of all the textures from scratch. That's an addition of several week's work. I guess I got a little ambitious when I took on this piece of concept art. I'm sorry that my last few months of unremitting toil have fallen short of your vision. It seems that my 3D skills are not nearly adequate to be an asset to this project. I hope you guys find someone who can really fulfill all your expectations. I wish you the best of luck with releasing this mod in a timely fashion.
We love it. Can't wait to see an old mage floating down the corridors of some Telvanni house.
Its just that in recent months we have been really good at spreading talents to get the best possible results. For example the Sheogorath statue started with GreatMighty. Then Scruples picked it up and refined it. Ravanna then did the finishing touches on the textures. Its about using the team if you want to :)
You took that way harder than I expected Ash, either I failed to get my point over, or you misunderstood it. I said twice that this looks amazing as it is and I absolutely love it. And that doesn't change whether you change the details I mentioned or not. I thought the runes on the cape were in an overlay texture you could move around without that much effort, if it's really that much work they can definetly stay as they are. It's probably my fault for not being around enough, so it's too late to make any changes, and I apologize. But then you have to understand I can't give up on my real life and education for Skywind... Too much (I already gave up too much for it).
Either way, I love how it turned out. I just thought that feedback from other modellers would help you get EVEN better. I'm a lead concept art and I didn't feel bad about taking advice from my underlings, because you can always learn new things, from virtually anyone. That's what I was encouraging you to do, and somehow you apparently took it the wrong way, as in "give that model up to someone else" - that's definetly not what I meant.
Just to show you what I was thinking about when it comes to the texture, I only made so much as smoothing up and flattening the amulets, and already they feel like a different material and stand out, take a look:
It's a subtlety, and probably can be done just by editing the texture directly, without baking it again (lol, imagine that when I first tried modelling, I hand painted normalmaps :D I learned the colour coding and used it to paint those. Silly days xD) If that as well would take weeks of work don't bother, it's great as it is. It's an awesome model, just a few details could be changed. And i think giving the amulets a less "molten" look would really improve it.
And lastly, screenshots don't do any model real justice. Perhaps if we saw how the light works on it when it moves the reflections would seem different.
It's nothing that anyone said in particular Dragomir. All the suggestions are good and for the most part not too difficult to apply. It's just that when you get a ton of suggestions at once it feels like you're getting your work torn apart and nitpicked.
I know that we have very high standards of quality around here (Thanks for setting the bar so high Ravanna. you jerk :P ), but if we crank everything up to 11 we will never get this mod done.
I'll be offline for a few weeks as I move my GF to the states, find a new apartment, and start a new job, but I'll get this model tightened up and work on the color variants. Then I'll move on to the ebony weapons. Hopefully, I'll have many good things to share with you all when I get back.
Take care all
Best of luck
wel the comment do love to nitpick on every 1 stuf and its very understandable that it can be annoying i think it looks super i am always a creature fan so the more te beter whit in lore friendly way afcourse
Awesome work! Already looks very good in-game. I wouldn't know anything about the finishing touches the other guys mentioned, to a layman it already looks mindblowing :)
There's one thing you must take into consideration Ash - the more awesome the creation, the more nitpicked it will be :P Because people see something mindblowing, but with one or two details that could be changed to make it even better, so they really want to mention it. Remember the Netch leather by Smartinius? It looks different from what it was at the start, and took a lot of work and critiques (even though it looked good from the start), but gods damn me if it wasn't worth it.
And getting critique from Ravanna and me should be nothing weird considering our roles here ;) Sorry if you took it the wrong way.
Here's a turntable of the creature type of this robe:
I suggest to watch it in 1080. I hope it pleases your eye holes.
I guess, who will be the mighty hero that will port this bad guy ingame ?
Who will ?? : D
Btw: Model is great, but you know that
Great work Ashking, and you got a youtube subscrbier ^ ^
Nice!! Would behave like the dragon priest but with more Telvanni-feeling spells?
@Batmanna- That sounded like a volunteer to me :) If you do want to skin this, you'll have to shorten the bones for the arms of the dragon priests. For some reason Bethesda decided they needed long monkey arms.
@Nandi- I'm afraid I won't have much to add to that channel for a while. I need to get more in-game footage.
@discoccult- That was what we had in mind. The concept by Drago has the magus floating which I think gives it a much more powerful feel. As for Telvanni spells, I don't know what those would be.
Cool work, Ashking!
nice! How can we put it on a player when he/she becomes archimagister of telvanni? Or player wont have an ability to hover like a dragon priest?
Or player wont have an ability to hover like a dragon priest?
The player can hover at will using the levitation spell. That's what Telvanni also use, supposedly.
Tecnically you could implement dragonpriest levitation on player, but that would require heay scripting and would be treated as a " beast form " ( like Werewolf of Vampire Lord ).
That said Wulharth already made a NPC wereable version, so using it shud not be a problem.
Almost missed this one. You can just forget this whole thing. Seeing as I still have the only version with the gold that doesn't go into the robe every time it moves, your chances of getting a decent version into the game are nill. Buh-bye.
Well at least we still have my bucket model....
If I can understand somehow why you are leaving, I can't understand your behavior now. If u don't like this community so much, why are you posting here?
I was throwing an epic diaper baby temper tantrum. I'm not leaving, and my completed work isn't getting posted on the nexus. I am trying to resolve the differences I was having with some of the other contributors.
I'm sorry I was going to punish the entire project because of one argument, but if you had the misfortune to follow it, you know that it got pretty nasty by the end. Actually, anyone who has read my threads in the past shouldn't have been surprised, because I throw temper tantrums all the time. It's kind of my thing apparently. I just carried this one a little too far. I'm going to avoid confrontation in the future and not succumb to my lesser nature no matter how tempting.
I'll pass the final version of this asset to Batmanna sometime in the next few days.
Again, sincerest apologies all around.
Welcome back Ashking, you always had my respect, and with this brave post , respect +1 :)
This is the most beautiful thing of all. A more than deserved +1 from me. I'm happy you have come to terms with your temper, as I follow you in that kind of thing (bad of me, also). Welcome back mate.
As the mesh designer, I believe that the direction of the design should be up to you Ashking. Opinions and compromises are great for small details, but if some people don't like the aesthetics your work, they can design their own replacements at a later date.
Welcome back Ashking.It takes a brave soul to admit wrongdoing,let alone apologize for it.Much respect to you,looking forward to more of your work!
Thank you ashking, *hugs*
Awww.. shucks. Thanks for not being too cheesed at me guys. I'm going to work my buns off to make it up to you. I guess I should probably see about getting some pics of my models back up and get back to work.
Now quit with all the sweet talk or we will all come down with the
My god...Its Catford Meowley.
That was a very honourable thing to do dude, kudos to you for extra-maturity!
Thank you again guys. All is well and I have made peace with all parties. It's back to business as usual and time to get this thread back on track.
I just sent the fixed and final models and textures to Batmanna, so hopefully the creature and wearable versions will be in the next release and will have attained full and maximum bad assery. I'm feeling so confident about it I'm going to start on the multiple color variants that I promised. Drago is going to be working with me to ensure true rainbow puking beauty.
In case you haven't seen, here are the updated gold details:
They had to be combined with the robe texture, but the normal map and specular data should still make them pop and reflect.
*deep, heavy, moans*
I adore the patterns on the necklace!
glad to have you still here and great work!