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Erik
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Standard Dwemer Textures

Hi, so to start off the great treck to get the Dwemer tilesets underway, we first need textures to model around. So After looking at a bunch of very inspirational pictures I decided to start!



Textures will be put here for critisizim as the dwemer stuff is quite a touchy area of Morrowind in terms of how people want it to look.

Detail Maps

These detail maps are textures that 3d artists take only small parts from. The entire texture will never be all in the same place.

- Still a work in progress, But thought I would share it to get some idea of how you think it should be

Standard Textures

None yet!

Quick and dirty example of what you could do with these textures. Note that the poly count is way too low and really should be 2 or 3000 and animated.

Concept artists, if you want you can feel free to make some patters for me to incorperate into these textures.

The plan for the textures is this

  • Brass/Copper/Iron mixed mechanical texture for generical machines
  • Second Brass/Copper/Iron mixed texture for variation
  • Cleaner more hard texture, most likely with some form of brick for the roof
  • Dual use tiling texture for the floor, With stone and metal elements
  • Mixed rusted iron texture for older more damp areas
  • 'Rounded' items texture for things like gears.
  • Flat metal
  • Flat stone

There will also be a number of overlay textures

  • Dwemer carved writing with grafiti layer
  • Rust and corrosion
  • General use mechanical item overlay (Pipes, Wires, knobs etc)

There may also be another few textures, however we need the dwemer to have the largest variation we possibly can, Especially since these textures can be used for so many different areas, including non-dwemer areas (Metal trim can be used in imperial places)

Edited by: Erik on 04/27/2015 - 14:26
IcarusBen
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Well, they certainly look

Well, they certainly look like Dwemer tech. Really good, Erik! Can't wait to see these in action.

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Great. It would be worth to

Great. It would be worth to show what-detail-is-supposed-to-be-what.

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I honestly think the texture

I honestly think the texture looks really good but I think it does have a bit of a style clash with ravanna's bridge. I also prefer the old sorta rusty look of the dewemer instead of the newish look. But this is just my opinion.

Mo...
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I've been waiting for this

I've been waiting for this for months. Thank you!

I have some models that need just metal texture without any elements. Just solid piece of metal

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Well, this is inside, not

Well, this is inside, not outside. The bridge has been exposed to the elements for 4000 years with no upkeep, while the interiors haven't so much. Perhaps when Dwemer exteriors are made they could have more of the corroded look about them.

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@Smitehammer We damage dwemer

@Smitehammer We damage dwemer metal manually. That is just one of many layers of diffuse.

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How about this 6-gons texture

How about this 6-gons texture? Or too weird?

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Smitehammer wrote:

Smitehammer wrote:

Well, this is inside, not outside. The bridge has been exposed to the elements for 4000 years with no upkeep, while the interiors haven't so much. Perhaps when Dwemer exteriors are made they could have more of the corroded look about them.

I agree but it would be nice to add some rusty feel to these above. Btw. it would be good to add some rough stone texture like it was in original (overall for dwemer textures, not here particular)

Erik
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lukkar wrote:

lukkar wrote:

Smitehammer wrote:

Well, this is inside, not outside. The bridge has been exposed to the elements for 4000 years with no upkeep, while the interiors haven't so much. Perhaps when Dwemer exteriors are made they could have more of the corroded look about them.

I agree but it would be nice to add some rusty feel to these above. Btw. it would be good to add some rough stone texture like it was in original (overall for dwemer textures, not here particular)

Sure, I will be making another set of entirely rusted iron and other materials so that there is more freedom. Also i don't plan on using the first texture, however I will use individual elements from it in other textures.

The plan for the textures is this

  • Brass/Copper/Iron mixed mechanical texture for generical machines
  • Second Brass/Copper/Iron mixed texture for variation
  • Cleaner more hard texture, most likely with some form of brick for the roof
  • Dual use tiling texture for the floor, With stone and metal elements
  • Mixed rusted iron texture for older more damp areas
  • 'Rounded' items texture for things like gears.
  • Flat metal
  • Flat stone

There will also be a number of overlay textures

  • Dwemer carved writing with grafiti layer
  • Rust and corrosion
  • General use mechanical item overlay (Pipes, Wires, knobs etc)

There may also be another few textures, however we need the dwemer to have the largest variation we possibly can, Especially since these textures can be used for so many different areas, including non-dwemer areas (Metal trim can be used in imperial places)

lukkar
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ErikChristensen wrote:

ErikChristensen wrote:

  • Flat stone

I would devide last one into

  • Polished (I mean shiny surface)
  • Really rough
  • "Between Polished" and "Really rough" but this one I understand is planned already.
  • There could be versions with metal "dripstone" too.

And of course it would be nice to add some dirty glass textures.

Erik
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lukkar wrote:

lukkar wrote:

ErikChristensen wrote:

  • Flat stone

I would devide last one into

  • Polished (I mean shiny surface)
  • Really rough
  • "Between Polished" and "Really rough" but this one I understand is planned already.
  • There could be versions with metal "dripstone" too.

And of course it would be nice to add some dirty glass textures.

I may split the textures into two batches, Batch 1 would contain all general textures required to get machines and props made, Batch two would be the rest of the textures required to make the Enviroment Tileset.

Erik
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New Combination Metal and

New Combination Metal and Rock texture

Clean

http://i.imgur.com/GoK7Vk3.jpg

Dirty

I will be redoing the first two textures to conform with the new style i have set in this one, Along with making a clean and dirty version of each texture.

Clean

Dirty

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Updated the grungy texture

Updated the grungy texture with some nicer stone work

Erik
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Ok, I will need some things

[Redacted]

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Yeah give him a candy)) I

Yeah give him a candy)) I like that

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Remade one of the original

Remade one of the original textures to follow the color scheme closer, Basically i added More rust to bring it closer to what Ravanna designed on his bridge.

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I'm really liking the

I'm really liking the increasingly dirty, rusty, dingy styles.

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Comparison of all textures

Comparison of all textures made so far (More in the works though!) There is no dirty variant for the last texture right now, However they are slowly fitting into place :)

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ok, So a bit of an update on

ok, So a bit of an update on this.

To get the most out of the Morrowind dwemer I will be needing people to come up with 'carvings' for me to put into stone. all you need to do is provide me with super rough sketches (Note that these carvings are only going on small places, so not super detailed masterworks type carvings)

Its going to be much like the Skyrim dwemer, with small openings in the bricks for carvings.

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I think here fit more

I think here fit more geometrical forms. If we have geometrical patterns in rugs we should have geometrical forms here too. Just to keep it more consistent.

First is done by myself, last two are from custom brush. They can be placed one next to each other.

Erik
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Making a brick with various

Making a brick with various symbols of dwemer culture on it, this is one face of it with Dumacs Head carved onto it.

Erik
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Yeah, it looks cool. One

Yeah, it looks cool. One thing, human brain is designed to looking for faces .So I will use Dumac bricks not too much (sth like focal point in special places).The same with "Planet" they are more catchy than rest.

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Great symbols!!!

Great symbols!!!

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alright heres a little mockup

alright heres a little concept for the dwemer concrete material that will cover most of the walls.

the idea is that the runes would be distributed generally sorta-uniformly, but they could be more concentrated in some areas than others, and also partially worn away more in some parts than others

 

(also giant cracks like that wouldn't be toooooo common, but I wanted to show how it would affect the patterns. I guess? w/e)