Pages

125 posts / 0 new
Last post
discoccult
discoccult's picture
Member
Offline
Last seen: 2 years 7 months ago
Joined: 04/02/2014 - 16:34
Karma: 260
just a few notes:

just a few notes:

but yeah this progress is looking really amazing! even with just placeholder textures, all the shapes are there and it's looking really wonderful

skv1991
skv1991's picture
Contributor
Offline
Last seen: 3 years 1 week ago
Joined: 06/21/2014 - 00:55
Karma: 268
Okay man! So check out my

Okay man! So check out my drawing

I'll explain my ideas soon ;)

discoccult
discoccult's picture
Member
Offline
Last seen: 2 years 7 months ago
Joined: 04/02/2014 - 16:34
Karma: 260
Nice! I like the idea of the

Nice! I like the idea of the rectangular parts holding the pipes to the ceiling

Maybe ceiling pipe bits could be a seperate model, so that level designers can do a lot of different things with them

Also, I like the dwemer barometers! Maybe they could have a very destroyed look sometimes, broken glass parts etc, and others could be less broken. I would think they wouldn't be TOO common? Definitely not a barometer on every tile, they would get boring and distracting. But they could make for a neat little accent next to a broken pipe that's spewing steam for instance, especially with your animation skills! imagine a little needle going crazy

For the turnable valves, I think this type of valve:

screams "Dwemer" a lot more than the circular shape on the right. But you're a really good designer so I'm pretty sure that it will end up being great no matter what!

 

skv1991
skv1991's picture
Contributor
Offline
Last seen: 3 years 1 week ago
Joined: 06/21/2014 - 00:55
Karma: 268
Thanks, disco :)
Thanks, disco :) Yeah, of course they will be a separate model. Not too common of corse, sometimes they will broken, sometimes works(animated arrow), and of course they will be used sometimes, not on each part. I remember this valve very good, its good for activation systems, like open door. In my case, I show an valve, which can control position or rotation of corridor part. They connect two different ways by rotating at 90 deg. I'll show later how that works. The circular one is used to toggle the steam (they can be used as trap, that hits health, and can be done like flame spell but with other texture/sound/effect). Also want to change anim on objects you shown, on valve and doors, as they looks too keyframed :)
Mo...
Mo...'s picture
Member
Offline
Last seen: 1 year 2 months ago
Joined: 08/11/2014 - 23:08
Karma: 255
Great work!

Great work!

skv1991
skv1991's picture
Contributor
Offline
Last seen: 3 years 1 week ago
Joined: 06/21/2014 - 00:55
Karma: 268
UPD. Dwemer corridor &

UPD. Dwemer corridor & furniture

  1. New pipes under ceiling with support. (separate model)
  2. New pipe connection protector (normal, broken, with valve, with valve and manometer (will be animated soon))
  3. Few topology adjustments.

Enjoy!

alysander
alysander's picture
Member
Offline
Last seen: 2 years 8 months ago
Joined: 09/27/2013 - 06:34
Karma: 1519
Very nice. Numbers on

Awesome. Numbers on manometer are too earthly though.
---
You could create your dwemer number system (if they are based on babilon/assur - maybe 60-rical system)
Just degrees and color zones can be good too.

For example:


 

iceflame542
iceflame542's picture
Contributor
Offline
Last seen: 3 years 6 months ago
Joined: 08/23/2013 - 12:07
Karma: 1149
That looks really nice! As to

SKV, that looks really nice! As for the numbers, perhaps they could be written out using the Dwemeris font? Since there is no official example of what Dwemer numerals look like, making one up is sort of inserting headcanon, which I think should be avoided when possible.

alysander
alysander's picture
Member
Offline
Last seen: 2 years 8 months ago
Joined: 09/27/2013 - 06:34
Karma: 1519
> Headcanon Central

> Headcanon Central
= What does that more specifically mean?
= Do you suggest that implementing new system is worse than applicating arabic number system to fantasy race?

iceflame542
iceflame542's picture
Contributor
Offline
Last seen: 3 years 6 months ago
Joined: 08/23/2013 - 12:07
Karma: 1149
While there is nothing wrong

While there is nothing wrong with people having their own ideas on lore, forcing one's headcanon onto others is something that should definitely be avoided. Instead, one should search for more lore-friendly alternatives in order to strive instead for authenticity. I do not support headcanon injection. It has not been revealed what sort of numerals Dwemer would have used, and it would seem better to not rely on speculation. I propose to avoid using numerals and instead write numbers out in the Dwemeris font, or not have any at all.

Barra agea ry sou karan.

"Wear lore as your armor."

alysander
alysander's picture
Member
Offline
Last seen: 2 years 8 months ago
Joined: 09/27/2013 - 06:34
Karma: 1519
Really see no difference with

Really see no difference with adding plant or changing form of valve, but whatever.
That was just proposition, that looks better than arabic to me.

DaedricLord
DaedricLord's picture
Member
Offline
Last seen: 1 month 2 weeks ago
Joined: 01/05/2014 - 10:43
Karma: 253
IMPRESIVE Work done here!

IMPRESIVE Work done here!

skv1991
skv1991's picture
Contributor
Offline
Last seen: 3 years 1 week ago
Joined: 06/21/2014 - 00:55
Karma: 268
Thank you guys!

Thank you guys!

Haha, trying to remade that, looks like indicators in a car 

Forgot to say: Added bolts at top and bottom support pipes connection with floor and ceiling respectively

 

Mo...
Mo...'s picture
Member
Offline
Last seen: 1 year 2 months ago
Joined: 08/11/2014 - 23:08
Karma: 255
Meet Dmitriy

Meet Dmitriy

Dmitriy will decorate the stone columns by itself

Dragomir
Dragomir's picture
Contributor
Offline
Last seen: 7 months 3 weeks ago
Joined: 04/23/2013 - 16:22
Karma: 2009
Dmitriy, the first Dwemer

Dmitriy, the first Dwemer gloryhole :D

Mo...
Mo...'s picture
Member
Offline
Last seen: 1 year 2 months ago
Joined: 08/11/2014 - 23:08
Karma: 255
Dragomir wrote:

Dragomir wrote:

Dmitriy, the first Dwemer gloryhole :D

No The second. THe first one was Sergey (look at previous page)

skv1991
skv1991's picture
Contributor
Offline
Last seen: 3 years 1 week ago
Joined: 06/21/2014 - 00:55
Karma: 268
Test with cave and lava 

Test with cave and lava 

Support construction not modelled, just for test, how it looks

 

alysander
alysander's picture
Member
Offline
Last seen: 2 years 8 months ago
Joined: 09/27/2013 - 06:34
Karma: 1519
Dwemer quality!

Dwemer quality!

Ravanna
Ravanna's picture
Contributor
Offline
Last seen: 2 years 7 months ago
Joined: 02/19/2013 - 12:21
Karma: 2596
Donor
found this: http:/

found this: http://dwemerstudies.wiwiland.net/images/RuneChart.png

The only numbers i found in search

alysander
alysander's picture
Member
Offline
Last seen: 2 years 8 months ago
Joined: 09/27/2013 - 06:34
Karma: 1519
X?? - are just number_of

X?? - are just number_of_glyph, not like numerics.
---
Anyway SpaceConstructionVehicle bypassed the problem using common pictograms, and this is satisfactorily from fanboy view, i presume.
 

 

skv1991
skv1991's picture
Contributor
Offline
Last seen: 3 years 1 week ago
Joined: 06/21/2014 - 00:55
Karma: 268
Pieces in game

Pieces in game

iceflame542
iceflame542's picture
Contributor
Offline
Last seen: 3 years 6 months ago
Joined: 08/23/2013 - 12:07
Karma: 1149
That is amazing! Great work

That is amazing! Great work there! I also just thought of something, I wonder how it would look to use Dwemer 'wire mesh' for the window parts, something like this.
 

discoccult
discoccult's picture
Member
Offline
Last seen: 2 years 7 months ago
Joined: 04/02/2014 - 16:34
Karma: 260
damn this is looking so great

damn this is looking so great! 

I'll draw you up some windows real quick, maybe with a "wire mesh" window version as well

I'm thinking windows would be more along the lines of portholes, but in an oval shape sort of with the green glass curving outwards, like the green volcanic glass exterior parts

iceflame542
iceflame542's picture
Contributor
Offline
Last seen: 3 years 6 months ago
Joined: 08/23/2013 - 12:07
Karma: 1149
I think the Dwemeri windows

I think the Dwemeri windows would be great like that, but I feel like the suspension halls don't necessarily need that. Perhaps in addition to the exterior parts, windows like that could look into larger cavern parts that connect the Dwemer tunnels.

discoccult
discoccult's picture
Member
Offline
Last seen: 2 years 7 months ago
Joined: 04/02/2014 - 16:34
Karma: 260
Actually yeah I think you're

Actually yeah I think you're right

With all of the other corridor parts, windows would probably end up sticking out and being distracting. If the plan is to have various stages of destruction or ruin for them, or under-construction portions of suspended halls, that should probably be more than enough and windows wouldn't add much to that. 

windows might just work better for exterior assets

little miscellaneous suggestion though: slower rotating fans. it would look very cool if fans rotated much more slowly, especially with light shining through them and casting moving shadows on the opposite wall

a few special sections might need to be made with the fan area cut out to allow for a light shining through

darkraven
darkraven's picture
Member
Offline
Last seen: 3 years 10 months ago
Joined: 03/07/2013 - 16:41
Karma: 49
@discoccult: Awesome Idea!

@discoccult: Awesome Idea! perhaps to give it a bit more of a ruined/mysterious Metro2033 feel?

skv1991
skv1991's picture
Contributor
Offline
Last seen: 3 years 1 week ago
Joined: 06/21/2014 - 00:55
Karma: 268
disco, yeah =)

disco, yeah =)

But how to build volume lights? :DDD

All these ideas good, but for those, who will made these ruins in CK... I'm just modeler now, not working for Skywind with CK, scripts etc :(

alysander
alysander's picture
Member
Offline
Last seen: 2 years 8 months ago
Joined: 09/27/2013 - 06:34
Karma: 1519
@skv: what do you think about

@skv: what do you think about making variant with glass windows on lower side of corridor? This could make possible more interesting in-cave (and maybe underwater) encounters to be made by landscapers.

skv1991
skv1991's picture
Contributor
Offline
Last seen: 3 years 1 week ago
Joined: 06/21/2014 - 00:55
Karma: 268
I don't know what Ravanna say

I don't know what Ravanna say about that, because that looks like a futuristic corridor for emergency escape on sonic-speed train :D

I lake right part of the image with this flowerbeds :) but also they looks like more Skyrim version, as I remember Dwemers have all in rocky and rusty iron colours :)

But I like idea to add few dungeons with under-water view, but need to think about how to assemble and build this... Some fish swimming outside... :D And nude ashlander girl pearl-hunter diving... xD

I'm planning to make various corridor parts, some have windows, some broken, etc.

discoccult
discoccult's picture
Member
Offline
Last seen: 2 years 7 months ago
Joined: 04/02/2014 - 16:34
Karma: 260
I'm sorry alysander, but your

I'm sorry alysander, but your drawings are much too sci-fi and I think you're kind of skewing the vision in a direction it shouldnt be going. Before designing anything, you need to take a closer look at the original. We're not designing something entirely new, we're expanding on the ideas presented in vanilla Morrowind. 

Oh yeah and I think we are ditching the idea of having windows as part of the suspended corridors. the asset created for windows by whoever is doing the exterior parts could always be used by level designers though if they wish. (And openings would be created by broken sections or under-construction sections anyway)

Sorry if I'm sounding harsh

@skv I'm not sure how to create volumetric lights in CK without the use of a light shafts model but I know that there are good dynamic shadow casting lights! 

alysander
alysander's picture
Member
Offline
Last seen: 2 years 8 months ago
Joined: 09/27/2013 - 06:34
Karma: 1519
Drawings are just schematic.

Drawings are just schematic. there is no way if windows design can make smth more sci-fi.
Genres are determined by more global ideas: level of tech, magical beings, plausibility.
===
Anyway i am talking only about giving more possibilities for landscapers - that's uncertain how it will be used.
Windows can be used in other cases than broken sections - for example to illustrate smth, that player shouldnt interfere at the moment, or smth that only decorative from distance.

discoccult
discoccult's picture
Member
Offline
Last seen: 2 years 7 months ago
Joined: 04/02/2014 - 16:34
Karma: 260
there is no way if windows

there is no way if windows design can make smth more sci-fi.

actually yeah, designs can entirely determine what sort of genre a work will be placed into. really all I'm trying to say is that it would be beneficial to take a look at what makes the morrowind dwemer designs work.

Genres are determined by more global ideas: level of tech, magical beings, plausibility.

could you explain this? I'm not sure what you're saying here. 

Anyway i am talking only about giving more possibilities for landscapers - that's uncertain how it will be used.

yes and if you ask Ravanna for the 17-ish pages of dwemer asset sketches he did and which I am helping to refine and bring back into the morrowind aesthetic/ shapes, you'll notice that we already have plenty of designs and ideas and possibilities for level designers to create nice and varied dwemer environments.

like, I'm not saying it's not okay to contribute ideas. because it's totally okay and recommended for people to contribute ideas (just not time-traveling-elder-scroll ideas). 

I'm just saying I think we've got these corridors and halls under control. we have designs mostly nailed down for them.

(I am not trying to say that designs should not be critiqued or added to, because they're 100% open for that. I'm just saying we've got a pretty good idea of what we need to do for these assets in particular. again, I don't mean to sound harsh or ignore your input)

Windows can be used in other cases than broken sections - for example to illustrate smth, that player shouldnt interfere at the moment, or smth that only decorative from distance.

yes, windows could work for that, but I think that would be mostly in rooms or larger halls, not corridors. rubble or a mess of large pipes could also work just as well for this sort of thing. I know this kind of thing was done a lot in skyrim, especially in ancient nordic dungeons. in skyrim, mostly rubble or openings in stone were used to give little 'previews' of what was ahead in the dungeon. 

the primary issue I could see with this is that dwemer ruins in morrowind are not linear. most dungeons in skyrim are entirely linear, and so little glimpses of what was coming up in the level made sense for those. with morrowind's generally non-linear dwemer ruins, where the dwemer used to work and live, I'm not sure how that sort of level design aspect could be implemented. (on this note, for level designers, dwemer ruins should definitely definitely not be made into linear levels. I think they should keep the same basic structure/ layout if they are to work. but y'all probably already know that)

so yeah instead of maybe using that kind of preview-window level design aspect to show something the player shouldnt interfere with at the moment, I could see it maybe being used just to highlight cool views honestly. I dont know what to say about this one

alysander
alysander's picture
Member
Offline
Last seen: 2 years 8 months ago
Joined: 09/27/2013 - 06:34
Karma: 1519
Genres are determined by more

Genres are determined by more global ideas: level of tech, magical beings, plausibility.

> could you explain this? I'm not sure what you're saying here.

Sci-fi differs from fantasy much more than design. Electrical lamps more alien to fantasy than windows.

I see your
fears, but still i think that they are vain. Skv windows looks nice, i am sure that reposition variant cant change it.

> he primary issue I could see with this is that dwemer ruins in morrowind are not linear. most dungeons in skyrim are entirely linear, and so little glimpses of what was coming up in the level made sense for those. with morrowind's generally non-linear dwemer ruins, where the dwemer used to work and live, I'm not sure how that sort of level design aspect could be implemented. (on this note, for level designers, dwemer ruins should definitely definitely not be made into linear levels. I think they should keep the same basic structure/ layout if they are to work. but y'all probably already know that)

= unlikely this worth to make dwemers' towns 100% equal to MW. In MW they was very small, actually like big container with one quest item, except 3 big settlements. I hope landscapers will make it more broad and look like they was really some kind of town. I am didnt saw reason why team shouldnt show new layers of dwemer history/culture/architecture.
 

iceflame542
iceflame542's picture
Contributor
Offline
Last seen: 3 years 6 months ago
Joined: 08/23/2013 - 12:07
Karma: 1149
I find it rather important to

I find it rather important to identify Dwemer culture and evidence of old civilization within the ruins of their cities, but the key component of doing so is lore authenticity. So no injecting headcanon in the form of number systems or sleek sci fi halls. Instead of working against what is established already, work with it instead.

alysander
alysander's picture
Member
Offline
Last seen: 2 years 8 months ago
Joined: 09/27/2013 - 06:34
Karma: 1519
I dont think that skv's

I dont think that skv's corridors are sci-fi. They are obvious steam-punk/victorian epoch.

iceflame542
iceflame542's picture
Contributor
Offline
Last seen: 3 years 6 months ago
Joined: 08/23/2013 - 12:07
Karma: 1149
I don't think they are, I was

I don't think they are, I was referring to the idea of making smooth glass tunnels with underground vault-tech farms.

alysander
alysander's picture
Member
Offline
Last seen: 2 years 8 months ago
Joined: 09/27/2013 - 06:34
Karma: 1519
No. I am talking just about

No. I am talking just about make windows option to be on lower side of tunnel. It could be much more of environments there to see, cave garden is only one example.
---
And why do you think it is related to vault-tech? Not more than anything underground.

discoccult
discoccult's picture
Member
Offline
Last seen: 2 years 7 months ago
Joined: 04/02/2014 - 16:34
Karma: 260
I get that you're advocating

I get that you're advocating for windows on the lower parts. literally all I'm trying to say is that the smooth rectangular windows are a really big distraction and don't fit well with dwemer shapes/ aesthetic. I think there are better solutions than having these windows. 

like imagine you're a morrowind player who's pumped for skywind, and you get to your first dwemer ruin and see windows like that. while the rotating fans are a neat addition (which probably shouldnt be used too liberally, only here and there in some cool areas. they are a large piece.), the fans fit within the aesthetic defined by vanilla morrowind content and (hopefully) my concept art. however, the windows would seem like a bizarre design choice.

if it causes the player to be like "oh that's weird" instead of "oh that's cool," I think it would only work against the effect of the rest of the dwemer assets.

I could imagine a rotating fan in this picture without the design vision being changed entirely. I could not imagine a giant rectangular green glass window. I think that might be a good way of determining what sort of content can be added to vanilla. 

MW's dwemer ruins are fairly iconic and I think maintaining their feel as much as possible is pretty important

discoccult
discoccult's picture
Member
Offline
Last seen: 2 years 7 months ago
Joined: 04/02/2014 - 16:34
Karma: 260
a few sidenotes for skv:

a few sidenotes for skv:

do you think we could try a version without the two metal strips on the lower half of the angled wall? the ones that create the three little stone panels. it could be good for variation to have a version with and without them.

also, it might be good to have a section with the two rounded pipe joint connector plates (version without the valve or barometers, just the smooth rounded piece) already in place, so that they would not always have to be placed manually by level designers

oh and a little note for corner connections, the stone should be smooth and curved rather than a harsh solid angle

alysander
alysander's picture
Member
Offline
Last seen: 2 years 8 months ago
Joined: 09/27/2013 - 06:34
Karma: 1519
Lattices good too, but i am

Lattices are good too, but i am sure that original MW hasn't transparent glass more because tech than arts.
You can try to imagine glass in towers. There it was in original game.
 

iceflame542
iceflame542's picture
Contributor
Offline
Last seen: 3 years 6 months ago
Joined: 08/23/2013 - 12:07
Karma: 1149
The Dwemeri glass in the

The Dwemeri glass in the Vanilla game were in the form of windows looking outside on surface towers, rather than glass tunnels looking out at dirt and rock. If it could be done in a way that fits and works with the Dwemeri feel, then I would be for it, but I would prefer wire-mesh where there are openings in the suspended halls.

discoccult
discoccult's picture
Member
Offline
Last seen: 2 years 7 months ago
Joined: 04/02/2014 - 16:34
Karma: 260
the suspended halls honestly

the suspended halls honestly really don't even need windows, considering everything else that will be going on with them. broken sections with chunks of stone paneling missing and under contruction pipe skeleton type pieces should be enough 

with the fans and the windows I just feel like there would be too many distracting things going on with these halls. fans are totally fine and will add to the feel if used sparingly by level designers, with shadow casting lights and volumetric dust, etc. I just feel like windows would be too much for the suspended halls in particular, however, in a few weeks (college apps, sorry ) I could start changing my tall large dwemer hall concepts for maybe incorporating mesh windows in some areas/ to make them more modular and varied for level designers (will be going over more of Rav's pages). I'd like to put more "morrowind" back into the large hall sections.

skv1991
skv1991's picture
Contributor
Offline
Last seen: 3 years 1 week ago
Joined: 06/21/2014 - 00:55
Karma: 268
Ok guys, accepted.

Ok guys, accepted.

Exported few base hall pieces, so now we can see how they looks in game (pattern texture)

 

In game all looks good, so this part will be for large hall like in Dagoth Ur inner facility location.

P.S. please, post images under Spoiler, so the page loads faster and have less server requests.

discoccult
discoccult's picture
Member
Offline
Last seen: 2 years 7 months ago
Joined: 04/02/2014 - 16:34
Karma: 260
wow sweet!!

wow sweet!!

hey man I'll be sure to draw you up some ideas for how the platforms can be expanded+ new fancy plates for on top of these as soon as I can 

the walls themselves are looking very smooth, which doesn't reeeally fit dwemer. I'll draw up a few ideas on how to break up the monotonous walls with patterns and outcroppings and all sorts of good stuff 

designing for the walls without using vertical and horizontal pipes built-in is sorta weird because they were attached to the wall pieces in morrowind, but we'll figure something out

agh I just wish I had time to draw in the next few weeks :(

for platforms, maybe they could incorporate stone like these 

 

I know this is a lot of WIP stuff though, I gotcha! It's all coming along really well!

skv1991
skv1991's picture
Contributor
Offline
Last seen: 3 years 1 week ago
Joined: 06/21/2014 - 00:55
Karma: 268
Walls looks smooth because

Walls looks smooth because have no trim or good texture =) Anyway we can add some details later.

Yeah, but if you imagine, how cool can we make dungeons, if we'll have more control and variety on tilesets =) But yeah, somebody can say - this take a lot of time, but as I remember, in CK have a good function - Object Pallete, so we can make pre-defined assets as well as separate meshes.

About platform - exactly, we need to make them, to make vanilla-look morrowind interiors, like Dagoth Ur inner facility etc.

Little UPD. Corridors and Cavern hollow

 

Enjoy ;)

P.S. Corridor corner have UV, maybe not best, but with textures looks good =)

Nandi
Nandi's picture
Contributor
Offline
Last seen: 2 years 2 months ago
Joined: 12/11/2012 - 15:30
Karma: 188
Great work skv!

Great work skv!

skv1991
skv1991's picture
Contributor
Offline
Last seen: 3 years 1 week ago
Joined: 06/21/2014 - 00:55
Karma: 268
Thank you, Nandi, glad you

Thank you, Nandi, glad you like it =)

I made some drawing for the ending part of corridor, I'm imagine something like this =)

lukkar
lukkar's picture
Contributor
Offline
Last seen: 9 months 3 weeks ago
Joined: 01/24/2014 - 07:22
Karma: 1565
@skv1991

@skv1991

I think u already planed this but don't forget to add specular or bump to corridors/halls (normal maybe sounds too heavy but I'm not sure). It looks too "flat" now but I understand this is only WIP, and this is last step.

skv1991
skv1991's picture
Contributor
Offline
Last seen: 3 years 1 week ago
Joined: 06/21/2014 - 00:55
Karma: 268
Of course, lukkar, if

Of course, lukkar, if somebody make textures for me :D All textures are patterns at the moment, I can use grey colour in 3ds max for all renders, but final look must be better, because, hope I get good textures :)

For me, normal map and bump map is just same things :D

discoccult
discoccult's picture
Member
Offline
Last seen: 2 years 7 months ago
Joined: 04/02/2014 - 16:34
Karma: 260
I'm really loving this!

I'm really loving this!

Maybe there could be two variations of the end parts, one that's just a continuation of the angle and large middle pipe and another like the drawing you did.

also, for stone panels, I'm thinking for texture that some could have a little bit of spotty dwemer text that's kinda worn down, but most of the things on them would be some weird esoteric patterns that I'll be able to design next weekend

 

Pages