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Philiciter
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[WIP] Common/Nordic Buildings Exteriors

This part of the forum was created to post W.i.P. and advancements of our work around the common/ Nordic Architecture.

Member of the team as of today: Philiciter and StormAndy

Here is a list of all the props on google.doc

https://docs.google.com/spreadsheet/ccc?key=0Ar1ZuKRWx3iUdG5...

Edited by: grumpycat on 12/08/2014 - 18:03
grumpycat
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Nice initiative. My

Nice initiative. My suggestion is much sure you check out all the in game instances to get an idea of how building need to be made. You can do this through either Morrowind or Skywind, in game or through the Construction Set or Creation Kit.

As pointed out to StormAndy in the other thread its not quite as straight up as making one model look nice. You need to look at how many individual building need to be constructed.

Looking forward to seeing the collaboration.

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Prepperaring Seyda Neen -

Prepperaring Seyda Neen - Arilles Tradehouse Assets for texture atlas. Going to gather reference materials and layout my proposed atlas with a rough texture block-out.

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Managed to get a good portion

Managed to get a good portion of the unwrapping done, still got most the roof, chimney, support beams and entrace to do.

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Looking really nice, super

Looking really nice, super impressed at the speed and quality of your work.

You can afford to split this up into 4 different 2048 textures. This is basing it off how Bethesda Skyrim assets have been done for buildings and we want as much detail.

Stonewalls

Thatch roof

Stucco plaster

Wood deck and railings.

 

 

Philiciter
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Here is my first completed

Here is my first completed props.

bmp textures to convert to dds, surely the texture will have to be rename and the obj file will be provided when the two versions will be finished

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Image icon WIP02_Round_Door.jpg586.82 KB
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personally i like the

personally i like the door.
I think my only crit is the door needs a bit more dirt/dark colours, and perhaps the bottom of the door needs some more wood fraying.

though we can add another reskin later as it would be good to have new and old door. can also reduce polycount. got pics of meshflow?

Uvs are good, good layout.
good quality bake :)

Philiciter
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this is a two sided door,

this is a two sided door, there are two locks and two handles. Removing the doubled would remove 466 polygon and there would only be 678 polygons for the door.

I can do a dirtyer version if you want with more dirt/dark colours, and add more wood fraying on the bottom of the door like you said.

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Image icon mesh_door.jpg564.1 KB
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I think some green moss/grime

I think some green moss/grime on the bottom would look nice and for the plank size used perhaps making it a little bit thinner.

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With the extra texture space

With the extra texture space I've decided to add a duplicate atlas with alternate wear and tear plus moss to add difference to the piece nearer the swamp ground and doubling the variation elsewhere on the plaster walls. I've optimised the assets in this tradehouse down to 31,677 Tri's so far. without the entrances its just over 20k.



Once I'm happy with the tradehouse I will be using the assets to make a Seyda Neen set. Making a couple of variants of smaller pieces for more editor friendly building construction.

 

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That is a great idea. A

That is a great idea. A modular set would give us a way to make Seyda bigger and better. Also give us a little artistic license. :P

 

Philiciter
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I’ve tried to give a look

I’ve tried to give a look more dirty with more dirt and a little green moss for the exterior version. I find the results quite well personally. But I was wondering, is that it's too dirty to your opinion?

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Image icon WIP04.jpg535.61 KB
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@Philiciter Just the right

@Philiciter Just the right amount IMO :)

EDIT: Check with Ravanna though! I know they want to reuse textures where possible

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Just posting up a progress

Just posting up a progress shot of the Seyda Neen pieces so far.

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That looks great so far. It

That looks great so far. It is coming along nicely. Also, Caldera uses the same housing style as well. 

Can you also create some props to go with it. Like A well, vendor stands, or a short circular wall like in White run around the big tree. Modular of course. I have some ideas for Seyda and Calmora. They both use the same Imperial style and need some tlc and I need more models that are not ingame to do that. But only if you are able and the bosses approve. 

 

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excellent pieces so

excellent pieces so far.

Philiciter - can u make the metal ring handle a bit less fat.

when you send this can u include the high poly, we can make an extra door that is much more worn and rotten.

StormAndry - the models are great but we will be doing new tile sets of textures.
Folliage on walls is not done by adding it to the stone texture. Its done by an alpha
we can sort this later.

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Sure Ravanna, currently the

Sure Ravanna, currently the model has two variants of the atlas, one has moss on. I personally would recommend refraining from doing all moss and foliage on planes. There's also a completely non mossy base not shown in the render above.


Hey Archie, I've made a well to fit the set and I could certainly do some walls similar to that which use my cobblestone texture. I've bee looking through the towns in the TES3 editor to see what pieces the world might benefit from.

Here's the well


If you see any art in which has similar ideas to props you think could be helpful post them here or send me a message so i can take a look :)

All the best,

-Andy

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Created a shelter which could

Created a shelter which could be used for outdoor market areas.

Going to produce a patchy fabric texture of stitched leathers and skins together for the sheet covers.

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So apparently Feng Zhu has

So apparently Feng Zhu has been mentioning the project in one of his student demos :D
"@Andrew Cool! I mentioned you guys in the video...but didn't know it was called Skywind. Best of luck on the project; the screenshots look beautiful."

Going to try take some ideas from his concept sketch of Seyda Neen


full resolution image of the concept can be found here

http://fengzhudesign.com/blog/fzd_concept_MRW_01b.JPG
 

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Currently working on a

Currently working on a stitched together pelts/hides texture. Modeled a new roof varient based off Feng's sketch above.


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I did the little adjustment

I did the little adjustment to the handle of the door and modeled the door frame. I've tried some textures on it to get the uv right and and see the overall look. I would like to have feedback of what remains to be done before I can finally give it to you guys.

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Image icon WIP_Round_Door_005.jpg586.82 KB
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Handles are better we'll

Handles are better :)

we'll need a different texture around that stone arch, with slightly larger rocks.
also could u make the arches wider? stone one by abour 2.2x and wooden one 1.5x ish

​after that I think we';re done here :D

we'll have to take the file and check its mesh flow 
 

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Added the Pelt texture to the

Added the Pelt texture to the stall, thinking It might be best to use a separate texture for the inside pieces.

Also working on another building/roof piece

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Those beams on the roof piece

Those beams on the roof piece is actually something you want to change the ones on that piece in morrowind are going through the windows.

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Tggc is right about the

Tggc is right about the windows/roof. Can you show more of the wooden framework from the outside on the roof, perhaps horizontal bent wood panels.

I quite like the pelt texture, I made a similar one last year, perferred for ashlands/aldruhn:

 

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So more of the roof framework

So more of the roof framework sticking/showing through the straw :) similar to the new roof idea so the structures more visible. Will have a go at that shortly.

That hide texture is awesome, I've made some adjustments to the values and contrast of my texture and used the hide texture you've made on the inside pieces.

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Here's an updated version of

Here's an updated version of the new roof piece.

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This is all looking

This is all looking fantastic. But for the outdoor market stall, the wooden beams could all look more gnarled and weathered, I think. The wood is just too straight and neat, in my opinion.

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Here is the .rar of the doors

Here is the .rar of the doors with the textures. You are free to change the textures if you want. If you need the .psd, ask it. I'll give it to you by mp.

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File Round_Door.rar9.31 MB
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Really love the work you guys

Really love the work you guys are doing with the town architecture, the collaboration between all of you here is superb

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Hey Sechrima, thanks for the

Hey Sechrima, thanks for the feedback. I've made changes to the wooden frame pieces as suggested by making them less straight and using a new more weathered worm wood texture.

Still need to work on making some wraps to connect the poles together similarly to the reference image i based the shelter off.

 

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Hell yeah, looking way more

Hell yeah, looking way more believable now.

Just in case you haven't noticed or taken it into account, I think those black bits on the hide texture on the sides of the stall are meant to signify empty space. So really, you should be able to see through those cracks in the patchwork to the other side.

Once you get the wrappings done on those wooden parts, this will be a pretty cool piece. I think it (or a similar version of this with a more rounded, less rectangular, shape) would work really well in some Ashlander camps as well.

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Made a wrap texture and added

Made a wrap texture and added some cloth wraps to bind some of the beams together.

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Sech that texture was

Sech that texture was originally made for ashlander tents, not seen ingame yet

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Hey guys, That's my first

Hey guys,

That's my first post so hi :) Those models that you have made are awesome, but have you seen this tutorial?

http://wiki.polycount.com/ModularMountAndBlade

It would help you jump into even higher level imo, especially parts about the damaged and dried out edges.

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Hey MontSKew,

Hey MontSKew,

Thanks for the link that's really helpful :), I really like what they've done with the roofs to break up the falt shape.

All the best,
-Andy

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Loving every piece of

Loving every piece of architecture, Andy - really nice touches all around. It's easy to notice your attention to detail. I can't wait to see what else you come up with!

 

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Thanks Taj :)

Thanks Taj :)
been reworking the straw roof based on MontSKew's feedback.

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Is that beam of wood showing

Is that beam of wood showing a bit through that thatched roof?  Nice!  The straw looks very strawlike, now.

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Hey Smitehammer, I think I

Hey Smitehammer, I think I notice where you mean there seems to be some wood showing through the left hand side the roof. I'll sort that out now :) I've just worked on one of the other roof variants creating a similar straw roof.

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That looks absolutely awesome

That looks absolutely awesome! Great work!

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Cheers ^_^

Cheers ^_^

Made further progress unwrapping and modelling the Nordic tower Piece.

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so happy to see u back :)

so happy to see u back :)

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!!! I want it in game!

!!! I want it in game!

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great work stormandy.. it's

great work stormandy.. it's looking really good.

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Your towers look great. I'm

Your towers look great. I'm just not sure that this piece of masonry under the top cone is light enough not to crumble. Maybe you could apply a wooden texture instead.

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Hey guys,

Hey guys,

Thanks for the feedback. Apologize for being a ghost for the last 2-3 months I've been crunching on the end of my University work, which has been the busiest period of my life. I've done 3 modular environments sets this year with another half finished so I've improved quite a lot over the last couple of months and I look forward to spending my future weekends working on Skywind art.

-Andy

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Yay you are back :D

Yay you are back :D

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:O Awesome!

:O Awesome!

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Hey guys,

Hey guys,

I'm ready to start testing meshes in engine. I've read through Ravanna's guide on naming conventions for files. If anyone knows of any good tutorials for exporting static meshes from 3dsmax into Skyrim could you please share them.


Cheers,
-Andy

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