Concept art by vrt
I`d like to help an had a go at this and this is the result.
I dont know how many verts it`s allowed to have.
Is this good enough by your standards (3462 verts).
Made and rendered in blender. Currently not UV mapped.
This is definately a good start. It could use a few less verts ofcourse - a bit of tweaking here and there. Also if you want this model to have certain value to the project, you will need to unwrap it - cause probably noone is going to do this for you :)
Do you know a number to aim for? I know I push it down a bit but to reduce a lot It has to sacrifice some quality.
I will do the mapping just wanted to point out why there is no texture.
I would ask someone smarter than me, im just a newbie trying to finish the models i started some time ago. Also i'm sorry if that came out offensive or something, just wanted to make sure you know you need to uv and texture it yourself. Some people tend to hope someone else will do it for them.
There are a few verts you dont need here, and the trick is to try and UV this model to pre existing or to be created common dwemer textures.
Ie, the boilers and pipes should all use the same basic texture.
else we end up with 1000 baked textures.
the left piece may need its own unique texture in areas, and thata acceptable.
UV unwrapped rendered using random rust texture.
Custom texture for the "hammer" table and thing on the tank (if that´s ok).
Hope that the unwrap is good enough.
A couple of us were talking about the forge and we were thinking that because these have been used and maintained over the years, that they could have a more polished look, rather than rusting.
Is this a Dwemer machine, or something built by the Dunmer copying something of their's?
well I think it would really depend on if people actually would fight the bloody monsters in the dwemer buildings to get to them. I still think a rustic look is in order but thats my view on the subject.
They should look like the rest of the ruins. Dwermer nearly extinct, no one should be maintaining this stuff.
I agree it should match the feel of the rest of the dwemer stuff, although Dwemer spiders do quite a bit of maintenance work. In Skyrim they can be observed clearing out rubble from the ruins.
We should probably determine what kind of corrosion, if any, we want for Dwemer brass metal.
Brass resists corrosion, quickly green from the copper, but with the thin green layer protecting the underlying metal from further corrosion, unlike iron or steel, which rusts.
Here's some handy pictures of naval brass corrosion after ling treatments of salt water, to show that the grooves are still viable. And it's the right color too.
I am against the comparison with real-word names/items (except if you really mean analogue of IRL item). And specifically i think that patina would be inappropriate.
If the metal of dwemers survived epoch - it should be stainless. IMO it need only dim-white traces of scum and lime.
The rust texture was just to show the unwrap (the first texture i found on my computer that looked semi like).
When imported the most will use the stander dwemer texture right?
Great start in my opinion. Looking forward to see more of it!
Haven`t worked a lot recently, Ive improved the uv unwrap slightly.
Also, does the wireframe look good?
The wireframe looks on target as far as level of detail
Moved back to unclaimed 2014 10 27
I am able to model and texture the Dwemer forge concept. I am contributor in this site and I am dealing with 3D modeling here. The thing is that at the moment I am working on certain models (cire's furniture) provided by Eloth. But If you don't mind I can turn aside the cire's furniture for a bit and make the Dwemer forge?
Thank you in advance :)
Rexos123 up to you. We would prefer to get the furniture finished as we can get onto making sure that when level designers are cluttering that we don't have floating/clipping issues. The forge is a nice to have.
Shengelov was meant to create a set of dwemer common parts baked to sets of textures to make the bulk of all dwemer parts and machines, but he didnt do it cos he found it "boring".
If I dont have time, rexos I will offer the job to u, but can go over details another time.
Thank you. I will be very excited to model some Dwemer stuffs :)
What this thing must do? What action?
From what I've seen in the concept I assume it's more like a steam-powered press, the structure on the right looks like a steam boiler to me (There is steam floating behind it), the one in the middle something like a temporary steamtank (some big pipes connecting this with both others), whereas the left one seems to be the actual press. The ventile at the temporary steamtank could toggle steam flow, the one at the press the local steam flow which would raise the rammer. Probably all this is working automatically, I'm not sure.
Something I would add is (If my description turns out to be true) something to open the heater at the steam boiler. And I'm not sure what the connection between the press and the boiler is meant for, as I'm not a historical mechanic:) Would the concept artist be so kind to clear some things up?
It's supposed to do this.
I like the idea of how it functions, but is the design a bit too modern?
Perhaps something like this?
Well it's not THAT modern. https://www.youtube.com/watch?v=p-7bz7bmDg4
I still like the look sound and power of real steam hammers and the concepts VRT came up with for the Dwemer better than that Morrowind mod. It looks a bit goofy.
Well it's not THAT modern. https://www.youtube.com/watch?v=p-7bz7bmDg4
"The concept of the steam hammer was described by James Watt in 1784, but it was not until 1840 that the first working steam hammer was built to meet the needs of forging increasingly large iron or steel components. In 1843 there was an acrimonious dispute between François Bourdon of France and James Nasmyth of Britain over who had invented the machine. Bourdon had built the first working machine, but Nasmyth claimed it was built from a copy of his design."
" A steam hammer built in 1891 by the Bethlehem Iron Company delivered a 125 ton blow. In the 20th century steam hammers were gradually displaced in forging by mechanical and hydraulic presses, but some are still in use."
Its not too modern and early versions used the power of steam. Dwemer who used a lot of strong metal probably would need such a large machine and honestly the idea behind it is not that complex as the basic principle is the build up and of release pressure to create extraordinary levels of force. I'm sure the dwemer who created automatons could figure it out.
LP is done
How many triangles?
@lukkar 2.6k vertexes 3k quards
Dvemer decoration sample
Does it look like dwemer? I'm not sure. And remember it's not dwemer script!
I like it, good work Mo!
So let's post a little
Textures are not corrected for dwemer
More details and effects will be added when I finish connections and tubes.
Btw, green suits to inscription better than blue.
You can show that letters have thin layer of this glass (with inner glow).
Not sure that green tubes can be good. You can experiment with brass dwemer metal.
LoL these are temporary objects
Anyway. Green glass is what it need.
Try to imagine it with dwemer textures. Maybe you change your opinion
Lots of dwemmer stuff will have bright blue glowing runes as far as i know, it's there in the concept for a reason too. In matter of consistency i think it's better if it stays that way – anyway i think it's up to Mo... since he is the one creating assets.
green my arse, its meant to be blue
I hope blue will be used very exclusively.
I would use only old Morrowind palette in this case.
I thought Aetherium was supposed to be very rare, and something that may not even exist among Dwemeri clans this far to the east. I'm in favor of non-glowing runes more reminiscent of the Dumac clan aesthetics, as seen in the rest of the Skywind concept art for Dwemer architecture. Aetherium runes on the forge would look out of place with the tileset that is already being modeled.
The only Aetherium will be the Hammer and Anvil from Arena.