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Topic Started: Oct 15 2010, 06:23 PM (770 Views)
Dirnae
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That Guy Who Makes Stuff.
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Hey there, I'd like to help out in the modelling department, here's some examples of the different models I've made in the past, or that I'm working on now:

http://i647.photobucket.com/albums/uu195/mark507_album/morrowind/models/sabah_toof_kitteh.jpg
http://i647.photobucket.com/albums/uu195/mark507_album/morrowind/models/Untitled-2-2.jpg (The sabertooth was made with skyrim in mind, feel free to edit for cyrodiil, model is pretty much finished, except for a few alpha hair planes for the body that I'm working on)
http://s647.photobucket.com/albums/uu195/mark507_album/morrowind/animations/?action=view&current=sabertooth.mp4

http://i647.photobucket.com/albums/uu195/mark507_album/morrowind/models/vallagh.jpg

http://i647.photobucket.com/albums/uu195/mark507_album/morrowind/models/werecow.png (I'm making new horns for this when I get time though.)

http://i647.photobucket.com/albums/uu195/mark507_album/morrowind/models/bed2.jpg
http://i647.photobucket.com/albums/uu195/mark507_album/morrowind/models/bed1.jpg

http://i647.photobucket.com/albums/uu195/mark507_album/morrowind/models/potion8.png
http://i647.photobucket.com/albums/uu195/mark507_album/morrowind/models/potion3.png
http://i647.photobucket.com/albums/uu195/mark507_album/morrowind/models/potion6-2.png

http://i647.photobucket.com/albums/uu195/mark507_album/morrowind/models/no_clothing_02.jpg (Trousers and base of the tunic is edited BB, boots are mine, got a template boot mesh and texture if you want to mess around with them)
http://i647.photobucket.com/albums/uu195/mark507_album/morrowind/models/no_clothing_01.jpg

I think I went a little over the top with the screenshots. :uhhuh:

Oh yeah, started work on a PGE concept helmet too, for a colovian prince apparently, I'm not sure what your view on the PGE concepts are though:
http://i647.photobucket.com/albums/uu195/mark507_album/morrowind/models/PGE_concept_01.jpg
http://www.imperial-library.info/sites/default/files/pge01_cyrodiil_art_01.jpg

Hmmm... comparing the two there, I need to make a few changes though.
Texturing is basic atm, I'll add the basic details like in the concept in later, if you can use it. I can add patterns too if you want, but I'm not sure what direction you're taking stylistically, when it comes to armor. Chain would probably be replaced with cloth later (it's just using a chain texture from another armor I made).
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Markelius
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Admin & Head of the IoC
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Very nice work! I'll wait for the others before I shove you in the modders group, but either way, I'm impressed!

Do you just do characters and creatures though? Cause we also need statics, lots and lots of statics. If not though it's fine, we can use you either way. :)
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DJGamer
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Mad God
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Wow! Only thing that concerns me somewhat is poly counts. These creature models look almost Oblivion quality-which is nice for people like me who can run Oblivion on their computer with little trouble-but maybe not so much for those who can't.

Of course it could also be that they have a comparable number of polygons to Morrowind creatures and they're just so well put-together that it doesn't show. lol

We may be going for a level of detail somewhere between Morrowind and Oblivion anyway though so it may not matter. Actually, in some ways we're aiming to EXCEED Oblivion in terms of detail-but that has less to with polygon counts and more to do with how we're putting everything together.

I'm not sure if zackg is going to be completely gone this weekend or just unable to work on the project so he may or may not be able to post his response but I think he'll say yes anyway.

Also, something that just occurred to me-we'll probably need some animated traps for our Ayleid ruins (and probably other places as well). Do you think you'd be able to do some of those?
Edited by DJGamer, Oct 16 2010, 12:31 AM.
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wollibeebee
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hey dirnae!
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Dirnae
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@SWG: I do static meshes too, you can see beds and potions there, I've done some small amount of architectural work in the past, I'll get some screenshots for you.

@DJ: The creatures are probably closer to oblivion, though I'm not really sure, I know the BM wolf is 2500 tris, my creatures are usually around 4500, and I know oblivion goes as high as 11000 polygons (not tris!) for some, I think though most usually lie around 5000. I'll try to drop the polycount a little.

I personally think oblivion polycount is ok as long as objects fit together, the project is years off, I doubt we'll have to worry about old computers when it's finished, OpenMW will probably even be finished at that time. However, different projects mean different rules. So really, I'm fine with staying low-poly if that turns out to be the case, it's cool, just giving a different side of the subject.

As for traps, sure, I haven't made them before though, would I need to do anything different mesh-wise?

Hey wolli!
Edited by Dirnae, Oct 16 2010, 08:25 AM.
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DJGamer
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Mad God
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I'd probably look at the trap meshes from Sotha Sil in Blender and/or NIFSkope. One thing I've noticed is that most of the Sotha Sil traps have visible collision boxes when you look at them in NIFSkope, which I remember just because it irritates the hell out of me when I want to retexture them. lol

Other things that would probably need to be done for the Ayleid ruins (and again perhaps other places as well) are things like buttons, secret doors, Varla Stone holders, etc. Again, I'd take a look at how animated objects are handled in Morrowind and base them off of that.

Technically, we are planning on releasing Cyrodiil in parts with the different regions-so for instance we're hoping to release the first version of Stirk sometime either late this year or early the next-and the Gold Coast anywhere from a year to a year and a half after that-maybe. We don't exactly have a solid time table for it or anything. True, however, that by the time we have the whole Province released most people will probably have better computers-and we don't exactly want to have their be a discrepancy between the creatures in the earlier releases and the ones in the final unless we actually go and update all the meshes at that point.
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zackg
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Welcome to the project Dirnae! Everything I've seen here is excellent work and I'd say yeah, you are on the team, without question.
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Dirnae
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Thanks, glad to be on the team!

I've got an update on the colovian prince armor, from the PGE concept too, the chest is bloody wierd, the musculature is strange, but that's how it was in the concept and I kinda like it.

Posted Image

The straps take up way too many triangles though, so I'll be making some edits to them.

@DJGamer: Thanks, forgot about the sotha sil traps. Should be easy if we've got an example to work from.
I'm already brewing up some ideas, I'll look through some Aylied meshes and get some quick concept meshes sorted out.
And about the creature polycount, it's not that high poly to be fair, old computers could probably handle it (I've heard of hedgehogs armor working on old computers and that's 10,000 triangles a body part in some cases)

P.S: it's fine if the armor doesn't fit in, it's become a personal project as much as anything else, so I'd see it through to the end in any case.
Edited by Dirnae, Oct 16 2010, 03:33 PM.
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zackg
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I love the armor. If you could make a few variants of it so itd stretch from some street guards to higher ups then it could work well for Stirk.
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SamirA
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Interior Team Leader
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Yeah I agree, this could add a new level to our cities in the Colovian lands of the West. I hope you can come up with something for our Nibenese peoples in the east as well. If you do it should be much more extravagant and gaudy than the nice clean simple deadly looking Colovian one you have done.

EDIT: One more thing, our view on PGE has been that we are shooting for that version of Cyrodiil rather than the oblivion version, so with that in mind using concept art from the PGE as a base for models is perfect.
Edited by SamirA, Oct 17 2010, 11:40 AM.
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