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Erik
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[WIP] Daedra Exterior - Thread Two

Ok, so this is going to be a more in-depth thread with stuff related to a development of a completely new style for Daedra ruins, These are a huge part of the morrowind world so it is incredibly important that they keep their iconic look, while being updated to a modern (heh) game engine.

 

Latest Progress images


Quick attempt at Landscaping by Me

Dark night time image

Master scene for mashing this stuff together


I'm going to edit a lot of my posts in this thread to have the images in spoiler tags for vanity reasons :)

Edited by: Erik on 02/26/2015 - 01:03
no1
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 nice

 nice

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Looks great!

Looks great!

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First pass at the mix'n match

First pass at the mix'n match texture for some of the walls, Need to make one with larger tighter bricks, Then also two dedicated brick textures which will be placed on buildings to give crazy depth and uniqueness to everything

 

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Looks nice so far, but a bit

Looks nice so far, but a bit too comic-ish for me. Try to add some weathering to make it look more like a "natural" structure.

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Yeah, it could use more

Yeah, it could use more lichen, damage and decolouration, but I guess that comes later ;)

Erik
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Dragomir wrote:

Dragomir wrote:

Yeah, it could use more lichen, damage and decolouration, but I guess that comes later ;)

 

Yeah, the plan is to Have a base texture, then Make a more overgrown version of it for the more swampy areas, These will just be the base ones for now though.
 

Gothic_Freak wrote:

Looks nice so far, but a bit too comic-ish for me. Try to add some weathering to make it look more like a "natural" structure.

 

That was a bad image taken with PBR and extra maps that i couldnt control, Here are the raw textures for reference

The second texture is designed to be placed uniquely over bricks, Not for a brick wall as you may think its for :)

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Texture number 3

Texture number 3

Going to color correct this one later tonight, however critique on it would be nice!

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Awsome!

Awesome!

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Color corrected textures,

Color corrected textures, Along with a Moss test with a shitty moss texture to get an idea of what it may look like with a high res texture/done properly (Test is the key word here, this Will NOT tile.)

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last texture before I start

last texture before I start modeling


I will make a quick color correction pass over all of these to get them to the same levels of red so they dont stand out from eachother later today

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One suggestion I would have

One suggestion I would have for the second brick texture: make it look more like they are embedded in the the mortar. At the moment the bricks look a bit like they're floating above it. It might be because of the black line.

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twentyenginerunner wrote:

twentyenginerunner wrote:

One suggestion I would have for the second brick texture: make it look more like they are embedded in the the mortar. At the moment the bricks look a bit like they're floating above it. It might be because of the black line.

Cleaned it up a huge amount, Did some color correction and what do ya know, Looks much nicer

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Quick mashup before dinner

Quick mashup before dinner

Im thinking of scrapping the walls, However they may come in handy for one or two areas as walls for lava to be on one side of.. Who knows though. I will keep making generic items that can be scattered everywhere before I go hard out on the buildings

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Whatever you do, DON'T scrap

Whatever you do, DON'T scrap those walls. It actually gives Daedric ruins some sense of functionality. And would look KILLER in Molag Amur (thinking Mordor-esqe stuff here)

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In that case, would a few

In that case, would a few other types of wall be a good plan, one smooth brick with a few small features, and one super tall wall for the side of Red mountain?

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I'd avoid a Mordor look, as

I'd avoid a Mordor look, as well as fortifications - these are religious shrines, not strongholds. However, the elevation from that render looks cool, more like a speech/ritual platform than a fortification.

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Dragomir wrote:

Dragomir wrote:

I'd avoid a Mordor look, as well as fortifications - these are religious shrines, not strongholds. However, the elevation from that render looks cool, more like a speech/ritual platform than a fortification.

Yeah, that was my worry. Its incredibly easy to drift into that Mordor look (I did just that with this wall: http://i.imgur.com/oX6L74J.png)

However here is a quick screenshot to give an idea of the clutter thats going to be around
If you have any suggestions for interesting landmarks that may go at a few of the shrines then please tell me. it would be great to get some unique parts for some of them. and its really not hard to make a large blocky shape

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Are there going to be clean

Are there going to be clean versions of these assets?  I think that would be a nice little addition for anyone modding Skywind.  Like not have them used in game, but have non-ruined/non-moldy versions of the architecture available to play with in the Creation Kit.

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Landmarks? Coolest one I can

Landmarks? Coolest one I can think of would be this "lighthouse" from original concept art:

Some beacon spewing light rays would look cool. Any loremaster knows where would it make sense to put this kind of thing?

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It make sense to put this

It make sense to put this kind of thing on some really high building or some ruin placed on Red Mountain.
I would be very surprised if there is some lore on this lighthouse object and even more surprised if that piece of lore have sense.

Very nice progress here. I like the walls as they are.

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As the caption on the concept

As the caption on the concept art says, Daedric Ruins don't need to necessarily make much sense :P

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ErikChristensen wrote:

ErikChristensen wrote:

Quick mashup before dinner

Im thinking of scrapping the walls, However they may come in handy for one or two areas as walls for lava to be on one side of.. Who knows though. I will keep making generic items that can be scattered everywhere before I go hard out on the buildings

Oh no, please don't, these look awesome! If you look at the original interiors you'll find similar themes so don't worry about them being too much mordor-flavored.

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Ok, well I guess that I shall

Ok, well I guess that I shall continue doing what I am doing then! The metal texture  needs to be a bit lighter, possibly with some pig iron super dark variant to give a bit of contrast, Or even some Obsidian for detailing.

Also What  I am doing at the moment is making a super clean version of everything, Then going through and breaking it up and giving it wear and tear.

Are there going to be clean versions of these assets?  I think that would be a nice little addition for anyone modding Skywind.  Like not have them used in game, but have non-ruined/non-moldy versions of the architecture available to play with in the Creation Kit.

Yup, I was thinking that it may be cool to have a version of everything that is nice and clean.


Oh no, please don't, these look awesome! If you look at the original interiors you'll find similar themes so don't worry about them being too much mordor-flavored.

Yeah, Ok. that makes sense. Its also confusing how the interiors are a completely different style to the outside? Its all Huge stone blocks and bricks, Yet inside its intricate metals and spikes. I will  be bringing some of the spikes outside, since spikes are awesome.

If anyone has any requests then feel free to let me know, Or throw them up on Trello here
https://trello.com/c/FIYD6Jo4/6-daedra-ruin-exterior-assets

Im making an effort to give these ruins a unique feel, And have been chatting with some of the landscapers and they are keen to make the ruins more varied and fun to explore, However!

QUESTION FOR THE LORE NERDS

How big are the shrine exteriors, And can we make them a bit larger in terms of size and height. And make hints of daedra ruins 50 to 100 meters away from the actual site, with say, a lone pillar barely visable in the dirt. Would this be OK with you guys?

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Here are some more familiar

Here are some more familiar shapes in varying states of ruin, I will make another set which will be a fair bit more warped, However there is a limit to how much warping can happen

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More shapes

More shapes

Also i should explain the process that I am going about for these pieces.

Pass One

Pass one is all about getting the landscapers tools to work with, This set of objects will be the basis for everything done in the future, All objects made for this set will use tiling textures.

Pass Two

Pass two is all about making unique objects to give the ruins a really creepy feel, From Crazy spiked pillars to Intense walls of skulls (no idea about that one, sounded cool in my head) This pass will be the hardest, however it will also make the ruins super awesome and i encourage anyone that wants to suggest ideas for it to do so, as I will need all the help I can get.

There will be also be a touchup based on feedback for the pass one objects, This includes adding daedra writing to the walls of buildings There will be a few dedicated sheets of writing that represent what happens at the shrines to 7 of the daedra, this will make the shrines a little bit more lore friendly and give those lore nerds something to read.

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Not sure if you already did,

Not sure if you already did, but could you also recreate the two big towers from this image?

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Great job I hope it will be

Great job I hope it will be looking a bit more dirty in game.

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Sjors Boomschors wrote:

Sjors Boomschors wrote:

Not sure if you already did, but could you also recreate the two big towers from this image?

Yup, the plan is to make a few of those spikey parts in pass two. You can have daedra shrines without crazy crap!
 

lukkar wrote:

Great job I hope it will be looking a bit more dirty in game.

Lots more dirty :)

Thanks to Batmanna for doing the whole FBX to NIF thingy for me.

Its really strange how the textures are lit in Creation Kit, so Ignore the crappyness of them :)

 

 

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So Ravanna is a god among men

So Ravanna is a god among men, and made this sexy mossy overgrowth texture that's just perfect for the more swampy areas.

Here are two quick tests for these textures mixed in with my Daedra base textures.

And here is an ingame screenshot