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Want to help!

Submitted by robbinsmoth on
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Hey guys

Was wondering if you need anyone to model anything, because i sure would love to help.

I noticed that alot of you guys are modelling inside of maya/max/blender a lot, so i was wondering if i could throw my knowledge of ZBrush into the mix.

If i am of any use, i could knock out hi-poly sculpted models (weapons, armour, building - you name it, i'll have a go at it), retopo them, rip normals, spec, diffuse maps and what-not for someone to use.

i have modded for morrowind and oblivion, but only with the cs and never making my own models.

Attached is some of my work.

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Last edited by grumpycat on 14 Mar 2014 - 22:10.

I am thinking i should start on some armour.

Acutally whats been done so far equiptment wise? I dont quite know the limitations that the engine can handle, but i would love to model props and miscelanious items. Start to populate towns with crates, pots etc

what do ya think?

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Hi there!

Those look really nice! I would talk to Alexanderb as he has worked on a lot of the armors. You'll see some of his work in this thread:

http://morroblivion.com/forums/conversion-to-skyrim/conversion-to-skyrim/2691?page=7

Like I said in a previous post, someone with more knowledge than I will see this thread and will be able to guide you in the right direction. I don't know exactly where we are with modeling right now.

Those really do look great, btw, like professionally done. Welcome :) 

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Thanks Suade. Will give alexanderb a pm if i can .

I am really impressed with this project!

 

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robbinsmoth,Great! work,very pro,SkyWind has most of the crates and clutter done as you can see from some of the screenshots on the forum,but not sure about the Oblivion project,hop over to the SkyOblvion project section and check out the progress,they might need a lot of help as the world is not populated in lots of ways yet.

Welcome to the darkside.:)

 

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Righto, heres a base mesh for Holismods Armoury. Once i get it into zbrush, i'll sculpt a thatched roof, and brick bottom in keeping with the original. I also want to add as much detail as possible like rivets, cuts, holes, grime and stuff. I will also do a custom sign hanging from the beams, and another custom shield above the door. 

Hope i am not going over the top! haha

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I am not sure where Holismods Armoury is,but it looks cool,can you export the nifs in the skyrim format,or do they need converting.?

Is that model for skywind or oblivion [cyridill] in skyrim.?

 

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Hiya 

Um right now its a maya file. Wouldnt know how to export it out to a file thats compatible - was hoping you guys could help me out on that one.

I could make it for both. I was just gonna retopo it once i am finished and then i can see who wants it. 

What you think?

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This is for anyone who has had some experience with making the seamless interior pieces for oblivion or skyrim.

I have extracted the moldcave interior pieces from morrowind and i am about to start to resculpt them hi-res. Problem is trying to match the edges so when they snap together in the editor they are seamless. I tossed about the idea of off-setting textures but that wouldnt work. I I also had the idea of setting up the pieces side by side and matching each one up manually. But thats a bit convoluted. The interior of houses would be easy enough, but places like caves are a bit tricky.

Anyone with modelling knowledge who's done this before? How the hell do the game devs do it? would love to get started so i can give em to you guys to start re-making all the dungeons!

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Sorry, I don't really have any modeling experience.  Maybe someone else around here knows?

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Daym. I have been talking to clint and he said that Eloth might be able to help. 

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Eloth and Alexanderb are the ones you should talk to.

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Righto more images. Did a quick test to see whether or not i could get wood looking ok. Turned out ok-ish. Wont really know i suppose until we get it ingame right?? 

It will need a proper AO map, and a cavity to pop the details. A well as some moss and lichen. 

Crit most welcome.

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What are you trying to make anyway? Is it something ingame? If so, do you have a screen shot of what it is?

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haha i totally forgot to give a screen of what i am remaking! The nearest house is the model that i extracted and added to. Its the armory in caldera - hence Holismods Armory.

As i mentioned earlier, this is just a test model to see what the workflow is like: modeling, texturing, and bringing it into the game.

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I'm not sure if this is the correct thread to ask this but the title seemed appropriate. Much like robbinsmoth, I have just recently joined this project and I would like to help. I don't really have much skill but I do have time.

I have been trying to keep up with everything on the forums and as far as I can tell no one is currently doing any work on the Interiors. The main problem is just lighting from what I can tell but it makes a huge difference. If someone else is working on this please let me know.

Also, two more things; (1) If someone could link to this supposed mega .rar of the NPCs that would be great. And (2) I can't seem to get my map to work despite trying everything, even editing my SkyrimEditor.ini and completely reinstalling the mod.

Here is a before-and-after pic further explaining what I mostly intend to do.

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http://www.mediafire.com/?n18aker06lv355r

This is my npc mega back. It contains all the npc I've made. Keep in mind there are still a lot of npcs that need to be made. As for the interior lighting, you should ask Eloth about it, I recall him mentioning he planned to fix it a bit. I could be wrong though. As for your map, what's wrong with it? Is nothing saving after closing the CK, if so, there will probably be a fix to that by this weekend maybe. For now if you wanna edit, just open the Morrowind master file, not Skywind or Skyrim.

@robbinsmoth
Sorry this isn't really my field, so I'm not sure what to tell you. Eloth or Alex should be able to help you if you pm them.

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I would suggest creating a base rock well mesh and then modify it to fit the shape of the other rock walls but leaving the edges intact.

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@ Tyrocine: I am a newbie myself, but Its good to have another on board with the interiors! and i definitely agree with the lighting. From a CG point of view, lighting is what makes your textures pop and shine. But in saying that, the lighting is useless without proper, good textures.

I have this plan (a BIG plan at that) to bring the low poly items from morrowind through Zbrush, and make hi-res, hi-poly, Skyrim (or skywind) ready objects. It does mean custom sculpting every item, but in my opinion the end result far exceeds the time spent.

This doesnt mean replacing things items that are easily translatable (like crates, food items, miscellany), but resculpt and re-design interior tilesets, exterior buildings, etc etc. Alot of the crowd working on this project (as far as i know) is just re-texturing the low poly assets from oblivion or skyrim. Not very many people are creating assets from scratch. 

Continuity is also a big thing. Skyrim looks great because the evironment and the objects within it, fit. They have the same artistic style. The same can be said about oblivion and morrowind.

I would love to get a group of us together who will purely be the go-to-guys for modelling. We could slowly rebuild morrowind from the inside out. I am lucky enough to live in the capital of NZ. And because i also go to university there and Weta being so close, alot of the guys from Weta come in and teach us stuff. I was lucky enough to get tutored by Scott Spencer on Zbrush and boy does that guy know his shit!

Of course i am only new here and i dont really want to make a mess of anthing anyone has started already. And i dont even know if there is a group of modellers already (I do know of alexanderb and Eloth - still gotta pm them), but it would be cool to start one of not. Heck i could even do some tutorials on the Maya to Zbrush workflow if anyone is stuck. And once i geto some building into Skyrim i could do some tuts for that.

 

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Tileset texturing:

If tilesets do not match seamlessly I use the option “Vertex Weld” to weld the polygons from the different models back to getter. You just load all tilesets in the renderer, use “Vertex Weld”, then remove and save all individual parts.  

 

There is only one issue to look out for. If you have two unique parts that stick togetter then this method is good to use, but if you have multiple parts that can be placed together against the same part then its not a very good method.

 

I am a 3DsMax user

http://www.turbosquid.com/Search/Artists/Sjors-boomschors

 

My skills are only in creating stuff based on basic forms, or modifying existing models.

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@Sjors: Hiya. Those models look sweet! Any chance you could get your hands on ZBrush or mudbox? Would be awesome to give those some textures.

And yeah thats how i would go about it too if i were straight up modelling in maya. But as you already figured out i want to bring it into Zbrush to detail and its gonna be a biatch to match up the edges.

 

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I will download ZBrush to see what it is about, but I don’t think it will be my thing to use. I am not a texture artist, and I am not planning on doing anything related to texturing. I just leave that part to those that are into texturing. We all have our own thing I guess.

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