Hey guys I guess I have sorta flew under the radar for quite a while now. I figured it might be a idea to create a forum like the other modelers. I think what JK says is true if you show your work it keeps you more focused on the modeling, also its a good way of showing the dev team what I'm doing instead of showing it off in the chat. Anyway now to show you what I've got. I currently working on telvanni awnings (which I decided to work on later since I've been working on the awning for quite a while now) and right now I'm working on the big root in Sadrith Mora. heres what I've got so far:

and heres a little comparison to the original big root model :)

it is a work in progress I'm going to make some mushroom tops for the branches coming off. Hope you guys enjoy. :)

Looking good so far. I know you've already sent me these posts of concept art, but I'll put them up for other people to look at as well :)
It looks sweet! I did not see this in the chat, it's a good thing you posted it :)
And I am glad to see another Blender user here :P
Lol that makes two of use. I was starting to wonder if I was the only one who uses it for modding skyrim. :)
Well i worked on the root a bit more. I gave it a few more roots and some mushrooms on the branches.
I plan on next just adding some more roots to the bottom so it looks more like the dragon born models and probably make the top mushroom more like the concept art. Also I might edit some of the mushrooms because they seam sorta blocky to mean :).
Right although this is looking awesome, its the wrong sort model for the intended "big root" one. But that is ok because it will be a nice replacement for the "telv_mushroom02.nif" instead. But its important to know how the models are being used in the game world and the big root is used as various arches at differing angles. Below shows an example of it rooted into the ground.
However what you have done is a great replacement for one of the Telvanni mushrooms :) The scale is smaller so you might have to do the opposite with the smaller mushrooms and get the detail lower. You are going to need to tilt the head of the main mushroom to line up better with the new intended model but I think they are a good fit.
This is the two models with the big root (the white looking one) at half scale, so I think will be perfect. You will notice at the bottom it has a much larger base that carries on further but if you get this to turn down more then then roots you have at the bottom of your new model are going to work in nicely with the ground anyway :) But you're going to have to scale it about 0.5
Or actually this would be a better way for the to line up.
Oh sorry happychappy I don't think I actually explained what I was really doing with he model sorry about that. I actually have the big root model finished as you can see in the second picture of the comparison of the two. Right now I was working on a concept for an idea to make the market area have a big mushroom instead of having just a big root coming out of the ground. I thought I would make it look allot more organic then the original if you know what I mean.
Ahh, all good, was confused, but that makes sense. Yeah great idea for the slave market :)
Well I have been working on the roots and some of the rope things that hang down. I still need to do a little more work on the roots but I think I'm getting pretty close to being finished.
It is looking really good! Once you are done with the mesh, can you please send it to me so I can learn from it?
Well today I worked on the roots to make them look more like the dragonborn style (still a work in progress). The tree looked way to smooth so I gave some bumps to the mesh you probably can't see it in this picture but in game it will be quite noticeable.
this looks fantastic :)
How many polys is it? It looks great, but I don't want my game to go down to about 2 fps whenever I see it :)
Don't worry shadow I'll make sure it works. Its actually going to be quite a big object so I don't think 4000 polys is that much. I heard from happychappy that there are some objects that are 20000 polys or something like that. Also current game characters can run up to 10000 polys so I don't think it should be much of a problem. But you might be right, and in that case I'll test it on my game to make sure that it doesn't cause problems. :)
Sadrith Mora is the busiest place in all of Morrowind, meaning it has the most number of objects with the highest poly count of any area. So just like you might test your FPS in areas like Riften, Whiterun and Riverwood, we will do the same with Sadrith Mora and Wolverine Hall.
There is no doubt that Telvanni architecture is always going to be the most complex of the lot. There will need to be some budgeting, just because of the cumulative number of complex objects, but this can be managed. There is a good possibility of using well placed occlusion planes to make these busy areas not a problem. Occlusion planes are like invisible walls to tell the engine not to render what is behind them, and with Sadrith Mora has plenty of non line of site areas.
4,000 is a good target to aim for this model :)
Alright I worked on a concept for a week and this is what I came up with.
Looking great! Concentrate on your finals, then we can look forward to seeing your finished Slave market :) Oh and I want to put your picture into our loading screens, along with Ravannas, so at some stage if I can get a bigger res image off you that would be fantastic.
Any news on this?
Also, Smerk10, if you don't maind, can you please share the .blend file of the mushroom so far? I would like to inspect it up close to learn a few things from it.
I'm afraid I haven't been given the chance to work on it lately. I was given a task to get some ash trees done right before my parents ordered me to give them my password so they could cut me off from my computer, I have been able to work on the ash trees alittle but not much and just reasontly they made it so I can't get on at all. They said I need to go out and get a job (for the purpose of socializing more).
So I'm afraid I can't really help you with the model or I would help ya. I need to get a job before I can get back on my computer. Though I have been working on more art for this tree through normal pencil and paper. But its still a work in progress. I'll get this forum updated when I get it finished.
But your doing a good job JK I really don't have any tricks really other then a script to get rid of extra polys but I haven't even tryed it yet, so I don't really know if it will work anyway. Its mostly just basic modeling with using the least amount of polys as I can is all I'm really doing. I don't really try to do things how Bethesda did them because we don't really know if they have used something to decrease the poly count or they actually did the modeling how the game models are done.
Anyway keep up the good work JK your doing an awesome job. :)