I really wish I knew how to use Blender, but I don't. And I don't have the patience to learn how to use it. Sketchup is so much easier in my opinion (though probably not as powerful) and I was able to whip up this in less than an hour:

I was just experimenting with Hlaalu architecture, which is my favorite style from Morrowind. The trouble is, I don't know how to texture in Blender, and I also don't know how to get it into Skyrim. I tried awhile ago, but it just didn't work. Is there a way to texture the model in Sketchup, and then convert it directly to a NIF with the textures included? Or do I have to do the texturing in Blender? Or another option? I know Sketchup can export to COLLADA 1.4 (.dae) and Blender can import that and convert it to NIF, but that didn't seem to work for me, and plus the textures were non-existent. Any tips or suggestions would be great. Thanks.

you can export it to .3ds, .obj, .lwo, or .fbx and import into 3d max, then export it to nif, that i can help you with, if you only want to concentrate on modelling :)
Just pm me for more info :)
great model btw :) i would like to see the style of the concept art come to life:
eloth you should really start a thread or something about trying to get the concept art applied to the game all the concept art is freaking amazing, with the new engine we have the chance to fully create what bethesda originally envisioned
Is that actually Beth's concept art? Or someone else's? If it's Beth's, I'd love to know where you got that! (:
Also, I'm a big fan of modularity, so I've been experimenting with Hlaalu canal/bridge stuff and Vivec stuff. For the Vivec stuff, I busted the hla_cx base into modular pieces, so you can build more unique shapes. I plan on breaking other Vivec meshes up also to make them more modular.
From this:
To this:
The pieces:
this will be very useful indeed :) Need pieces like that to build walls etc, have greater freedom in the ck :)
Buildings however should be complete meshes imho :)
Yeah I agree Eloth, buildings like houses, the high fane, temples, etc, should be complete, singular meshes. The ones above are just the base taken from one of the cantons. I'm going to keep experimenting.
Clint wrote:
http://www.uesp.net/wiki/Morrowind:Concept_Art
Ah, thanks Mehh, appreciate it (:
So . . . I've been working on this a little more lately. Added mid level canton modularity. Here's some examples with some of the Vivec houses on top (in white) to show scale:
And a more isometric view
And here are the pieces:
These are the base:
I haven't gotten around to the top part of the canton yet. Also, it was suggested to me to add a little more embellishment and detail options so that it isn't as plain. But as you can see, you can really configure a canton as much as you like now. The example above probably is too big and unrealistic; just mostly an example to show what can be done.
Edit:
Here's a comparison against viv_c01 (The first canton choice in the CK):
nice work foullows! this combined with jk's unique placements will really step up the game :)
Great idea with the modularity.
A lot of the interiors use this concept, and we have a massive need to eventually make custom interiors as well as all the exteriors. Of course its a little bit harder to get motivated to do interiors as you don't get as much of the creative license with shapes. However this doesn't make them any less important.
Yeah, really looks good Foullows. And the modularity is awesome! Morroblivion/Skywind may finally have it's own kits to use in the Ck! Great work! :D
Thanks. I can't wait to see them in game. If anyone is willing to texture them that'd be awesome =).
Anybody who has some UV mapping skills will be most appreciated to help with these models. We can convert these into any format that people like to work with. I'm in the process of converting all the sketchup objects into workable nifs, along with a 3DS max file. But we still need a person who can UV map the textures on.
I was so excited to check comments on this morning, but apparently I was so sleepy that I forgot to post it last night. ANYways, let me know if this is enough detail or not. Just prototypes for people to comment on before I continue. Say anything, I won't be offended =).
I like it, but better wait for reviews from actual modelers.
Folks, I think this needs to be discussed.
How far shall we allow ourselves to go beyond the existing architecture in the name of beauty and creativity? Foullows, the models look good, but they don't have enough additional detail to justify the replacement of the existing canton models. I can't see, though, how we can expand on the framework you have set without adding elements to the architecture that were not present in the original game.
I, for one, vote for detail and beauty as a slight priority over lore-friendliness. To me, as long as the model still has a dark-elf feel, it is fine. What are your opinions?
And to be honest, I am kind of opposed to the idea of modular design in cities, because, as a result, they tend to look exactly that - modular. Then again, if the priority is to get the job done in a reasonable time frame, then it would not only be acceptable, but probably necessary.
That's a very good question jk. My opinion is that the architecture should remain true to the original, but should be designed as if the game were being made in 2011/2012. By that I mean it should look similar and be faithful to the original, but with added complexity allowed by a modern engine using modern hardware. The struggle that I have is 'filling in the gaps' so to speak. Like, what would have the Bethesda people put in for detail had they been designing it for the Skyrim engine?
Regardless, after discussing the Vivec architecture with Eloth, I've decided that I'm going to design cantons as a whole rather than in modular pieces. Once I have completed the cantons, I will then break those up into modular pieces at a later date. I still think modularity is awesome and could be used for really unique and creative configurations, but it takes a lot of time editing dozens of individuals models.
Well the reason for the new designs for everything is born out of the fact that we need to have custom models for distribution. The current models are ports of the Morrowind game, and we are not actually allowed to use them for a mod release. So we don't really have the luxury of keeping them too close to the originals anyway. There is a fine line between changing up the model to be sightly different from the originals and being able to say that are made from scratch, concepts and all.
There has to be enough difference that it would be considered an original work. I for one think the only way for people to work on the models is to allow creativity. Sure we could have forum posters saying this and that about what should be done, but at the end of the day there is only one person who is getting the work done, so they (you) get final word on how it should be :)
The modularity part isn't going to make too much difference for the Vivec architecture. There isn't a whole lot of variance in buildings or locations around Morrowind. I think because you are already up with the play with how to modularize that you should stick with it, but whole building will be fine.
It's a necessary discussion to have, but at this point I just am happy to see work getting done and looking cool. The top priority in my mind is to keep quality work being done. If that means encouraging a modder with a vision slightly different than mine, It's worth it.
I like the idea of modularity for detail work, but larger buildings at least having a non modular base....
But let not my opinion stop the work flow!
I liked hanging out in Vivec and I am happy to see that it's becoming a more apealing place. I spent months trying to find out how I could fight in the Arena. I hope you guys do something with that, because that has a lot of potential!
you should consider this realistically.
what is vivec made of? Is it clay, mud or something?
I see no evidence of stone work on the lower levels, so any harsh extrusions are unlikely.
Also, modularity doesnt have to be obvious. You can "clutter" random sides of modular structures with various repeating props to make each piece unique.
Unless you have 30 env artists working 24/7, you really have to use modularity.
Still workin' on stuff. Here are some stairs that I'm working on:
And for kicks n' giggles, I made a render:
it's looking very nice!
And yes, Ravanna is right about modularity, as much as I would want everything to be hand modelled, it is quite simply an unrealistic expectation. So keep on doing the great work you are doing, and take no s**t from me :P
Looks great. The "sea monster" cracked me up. :D
I like this new statue of vivec^^ Not really lore friendly though...
He's Redguard, of course he's lore friendly!
Stairs
Buttresses
Bridges
A place to get mugged.
Semi-interiors
Looking sharp!
Can I suggest that you use LuxRender instead of Indigo if you like physical rendering engines? The watermarks are really annoying.
How are you doing with UV mapping? Have you tried it since the last time we spoke?
Yeah the watermarks suck. I'll check out luxrender. Eloth is doing the UV mapping for me thankfully. Hopefully instead of lame renders (which I admit are deceiving) we can see some in-game action here soon.
Bridge. Don't worry, there will be something under it to make it structurally sound (like a column or arch thingy). Trying to figure that part out.
How about Dark Elf statues holding it up? :D just an idea aha.
Its great to see your designs are not losing any of the large scale that Vivec had originally. This is keeping it large, whilst also allowing for the open deck plan for more activity outside...its all coming together...mwahhahahaha
they should put canopys chairs lanterns and stuff like that instead of it looking like an apartment complex
Chainedwarhead: These are just the underlying basic architectural pieces. All of the clutter (banners, rugs, tables, pots, crates, lanterns, canopies, etc.) that you're expecting will be added later by actual level designers.
Looking fantastic! I so look forward to a better vivic. I could never find my way around the vanilla one.... I mean the layout was simple enough, it's just that the cantons all looked IDENTICLE so i could never tell wich one i was at without constantly checking the map.
This looks really awesome. The original Vivec never really felt as a real city to me, but more of a temple complex. This however reminds me of Michael Kirkbride's original concept for the city, which looks really awesome. This just looks more like a big city. Can't wait to see it ingame.
Eloth told me to get crackin' on this stuff. I'm suffering from a lack of creativity, but here is a new staircase inspired by the final concept sketch of Vivec.
I was experimenting with the towers on the walls as well. I was provided with a rough sketch of what the towers should look like.
This tower is based on final concept sketch of Vivec:
The point of this post is just to prove that I'm still working. These are by no means final, they are WIP.
Another staircase:
Why do we even need the rest of Morrowind and DLCs, in the city that grand there is a place for the whole game just inside the city walls
YES! YES!
It may be prudent to release this area to the public, just as a single world space.
Yeah. I hope NPC population will be raised (pilgrims, children, beggars, fisherman, big markets).
Nothing's final.
This is going to be good....
Someone can add fancy textures.
Also I can scale it if it seems a little too fat on the bottom.
I had no idea we were this far with vivec :D
Don't worry Ravanna, there is much MUCH more to go.
Sea-gate is awesome! Fantastic works, foullows.
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