Ok so this took 2-3 days, the sculpting methods were new, but I'm still not sure about this. I've never done proper landscapes before.
Generally, we should emulate skyrim mesh styles with more repetition.
But I didn't really...
These 2 road-side embankment models use tiling textures "baked" into a PSD file. The meshes are double sided, so there's 4 different "looks" that can be repeated, rotated, rescaled etc.
The problem is resolution, 4096x4096 isnt nice to work with.
most textures are 512 or 1024 and tiled.
So this is all experimental.
Final image shows me trying to combine skyrim methods, with minimal success so far.
I couldn't get a caustic
I couldn't get a caustic reflections going on in Skyrim. I tried a few settings, with ENB on and off, but no luck. I thought the most likely candidate for this effect would be an ice object, but nothing. The only effect I noticed is actually on your character when you're in the water, it has minor caustic effects.

Alright I have a solution for
Alright I have a solution for having caustic effects on certain rocks.
The same effect that I've used for the ghost gate can be used on the surface of any object. Only it will be 2D (or very thin) instead of 3D. Its actually a shader property (BSEffectShaderProperty) that will be applied to the parts of the mesh that we want to reflect (so just the underside)...or we can actually apply the same effect to the rest of the rock, but give it a much more alpha so that it hardly shows up.
Basically produce the rocks Ravanna and Mireneye, and we will bring them life in glorious techno-colour 3D, plus gob-smaking realism.
i have worked all night on
i have worked all night on this so far, here is what im trying to make

this is what i have made
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thats actually quite nice
thats actually quite nice :)
hmm im remaking some of it
hmm im remaking some of it
Nice looking rock, very
Nice looking rock, very original for use in game world.
Great work, I can get my
Great work, I can get my rocks off once again! Kidding, humor people please.
There are about 10,000 instances of a particular menhir rock, you'll know the one if you've played morrowind, so it will be very nice to do a lot of replacements with the water bound ones. It going to be impossible to do a straight replacement and get the worn line matched to water line, but designers can have fun moving them up or down.
I love this place. It's
I love this place. It's exhilarating to find a topic like this that you haven't seen for a while, and get to scroll down through all of this beautiful progress.
mine compared to the old,
mine compared to the old, mine has over 50% less polygons, and doesnt have a repetetive texture, this is definately a "optimize" i added a new texture to it.
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Caustic reflections for
Caustic reflections for glaciers and icebergs for Skyrim. Done as a proof of concept for Skywind :) Without using ENB and no performance hit (it seems).

Download the meshes here and copy to your data folder:
https://docs.google.com/file/d/0B1vwmz6hbHGPem9HejNsYjJOdTQ/edit?usp=sharing
use them on therock i made
use them on therock i made you!
That is the plan my man. Also
That is the plan my man. Also for caves where water sources are, which seems to be quite a big running theme for a lot of Morrowind caves. Should give them an extra dimension to immersion :)
new mehnir rocks i just wante
new mehnir rocks i just wante to try my hand at. the middle rock is the new one
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Request for ald ruhn to
Request for ald ruhn to ashland rock formations. They just look redoran, maybe too cliche, but I think they...rock



Humans in their arts will
Humans in their arts will always try to mimic nature to some degree (because they're a part of it and can't think outside of it's principles), so having rocks that look like redoran guards? I think it's an awesome idea. Really gives those weird armors even more place in Dunmer culture. Some NPC's could even think of them as of giant, silent guardians of the Redoran lands :D

actually that rock looks
actually that rock looks good, just needs some UVrelaxing around borders.
Needs some modelling/texturing to define the erosion at the water level.