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[WIP] Flora Hub

Submitted by maliaceant on

I'm not sure how much of the flora has been completed. I'm working on some concepts and 3d modeling for these objects.

I started with the Mucksponge.

Karma: 6 (6 votes)
Last edited by grumpycat on 9 Dec 2014 - 11:17.

nice

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Fantastic, a lot of flora fans have been waiting for somebody to come along and give the plants the tender love and care needed to make them come to life. Well done!

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Cool. Skywind's flora definitely needs a lot of attention. Good to see this happening.

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Do the Scathecrow! It looks so bad lol :P

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I actually cannot wait to see how Morrowind's vegetation will look in all of its current-gen glory!

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^

http://www.uesp.net/wiki/File:DB-flora-Scathecraw.jpg

There ya go, an example of it. lols

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so was I comfy! oh well i concede :P

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I can move on to another plant. I've been itching to put together some draggle tail.

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Finally some love for the veggies! I'm glad some people are taking on some of the more minute tasks. Even if their small, it will make a HUGE difference in the landscape. Nice job!

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I made a quick model and threw it into Zbrush and baked it in 3ds max. I going to make a few variations after refining this version. I still need to make a diffuse and AO map. 

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that looks awesome, very nice :)

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muchspongue has a thick layer that gets scraped off when u collect the ingredient.
How do we achieve tat affect?
Can u try creating a wobbly syrup texture over the top that we can apply a translucent shader to?

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Thanks for the suggestion. I will go ahead and add that before I get to far into the process. 

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muchspongue has a thick layer that gets scraped off when u collect the ingredient.
How do we achieve tat affect?
Can u try creating a wobbly syrup texture over the top that we can apply a translucent shader to?

We can add the same type of effect that we do for the Betty Netch. This adds a layer that looks like goo more or less. You wont have to add another layer, it just gets added to the mesh.

 

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Do I see violet coprinus, Virus? :D

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plz, Check here

https://docs.google.com/spreadsheet/ccc?key=0AssKk_sXMsXUdEdRR3lYUzRpa2YzRmVJcUYwdkwwbXc#gid=0

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So the mushrooms are already claimed or done? Yesterday I started with Luminous Rassula, would this have any use?

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I just started with the coloring and its far from being finished. I think I have overdone those glowy spots too.
I am obviously no professional but if some of those mushrooms could still be claimed, I would love to try that!

So should I continue with this model or is it useless?

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I don't see them being done on the sheet. I'd contact css1010 to be sure - they're pretty good! :)

 

You're on fire, Virus! I think the Willow Anther is a play on our real-world Willow Flower however as it shared the same general color and shape in Morrowind. See google image search.

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its great to see some of the flora finally getting a well deserved overhaul :) Im seeing some great stuff 

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Tajnarasha, thankssmiley i think my version ​does not look like to the original version)

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PeterBitt and css0101, sry( we take the best or save both)

PeterBitt, ive added ur name in hub.
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Iniquity
PeterBitt and css0101, sry( we take the best or save both)
PeterBitt, ive added ur name in hub.


Who decides whats better? I like to stick closer to the vanilla models but css's Rasula seems to be finished already (I need to work on colors, mine are very basic atm).

I am still learning ZBrush and I find mushrooms to be great for that, but I dont want to take away something from someone.

I added my name to bungler and hypa, hope thats ok.

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I personally prefer Peter's Mushroom model and texture wise. 

 

Love the Gold Kanet though! There could be a little more detail on the petal textures but otherwise it's very close to what we saw in Morrowind. 

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I will improve the rassula later, for now I tried Bungler's Bane:

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The low-poly will look less crazy and I am not sure if I keep the underside that bright, its darker and more like the top in original.
The hypa will have a more flat top and lamellae on the bottom, it looks like that in the vanilla textures.
Is that top ok or should I make something more realistic? 
http://gallery.dralzheimer.stylesyndication.de/galleries/wald/2009/03/Grosser-Baumpilz.jpg

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I think the current texture looks good for Bungler's bane. Hypa could be the more uniform of the two to tell them better apart :)

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I can count (10) polygons on the leaves,
please improve those leaves a bit more.
 

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Unfortunately, there is a limit on the number of polygons

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@Tajnarasha: Thank you very much for the feedback! Thats what I had planned :)

I think I finished the Luminous Rassula sculpt!

[External image]

I am rather happy with this, considering its my 3rd or maybe 4th sculpt ever. I will blend some photodetail into the textures in PS, I hope I manage retopo and UV properly - if anyone has a general advice regarding that, please let me know.

Feedback would be appreciated too!

@maliaceant: Did you plan to do the mushrooms too? Are you ok with the direction I am taking?

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yummy!

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Browsing a bit through the forum I noticed that its important to work together with concept artists for the sake of consistency, so that not everyone makes models with completely different style. At least thats what I have seen going on for creatures and armors, but how is that managed in regards to other stuff, like flora? Is it ok to just stick to the vanilla design or do the devs have something different in mind?

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Sticking to original style/concept is good in 90% of the cases. BUT! If you want a concept for anything you are creating, you can always contact Dragomir and ask him to assign some concept artist for what you are creating.

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Thanks tommythegun!

For the first time ever I managed to get the full workflow from ZBrush to game ready mesh done, yay! Its a really simple mesh and the texture detail is very low atm, but I figured I post this because someone might have useful tips I can realize when I am back at my PC.

Ingame in OpenMW as I actually dont have Skyrim installed lol:
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Looks like I waste a lot of texture space right? I need to figure out how to improve UV map in Max, I guess ZBrush UV master is not sufficient.

I read somewhere that ravanna has some detail alphas for ZB and brushes for PS that should be used in some cases, for mushrooms too? I can easily sculpt texture detail with my own alphas tho.

[External image]
I am really curious if this is ok? Not sure about the top, but at least its all quads.
Is this mesh to low poly?

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britt mushroom is too low poly. try 2x more, or just turbosmooth the mesh.

in zbrush, use the damstandard brush to create more gills underneath.
scuplt to 1 million quads or so. use zapplink to project mushroom photos onto it.
then sculpt into those details mixing it with the morrowind concept.
sculpt in matcap white cavity to see your details best.

also you could make a batch of them, 3 different mushrooms, 2 of them being tiny.
to fill the uv space.

research! :)

http://upload.wikimedia.org/wikipedia/commons/6/64/Mushroom_cap_morphology2.png
 

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Thanks this is very helpful. I try to make it more detailed.

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Ok I started from scratch using the suggestions by Ravanna.

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How is that? I hope it looks more natural.
This is just the basic model, the final variations will have less symetric shape. 
If its simply not good enough for Skywind let me know, no problem!

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Now that's how a mushroom need to look like.
Please continue in that style and create many more.
+1 karma to you.

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that is better. we can vary the low poly to create more shapes with the mushroom.
also did u save the glowing parts in a separate mask?

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Thanks guys!

Well to my surprise I no longer have the glowing spots on a seperate layer in the tool, I must have accidentally flattened it...
It shouldnt be a problem to remove them from the diffuse texture via Photoshop tho.

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Sorry for the long inactivity, my job has been busy. This is a update of the Mucksponge, I plan to have several variations for the environment artist. I welcome any feedback for improvements. 

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Peter those mushrooms look GOOD! I honestly believe they'll be good to go once we get the proper night-time glow. Will you make a cut-up variant for shops and alchemists that have them on display?

 

The mucksponges look good so far. The ''spots'' texture looks a little flat near the top however. Maybe show us the sponges from different angles/zooms? 

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Great job people!

Keep them coming. I should be the last person to suggest extra work outside of core needs...but I cant help but think flora is very lacking within the tempo of the landscape enhancements. We apply grasses, probably one of the most influential aspects to complete a scene. I think some care could be taken into what "flowers" maybe put into these.

Anyway I know adding plants is an unusual business of actually harvesting them for ingredients, but I think some added variety will really help to make areas come alive. Without going all lore nazi on it, I'm quite happy to make things not ingredient based just to make things look pretty.

 

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Those are just awesome, HappyChappy. Unlike you, I'm going to go all "lore-nazi" and say that I completely support your suggestions. Those flora would fit perfectly into the beautiful and alien island of Vvardenfell.

As for diverting attention from core needs, sometimes something that helps make a pretty screenshot is necessary to help generate interest in the project, even if it temporarily delaying something more basic. Better screenshots/landscape trailers means more public awareness, more public awareness leads to more developers, and more developers lead to an ultimately sooner release date. Not to say that advertising should be the primary focus, of course; just some food for thought.

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Violet Coprinus ZBrush WIP
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I love the concepts of these small plants! They should have very low poly models, maybe even stick planes together right? Anything special to do in order for them to being animated, or can I just start making some of these?

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