Hey!
I will be creating some trees and related stuff for the bittercoast region. I started with a tree stump and did the high poly version, just wanted to get some feedback before retopo and map creation.
Is there some place where I can look for things like color style of other assets for the region? I want the trees to blend in nicely when textured.
Thanks
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This is good work, Ra! Very good contribution for a newcomer :)
my concepts werent too detailed, heeres a paintover of the bitter oak tree base.
Can u extend the roots so we have the option of extending their height.
Use dam_standard and trim dynamic for the detail of the bark :)
good start!
Great to see your start :)
Good question. In a way what ever textures you use for tree trunks will determine how we do the rest of the trees, as they need to be redone.
Here are some of the trees, and the kind of textures used, but they are really low resolution when up close (ugly)
Here is the general concept we have for the bitter coast. But dont worry about making it "green" as the lighting in the engine does a lot of this. Still make brown trunks, but have some mossy parts in there.
Hey guys,
sorry I didn't post for a while, I had a little accident and will be in hospital till end of the week. I have my computer with me but its hard to get to work here. I did a little bit of work on the treestump, please let me know what you think.
THanks!
Looking good - you might want to have the roots extend a bit further down, though, so they can be placed in water of some depth and still be seen to dig into the ground - think 'cypress'. Anyway, here's hoping you heal swiftly - from a random stranger on the internet!
This is not so much as a task for you Ra, its more or less me thinking out loud and getting concepts out there.
So I've been thinking about tree concepts and I'm swaying towards certain styles that reflect the unusualness that Morrowinds mushrooms and even "palm fan" based style of the original. Admittedly this came from low poly models, but at the same time from experience Skyrim engine really struggles with complex trees. You can see this from the complexity of Oblivion trees and the simplicity of Skyrim. Currently the Bitter Coast using basically Vurts Bitter Coast trees for morrowind, has very low fps as results.
So what we want is canopy trees, that cover much of the swamp land, to make it dark and creepy.
Ravanna Concepts
Old school Morrowind trees. The sort of fan palm look is something that I miss :-P
So anyway I think its worth playing with some low poly leaf models to obtain a certain style that is still modern, has nostalgia, but also not a hog on the processor.
This sort of alien palm resonates with me.
Ravanna been looking at these type of trees for Grazelands, has that mushroom look. I'm really liking that we run with these type of themes when it comes to trees.
If you want a specific type of tree then I could try to make it. All I need are concept pictures, the scale and some basic textures. I can make a the tree shape and UV map the textures to it.
The only thing I can’t do is export it into a 100% functional in game model, due to 3DsMax .NIF export limitations and bugs.
You might also want to look at concepts of the giant fern trees that were prevalent during the Carboniferous period. With the giant insects present during that time paralleled with the giant insects of Morrowind, I think it would be fitting.
Here is my attempt at a swamp tree, I really wanted to emphasize the mangrove feel with the vines. From a poly count point of view this is actually pretty comparable to what we have already. Obviously the vines have a high count, so maybe 1 in 5 of the tree will be this "viney". The idea is that we attach Ra trunks for a final product.
Actually it looks pretty sweet in game
Wow Happy, looks 10,000x better than what' there already - good job!
Morrowind WIP Files
just mucking around...a mangrove mushroom tree
Btw Happy, the weathers in the Bitter Coast are inconsistent for some reason (for Skywind 0.9.1)