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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.

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Last edited by grumpycat on 9 Dec 2014 - 11:17.

I dont think pickable plants can be animated peter.

Btw can u add variance? like smaller/shorter/taller ones?

Karma: 1 (1 votes)

I was referring to what happychappy posted and assumed that these plants in the concept art wont be lootable but part of the grass shader?

Yes I will make variations of the mushrooms. I would stick relatively close to the vanilla variations at first, but just in case: do the world builders place the flora by themselves or do we use vanilla placement?

edit: Oh and yes Tajnarasha, I will make the ingredients too :)

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Happychappy like the idea but please don't put ingredients that aren't liken to the dna of morrowind. But I do like the idea of adding more flora.

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I'm sure that Happy wasn't talking about adding ingredients but rather encouraging modelers to pay attention to the rest of the Vvardenfell flora, different trees and plants, so that landscapers have more assets to play with and consequently give more depth to each of Morrowind's regions. Absolutely loving the work so far, Peter - I can't wait to take on Ajira's quest to go and seek out those mushrooms in-game :)

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No. Mushrooms old news. Ajia need flowers now.

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I was referring to what happychappy posted and assumed that these plants in the concept art wont be lootable but part of the grass shader?

I'm hoping that some concepts can be added to the grass shaders, for sure. But also complete models for general placeable plants. No ingredients, you can look but not touch.

Yes I will make variations of the mushrooms. I would stick relatively close to the vanilla variations at first, but just in case: do the world builders place the flora by themselves or do we use vanilla placement?

A combination of both. More flora is added to liven up a scene. Look at Acadian Isles, it has hundred more trees than the original.

 

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Hope this helps!

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Pretty Ravanna.

I finally think we are in that place where rocks/mountains were the most import, to being in the right place for flora and trees to start getting the much needed love.

So saw this book called the...

...and its all about Fungi, Moss, Liverwort, Lichen, Seaweed and Ferns. No I don't have softcopy, but its screams Morrowind to me on every level.

anyway, there is no lack of inspiration if you google these types of plants anyway. We really can afford to have many varieties of these types of plants, time and modeler willing.

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Happy, I can't yet but I'd love to model some of those when I get a chance.  They're all brilliant.

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The Bitter Coast needs some tree ferns!

Also, if you're planning on designing new flora, why not make them pickable?  Make up some cool names for them, give them some alchemic properties.  Borrow words from the Dunmeri language if you can, or just describe them by location and geography.  Just don't pull an Oblivion with lame real-world stuff like 'pumpkin' and 'corn' or whatever.

Oh, for the various super-rocky and inhospitable places around Vvardenfell, you could look for inspiration in the plants of the Tennessee cedar glades.  The soil is sparse, and only about a foot deep in places, so the only trees allowed to grow are cedar.  Between pockets of cedar trees is only bare limestone, where you find a lot of plants built for withstanding extremely harsh conditions in the cracks of the bald rockface - flooding when it rains, as there's no where for the water to go, extreme drought and high temperatures due to lack of shade and the pavement-like conditions.  

Some of the plants perfect for such areas include Sedum pulchellum, coneflowers, breadroot (which has an edible corm, sort of like a potatofied root), the bedazzling passion flower (which produces the passion fruit - yes THAT passion fruit),  prarie clover, and the Pyne's ground plum which produces a 'plum-looking thing' for a fruit (one of the most endangered plants on the planet which only grows in two isolated spots which are only a couple dozen yards across).

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So I doubled the polycount for the low-poly from 104 to 208 and tried some variations.
Unfortunatelly I a noob and didnt make proper use of the layers in zbrush, now I have a high poly without layers and dont know how to make some texture variations from it...
Ravanna how would you make variations of the top texture? Should I start from scratch and do you have some great tutorials for workflow from high poly to low poly?
I was also wondering if there a way to add more polys only to the top and not the stem?
I wish I had more time to learn everything [External image]
 

edit: i already removed the seam from the stem.

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Looking great. The specular in the texture will need work, thats why they are shiny, but thats easy to fix.

[edit] oh thats Morrowind too :-P

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Though it isn't much of a possibility due to the animation needed, I would kill to see a something similar to the venus fly trap.

 

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venus_fly_trap.jpg 79.69 KB
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happychappy

Looking great. The specular in the texture will need work, thats why they are shiny, but thats easy to fix.

[edit] oh thats Morrowind too :-P


Thanks!
Actually its OpenMW :p
Karma: 1 (1 votes)

AshYam by css0101

http://www.mediafire.com/download/pnlo6bu274x7w7b/AshYam.7z

plz check it :)

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Hi, I Just started to do the Draggle tail, any advices ?

Attachment Size
Draggle tail 49.25 KB
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its pretty good, Loug. Could u perhaps make the petals transparent, and as a seperate model, and have the internal pod a seperate model that glows? we could get some cool translucent effects.

petter tbh i think thats fine.
If i took those models for skywind I would add a few more rings in the stem to make the curves smoother, and perhaps paint some masks for shaders. we could even add some vertex colouring for variation.

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

:( nobody check it

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Iniquity

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

:( nobody check it

Aah sorry ! So, do I need to abandon my Draggle tail ?

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Lougian

Hi, I Just started to do the Draggle tail, any advices ?

Hello! I also do Draggle, and I'm including in this list ...

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

My work:

 

Karma: 3 (3 votes)

Loug, have u finished the draggle, cos Ruin did good, if you havent got far move on to something enw.

Everyone update the list. If you have done the same as someone else, put your name next to theirs.

Also, when you have done a batch, upload them for download so we can save the files and go through them

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Yeah, I'll do something else ! Beside your Draggle tail is muuuch better RuinGato

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Actually when people do these can they also look at doing the ingredient models as well please? Will help with consistency and making sure the right textures are used.

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Iniquity

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

:( nobody check it


Unfortunatelly this doesnt seem to be complete. As I recently discovered in a video there already good replacers for at least the luminous rossula in place. Maybe there is even more flora already properly done? I cant check as I have problems with skyrim installation.
Not sure what to do next, hopefully at least those lame tree fungi are not done yet :p
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it looks like anonymous hacked our spreadsheet. [External image] They seam to like to do that allot.

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How many polygons for each plant must be used?

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Draggle in combinations. Now i make textures.

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Good. What program do you use and : do you making it as low-poly initially, or through sculpting?

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3ds max. Tried sculpting, but low-poly was easier. Sculpting good to use to create normal maps.

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Hi, guys!   

Look at these two models below: the edgy one has 353 faces and 686 tris in it, the other one - 561/1112. And I have two questions:  

1) I've been given to understand, that polycount should be somewhere between 400 and 1000, so - do I stick with the edgy one or the smoother one? Also, these 2 are the small versions of Marshmellow, the bigger ones will have 5-7 sections and +4-5 leafs.  

2)How do they look? :) I mean - what would you add/change, before i start combining them into bushes  

 

Attachment Size
marshmellow_r1.png 367.22 KB
marshmellow_r2.png 405.7 KB
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I know it's not really your concern, it's the CK people's, but I'm going to nip this in the bud right now: it's marshmerrow, not marshmellow.

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The leaves can be made with less polygons. Rather than trying to make the shape of the leaf with the mesh, just simply use an alpha leaf texture. You can see that each leaf is 4 polygons.

The stalk you can make the low polygons, but make the rings higher version.

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Question (or request): how to make (if possible) new tileset with changed model/texture grass?
I just want tile with ash-soil and colored in dark red fern.

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happychappy,

well, I think if I'll do leafs using 4 polygons, instead of 100, I'll be able squeeze in 1000 poly constraint  even if I use smoother stalks. Because if the rings are to be smoothed, then it will affect the stalks anyway, or an additional in-between layer should be added.

One more question - how do you know, when the model is smooth enough? Or is just - squeeze the maximum out of 1000 polygons?

Twisted Logic,

yup, it's completely my mistake. Though, I'm a huge of fan of Morrowind, I was always playing it in russian and I just didn't give the name much attention when i chose it :)

Hope I make myself clear enough, english isn't my native

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http://www.nexusmods.com/skyrim/mods/35789/?
There is already existing model of marshmerrow in this mod maded by someone Phitt.
You can see in Nifskope how it arranged.

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bowlingforsoap

Twisted Logic,

yup, it's completely my mistake. Though, I'm a huge of fan of Morrowind, I was always playing it in russian and I just didn't give the name much attention when i chose it :)

Hope I make myself clear enough, english isn't my native

You're fine. I just wanted to get that out of the way before someone had to go in and manually change the name of all those assets. And I can understand you perfectly well. :)

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One more question - how do you know, when the model is smooth enough? Or is just - squeeze the maximum out of 1000 polygons?

Best to judge in game in my opinion. The thing is that the curve of the stalk around the circumference might not be as visible as the bends in the length. If you look at a stalk from a distance (in real life) it ends up being flat by nature. Thats why I think the lower poly is better. Remember we are still a game bound by rules. I would aim for much lower than 1000, but try to retain as best looks as possible.

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Exactly what happy said, also in the case of the two pictures that you posted (@bowlingforsoap) - you can smooth the faces of the "rod" and you will get much better resaults - i think 500 - 750 tris are enough to make a nice looking marshmerrow.

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Can everyone who has finished their flora asset, please upload the file to a dropbox/skyrdrive and notify myself, happy, or eloth. We need to gather and save these files.

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So should I upload my mushrooms you can see above? As I have seen in some Skywind video you guys already seem to have replaced at least the luminous rossula.

Couldnt you hire some dudes that simply keep track of what is replaced and what not?

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we have a simple system for replacement, we use a radically different filename system including the author of the asset to show tis a new legal non morrowind asset.

ie. Flor3D_COM_PetBri_mushroom.

I will be going over what everyone has done in 1 big project, then release en masse.

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Ah ok, but I should make clear that my nick is PeterBitt, not Britt :D

What I meant is that some stuff is already done but does not appear in the spreadsheet, like for example mushrooms. I can not check this as my Skyrim install doesnt work atm.
So yeah, someone let me know if my mushrooms are needed or not and I will upload meshes and textures after changing what has been suggested.

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Silence Britt I hath spoken! ;)

nah thats fine, we can use non spreadsheet items too.
If anystuff needs cleaning and improving i can send back to u for your new engine, dont see the harm in it :)

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"your new engine" haha I feel like the PR guy for them :D

Just to be clear I have nothing to do with OpenMW as I am no coder, but I am sure convinced that Skywind on OpenMW engine is what needs to happen after both projects are finished! 
Its clear that I am now in a position with my fantastic mushrooms to force this goal on you [External image]

Will upoad the shrooms asap

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Ok, so through the flurry of activity, its seems like the last one standing is PeterBitt.

Did we get any submissions at all from users?

At this stage Peter, assume you are doing them all if you want.

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Hello everyone!I finished my Draggle. It's still in the 3ds. 

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Hmm maybe you should mention that people could at least upload their hp sculpts? Maybe some are just not able to retopo and uv?

Starting a new job next monday and having to finish a big Morrowind mod, I wont have very much time the next two weeks. Just so you know.

Is it ok to send you guys obj's? I have never made a Skyrim nif tbh.

edit: RuinGato those draggle look great!

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Yes you can send your files as objs.

@RuinGato, you can upload as an obj file from 3ds max as well. Draggle looks great.

 

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Hope the link works.

https://dl.dropboxusercontent.com/u/25536244/mucksponge1.zip

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saved! thank u. come on the rest of, get uploading!

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