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Crosier of St. Llothis

Submitted by Endstufe on

I startet working on the Crosier of St. Llothis

Lore StaffThe Crosier of St. Llothis the Pious is a staff sacred to the Dunmer as a holy relic. The undefeated spirit of St. Llothis is said to be contained within it.[1] However, the staff fit for combat, as the staff's enchantments actually have various adverse effects on the wielder.[2] In or just before 3E 427, the Captain of the Buoyant Armigers took the staff into battle against Dagoth Ur's forces on Red Mountain. To protect his retreating subordinates, the Captain mounted a last stand near Dagoth Ur's citadel, and the staff was lost.[1] The Nerevarine soon recovered the relic, and then received it as a reward for various services to the Tribunal Temple.[2]

Lore LothisLlothis, better known as Saint Llothis the Pious, is the Patron of Tailors and Dyers.[1] He is the contemporary companion of the Tribunals, and the best-loved Alma Rula of the Tribunal Temple,[2] he formulated the central rituals and principles of the New Temple Faith. Saint Llothis is the symbolic mortal bridge between the gods and the faithful, and the archetypal priest.[3]

Here is a rough sketch of the upper part:

[External image]

Ideas behind the concept:

As "Saint Llothis is the symbolic mortal bridge between the gods and the faithful" I sensed it would be nice to have some kind of "two worlds" in the staff. Meaning the inner part of the metallic thing may be golden and shiny, being surrounded by a dark, night-like, metal. This could symbolize day and night, such as a contrast for gods and humans. Don't wanna go to far with this idea or give it a real meaning, but I thought it would be kinda cool.

The staff itself will be of dark, polished wood, with a somewhat golden glance to it, just as mahagony has a nice reddish shine, when it's polished.

Programs used will be blender and Photoshop, maybe some additional ones for mapping.

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Last edited by Endstufe on 20 Feb 2014 - 01:34.

For the ones that have read this post before the edit: I solved it.

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Update.

Worked on the hi poly and tried some structuring and stuff. I'm not quite sure, but depending on the rough metal work for the orb, I think a fancy staff would be too "noble". Though I don't want it to be worn or damaged. So what about a very simple structure but nice materials?

The Orb is pretty much "done", saying, this is the way I want to go. The staff itself is just quickly added to get the idea.

Any suggestions? Would be glad...

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Hm, getting no (negative) feedback kept me working on it.

I tried some ways to make it a low poly model and also tried some advanced stuff on using displacement textures created by baking the high poly on the low poly and stuff. But I found out, that just decimating the mesh will do the job, since the outcome of baking wasn't that nice and the polycount of my pre modeled low poly model was way to less, so I decided to just go for decimating it and it worked out surprisingly good :)

Next step is to retexture it. Now that I know the workflow it could have been much faster, but.. whatever.

At least here are some quick renders in blender render. Some feedback would be appreciated :)

 

Edit: Maybe retexturing it will take till Monday because I will have no access to my computer at the weekend -.-

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Well looks like its coming along nicely to me, definitely needs a retexturing.

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Okay, I think I'm dun. Texturing took longer than expected, but I like the outcome. What you guys think and where to upload the data files?

Pictures

[External image]

[External image]

[External image]

3D View: http://p3d.in/3mjrN

I dunno why the staff texture does not fit in the 3D view :/

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sorry for the lack of feedback theres lots to get through here.
if we want a dark metal mixed with gold, we need a mask to seperate the 2 metals, one will use the gold shader, the other will use just the specular.

WHilst i can do a texture clean up later, i would ask that u remove the amount of polies on the lower part, and increase it on the top
(see image)

Also, can u please make sure the 3d file is in quads, not triangles.

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Thank you much Ravanna, I hope you know I didn't mean it personally ;) Cought up about the triangles, didn't know it needs to be quads.

Update with other poly ratio: http://p3d.in/GjjJw

I'm not that sure what you mean by a mask for the golden part, but I have a used a mask to golden the inner part in Photoshop, if this is useful. The .psd is pretty messed up right now, but I'll rename everything properly if needed :)

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thats better, and yes keep the "mask" in photoshop when u send the file, so we can get it looking right in game.

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Ok, thanks! Much appreciated Rav. I actually wanted to try a glow map for the inner part, but I'm not sure how to get it in. Will talk to the one responsible then.

Thanks again!

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