Hey dudes :) Just threw together a concept for the Ald 'ruhn temple since that's what I'll be working on next. Kept the design close to plas' fighters guild and Kirkbride's concepts. Walls will be done soon, just doing some texture tests/UVing :)
Regarding the temple structure, I believe that building model is actually shared among many settlements on Vvardenfell. They're in the Velothi style, and if memory serves right, the focal points of the Almsivi Intervention spells. Take into consideration that unless we intend on making a different temple for each city that this model may be put in other places too :)
Nandi- yep, it has an orangey bit at the bottom too but perhaps its a bit too strong in my concept :)
Taj- yeah thats cool, That's why Plas and I are working on a surface clutter kit. So the buildings themselves will be (fairly) bare and modular, but Plas can have fun moving and changing the surface detail around to make different variations for each town. :)
Started the Council Club. We're really pushing the modularity now, textures are going to be shared across all buildings with variation provided by the 'surface clutter subkit' (which is in the block-out stage).
Can't slip anything past you :D They're placeholders. I'm putting up lines from the book of dawn and dusk to replace them.
Before I dash off for some steak I might as well put up some of the sketches moon and I did over the weekend. Not necessarily indicative of final design, but we didn't have computer access.
You guys are my Brad and Angelina of this project and i love all your work, but i would say nay to the silt strider platform. Not that is bad, it actually looks super cool, but i think in ald'ruhn it should be simply bigger and taller and stuff.
Thanks LASentry :)
@ Denevir - nice idea, will try and implement when we start on under skar.
@ Iniquity - nice ref. I'm still making my mind up on the simplicity, a lot of it has to do with textures which are still being refined. I'm a big fan of lelek's concepts.
I was in two minds about posting the sketches as they seem to have misled people a little. They were just doodles which we aren't following precisely.
Update to the Fighter's Guild, sharing more textures between buildings and sculpted a crab pincer asset which will be reused on several buildings.
I've been working on the standard small hut which is used mainly as common people's homes around Ald'ruhn, and I've been experimenting on it with Plas' textures. The way they're tiling right now is just temporary, I'm going to make them tile better soon.
Also been working on a lantern, which can be used outside doors and scaled up to be lined along the streets. Going to manually texture the light part, as its part of our 'decorative clutter' sub-kit.
Nice to see the dedication put into Ald 'ruhn, being that it's such a major location in vvardenfell. Also it would be cool if Morvayn Manor could look more sinister for the interior, reflecting a more damaged and creepier vibe to boost the quests immersion.
P.S I personally feel that the locked door in the manor should look more reinforced as it is keeping out the corpus.
it all looks amazing, but I do have one gripe, and that would be the sizing of the huts. if you guys look at the inside of the huts it is much bigger then the outside of the hut. like 4-5 times bigger then the exterior. Personally I think having bigger huts will make the city fill more big like a city then just like a town in morrowind. But the buildings are looking awesome though so keep it up. :)
A quick mockup of the Under Skar roof using the crab parts assets
I think some of these designs are getting too busy and losing the organic appeal they had in earlier versions. I don't see a reason for the added spikes facing inward toward the door of the figher's guild, for instance. It looks like something people might add to a building, but not like a natural part of what used to be a giant crustacean.
Ald'Skar should be the giant husk of an Emperor Crab - the immense size of the crab gave it a sense of majesty and wonder. There's no need to add all these extra spikes, claw parts and architectural design patterns to the roof - it is a crab carapace being repurposed as a building, not just assorted crab parts used in the construction of a building. With these embellishments it ceases to look like a crab, and just becomes some building with crabby elements.
Plasmax and Mooncatus are changing things up, the council chambers will be Skar...more to come.
As for the fighters guild, I really like the spikes facing the door. My favorite building in Morrowind to date now.
Except for the council building, the rest of them are just inspired by creatures, they are not actually the shells. So adornments make a lot of sense and are added.
While I'd agree that the Skar roof needs to be a little more streamlined and natural-looking, I think the fighter's guild building is great just the way it is now. My understanding is that it does contain man-made (or dumner-made as it should be) elements, whereas the roof is, in majority, harvested parts.
I like the addition of detail to Skar myself, but I also agree that the spikes take away from the shape of the crab. I think a solid direction to go for with that one would be to consider how Skar was a great beast and his carcass is now both a trophy and the figurative throne of House Redoran. How does one glorify and decorate that kind of a relic? On one part you want to represent Skar as he was, but at the same time his remains should be addorned with the Redoran showing how they conquered and now dominate over the emperor crab.
I have to admit, I must side with Smitehammer in regards to the roof. I think it should really convey the feeling of the massive, decrepit being that the shell used to belong to. I personally believe that Ald'Skar should be built and modeled as if the man-made structures are secondary, and simply base themselves around the ancient husk. Right now, looking at the picture, I didn't even know that it was supposed to be a crab shell, it looks to me like a giant spiked metal shield. Overall, I say that the horns are just way too much, especially the huge ones.
I actually think you should attempt to deviate from the original and stray from a strictly circle design. I think it should be shaped more like a crab shell, right down to the textures, with a completely natural essence besides a few Redoran banners and small additions.
Another bit that I believe would make a GREAT addition is if there were other pieces of the crab laying about under it, like hollow legs and a claw scattered about, and half buried.
I'd say the top should sort of reflect a massive version of this type of emporer crab, the species which the creature was supposed to be based off of
Or if you wish to implement something more spiked, there is another breed of Emporer crap that could be suitable
These things are hitting me in my insectaphobia buttons. They give me the heeby-jeebies.
Great job thus far, House Redoran must be quite pleased with your architectural prowess.
So I've been working in Zbrush on a versatile crab texture that we'll hopefully be able to use for a lot of different things in regards to the buildings. I've tried it out on the shelly bits on top of the outer walls as I think it works quite well there.
Me and Plas have been discussing how all these textures will work together and we came to the consensus that some of the buildings will have pure shell parts, and a clay-on-brick texture for the main structural part(s). We're also working closely together to ensure that all the textures share the same color scheme.
Here's a grab of the UV layout so you can get an idea of how the texture works. There's a mix of detail and forms in it so that it can be used on a bunch of things and won't look repetitive.
The UV shells can be moved and rotated around all over the texture for different looks. Some variations look right, some don't, it's all about playing around until you find a placement that works.
*EDIT: the texture still needs a bit of work, especially the spec. All in good time :)
Probably in the same place the gigantic crab in the middle of town was.
Fuckin' zing.
_____________________________________
@Smite: I agree with some of what you've said. We're trying to find that sweet spot of the level of detail, things are going to change until the entire set is complete.
@ LASentry: I've offered to have a go at an interior after the exteriors are done. If it's successful I'll make more.
_____________________________________
@Saivryn
I liked your idea about basing the initial shape off of the emperor crab first. Thanks for the ref images.
I sculpted and decimated a crab shell for the top of the building. The plan is to reuse our existing crab textures on it. Here's a couple variations based on our two main crab textures:
We will layer tileables on top, sort of like this:
Onwards! Here's an update of the Ald Skar Inn.
Need to test mirrored normal maps in engine, hopefully there's a way to avoid the seams:
And just for the hell of it, a latest Council and Fighter's Guild in different lighting. Toying with the idea of a crab shell texture under the clay.
A note on the crab, though. As far as I know, there's no crab officially called "emperor crab", the two pictures posted here are the first 2 pictures on google image search for "emperor crab". The first one is a tasmanian giant crab, and the other is some kind of king crab. However, there is an actual source for the look of the emperor crab: this picture by MK, released together with his story of the fall of Ald'ruhn.
Little update, I felt that before I carried on with the buildings I should really finish the walls, so I've been doing some UVing and texture placement :) I've only got a couple of bits left to do and one more wall to model... best keep at it!
I'm a little worried that its going to come across a little like a marine theme park or an "all you can eat" sea food mall :-P
That's a good point happy. I think a really good way to mitigate that feeling would be to add a few more stone to the mix of resin and chitin that's adorned the Redoran buildings. Since Plas and Moon are in the texturing stages at the moment I think this is a perfect opportunity to do that. The base of the city walls, for example, is a good section to add in a bit more Dunmer-made structure rather than full-on carcass extravaganza to give it a bit more structural and material depth. I think the old Morrowind references make a good job of encapsulating what I mean.
Plasmax! this is brilliant, we need this door for the Skywind gallery!
I agree, entire model is amazing, but oh man those doors :o
Hey dudes :) Just threw together a concept for the Ald 'ruhn temple since that's what I'll be working on next. Kept the design close to plas' fighters guild and Kirkbride's concepts. Walls will be done soon, just doing some texture tests/UVing :)
fantastic, will the roof glass be green or?
Regarding the temple structure, I believe that building model is actually shared among many settlements on Vvardenfell. They're in the Velothi style, and if memory serves right, the focal points of the Almsivi Intervention spells. Take into consideration that unless we intend on making a different temple for each city that this model may be put in other places too :)
Nandi- yep, it has an orangey bit at the bottom too but perhaps its a bit too strong in my concept :)
Taj- yeah thats cool, That's why Plas and I are working on a surface clutter kit. So the buildings themselves will be (fairly) bare and modular, but Plas can have fun moving and changing the surface detail around to make different variations for each town. :)
Cant wait to see final product :)
Started the Council Club. We're really pushing the modularity now, textures are going to be shared across all buildings with variation provided by the 'surface clutter subkit' (which is in the block-out stage).
Great job so far! Why is "red" upside down (save the e) on the middle-right engraving, if I may ask? If it's on purpose, then don't mind me. :)
Can't slip anything past you :D They're placeholders. I'm putting up lines from the book of dawn and dusk to replace them.
Before I dash off for some steak I might as well put up some of the sketches moon and I did over the weekend. Not necessarily indicative of final design, but we didn't have computer access.
You guys are my Brad and Angelina of this project and i love all your work, but i would say nay to the silt strider platform. Not that is bad, it actually looks super cool, but i think in ald'ruhn it should be simply bigger and taller and stuff.
Great stuff Plascatus (did you see what I did there with Brangelina thing).
I cant help but think that the fighters guild is going to eat me!
I like the sound of Plascactus, maybe I'll model one for the game as a little easter egg :)
Council Club update, added Vertex Colors and pushing the clutter kit:
Omg that's insanely good!
Thanks LASentry :)
@ Denevir - nice idea, will try and implement when we start on under skar.
@ Iniquity - nice ref. I'm still making my mind up on the simplicity, a lot of it has to do with textures which are still being refined. I'm a big fan of lelek's concepts.
I was in two minds about posting the sketches as they seem to have misled people a little. They were just doodles which we aren't following precisely.
Update to the Fighter's Guild, sharing more textures between buildings and sculpted a crab pincer asset which will be reused on several buildings.
Wunderbar, the attention to detail is magnificent.
I'm not sure about the claw on top, I'd have to see how it looks from the back.
New update.
Agreed about the top pincer. New additions: Netch leather tileable texture on awning, insect leg awning supports, various other bits.
Some small touchups to the fighter's guild:
A quick mockup of the Under Skar roof using the crab parts assets
Insect leg awning! I've always wanted these since seeing them in lelek paintings :)
Seriously loving the direction all here.
Hey dudes!
I've been working on the standard small hut which is used mainly as common people's homes around Ald'ruhn, and I've been experimenting on it with Plas' textures. The way they're tiling right now is just temporary, I'm going to make them tile better soon.
Also been working on a lantern, which can be used outside doors and scaled up to be lined along the streets. Going to manually texture the light part, as its part of our 'decorative clutter' sub-kit.
Great work you two! I love this thread! :)
Thanks Nandi, the support from you all is great :)
Moon's stairs with the crab texture:
Really enjoying working with modularity. Trying to reuse textures as much as possible and not waste any pixels.
Absolutely stunning!!!
Nice to see the dedication put into Ald 'ruhn, being that it's such a major location in vvardenfell. Also it would be cool if Morvayn Manor could look more sinister for the interior, reflecting a more damaged and creepier vibe to boost the quests immersion.
P.S I personally feel that the locked door in the manor should look more reinforced as it is keeping out the corpus.
You guys impress me yet again, Great Work!
it all looks amazing, but I do have one gripe, and that would be the sizing of the huts. if you guys look at the inside of the huts it is much bigger then the outside of the hut. like 4-5 times bigger then the exterior. Personally I think having bigger huts will make the city fill more big like a city then just like a town in morrowind. But the buildings are looking awesome though so keep it up. :)
Damn this stuff is awesome
my favorite thread
Guys, everything is cool! But why textures so dark(brown)?) And were u found so many huge crabs? lol
Probably in the same place the gigantic crab in the middle of town was.
plasmax wrote:
I think some of these designs are getting too busy and losing the organic appeal they had in earlier versions. I don't see a reason for the added spikes facing inward toward the door of the figher's guild, for instance. It looks like something people might add to a building, but not like a natural part of what used to be a giant crustacean.
Ald'Skar should be the giant husk of an Emperor Crab - the immense size of the crab gave it a sense of majesty and wonder. There's no need to add all these extra spikes, claw parts and architectural design patterns to the roof - it is a crab carapace being repurposed as a building, not just assorted crab parts used in the construction of a building. With these embellishments it ceases to look like a crab, and just becomes some building with crabby elements.
Smitehammer stop being crabby...
Plasmax and Mooncatus are changing things up, the council chambers will be Skar...more to come.
As for the fighters guild, I really like the spikes facing the door. My favorite building in Morrowind to date now.
Except for the council building, the rest of them are just inspired by creatures, they are not actually the shells. So adornments make a lot of sense and are added.
While I'd agree that the Skar roof needs to be a little more streamlined and natural-looking, I think the fighter's guild building is great just the way it is now. My understanding is that it does contain man-made (or dumner-made as it should be) elements, whereas the roof is, in majority, harvested parts.
And the steps are perrrfect.
Is anyone remodeling Redoran interiors?
I like the addition of detail to Skar myself, but I also agree that the spikes take away from the shape of the crab. I think a solid direction to go for with that one would be to consider how Skar was a great beast and his carcass is now both a trophy and the figurative throne of House Redoran. How does one glorify and decorate that kind of a relic? On one part you want to represent Skar as he was, but at the same time his remains should be addorned with the Redoran showing how they conquered and now dominate over the emperor crab.
I have to admit, I must side with Smitehammer in regards to the roof. I think it should really convey the feeling of the massive, decrepit being that the shell used to belong to. I personally believe that Ald'Skar should be built and modeled as if the man-made structures are secondary, and simply base themselves around the ancient husk. Right now, looking at the picture, I didn't even know that it was supposed to be a crab shell, it looks to me like a giant spiked metal shield. Overall, I say that the horns are just way too much, especially the huge ones.
I actually think you should attempt to deviate from the original and stray from a strictly circle design. I think it should be shaped more like a crab shell, right down to the textures, with a completely natural essence besides a few Redoran banners and small additions.
Another bit that I believe would make a GREAT addition is if there were other pieces of the crab laying about under it, like hollow legs and a claw scattered about, and half buried.
I'd say the top should sort of reflect a massive version of this type of emporer crab, the species which the creature was supposed to be based off of
Or if you wish to implement something more spiked, there is another breed of Emporer crap that could be suitable
These things are hitting me in my insectaphobia buttons. They give me the heeby-jeebies.
Great job thus far, House Redoran must be quite pleased with your architectural prowess.
Hey dudes :)
So I've been working in Zbrush on a versatile crab texture that we'll hopefully be able to use for a lot of different things in regards to the buildings. I've tried it out on the shelly bits on top of the outer walls as I think it works quite well there.
Me and Plas have been discussing how all these textures will work together and we came to the consensus that some of the buildings will have pure shell parts, and a clay-on-brick texture for the main structural part(s). We're also working closely together to ensure that all the textures share the same color scheme.
Here's a grab of the UV layout so you can get an idea of how the texture works. There's a mix of detail and forms in it so that it can be used on a bunch of things and won't look repetitive.
The UV shells can be moved and rotated around all over the texture for different looks. Some variations look right, some don't, it's all about playing around until you find a placement that works.
*EDIT: the texture still needs a bit of work, especially the spec. All in good time :)
SikSikSikki wrote:
Fuckin' zing.
_____________________________________
@Smite: I agree with some of what you've said. We're trying to find that sweet spot of the level of detail, things are going to change until the entire set is complete.
_____________________________________
happychappy wrote:
Huehuehue
_____________________________________
@ LASentry: I've offered to have a go at an interior after the exteriors are done. If it's successful I'll make more.
_____________________________________
@Saivryn
I liked your idea about basing the initial shape off of the emperor crab first. Thanks for the ref images.
I sculpted and decimated a crab shell for the top of the building. The plan is to reuse our existing crab textures on it. Here's a couple variations based on our two main crab textures:
We will layer tileables on top, sort of like this:
Onwards! Here's an update of the Ald Skar Inn.
Need to test mirrored normal maps in engine, hopefully there's a way to avoid the seams:
And just for the hell of it, a latest Council and Fighter's Guild in different lighting. Toying with the idea of a crab shell texture under the clay.
wow wow wow now we are talking :) i think i can say you guys nailed it :)
B-E-A-U-T-I-F-U-L
My only request is that there is no obvious symmetry (mirroring) in the final layered textures, but I know you'd be onto that anyway
Wow, this is looking good!
A note on the crab, though. As far as I know, there's no crab officially called "emperor crab", the two pictures posted here are the first 2 pictures on google image search for "emperor crab". The first one is a tasmanian giant crab, and the other is some kind of king crab. However, there is an actual source for the look of the emperor crab: this picture by MK, released together with his story of the fall of Ald'ruhn.
Amazing - you people are really powering through this! I can't wait to see it in-game ;)
The gate to Ald'ruhn, more-or-less finished (might tweak the textures more)
god DAYUM
You guys rule. and guurrll dat GATE :3
Thanks for all the great comments guys :)
Little update, I felt that before I carried on with the buildings I should really finish the walls, so I've been doing some UVing and texture placement :) I've only got a couple of bits left to do and one more wall to model... best keep at it!
I'm a little worried that its going to come across a little like a marine theme park or an "all you can eat" sea food mall :-P
happychappy wrote:
That's a good point happy. I think a really good way to mitigate that feeling would be to add a few more stone to the mix of resin and chitin that's adorned the Redoran buildings. Since Plas and Moon are in the texturing stages at the moment I think this is a perfect opportunity to do that. The base of the city walls, for example, is a good section to add in a bit more Dunmer-made structure rather than full-on carcass extravaganza to give it a bit more structural and material depth. I think the old Morrowind references make a good job of encapsulating what I mean.
Busy week, didn't have time for anything, but threw the stairs in game last night to show we're not dead:
Omg, that looks sooo nice!
Pages