Been a while since an update but I figured it should be done. I've been testing different texture blend techniques on the walls with vertex blending in UDK (only using it for testing stuff, I know Skyrim doesn't use UDK) but I've also been working on modelling a couple of volcanic rock formations that can be used modularly around Ald'ruhn, figured it could look nice and would make sense, being that Ald'ruhn is next to a volcano and stuff. Here's one, not quite finished with the high poly yet but its nearly there. Going to make the low poly with decimation master and polypaint it for diffuse and things. :)
use trimdynamicborder with a square alpha at z strength 75 for rocks, takes some getting used to. after that u can apply noise surface, then trimdymanic onto it again. its how i do all rocks/stones.
also be aware of the differences between the volcanic red mountain rocks that are changed and smoothed by ash storms, and the untouched sharper rocks.
Ok, so following Rav's advice and doing some thinking on how the rocks should look, here's a new result. I inflated the mesh a tiny bit to bring the cracks closer together for a more 'dried-molten' effect, and considered the fact that Ald'ruhn takes a fairly good bashing on the ash storm front, so I've smoothed down the majority of the outward facing flattest parts of rock, and kept most of the noisy rough parts on the corners (which I've kept fairly subtle). I'm not going to bake it down yet as I feel it could still be improved, but I'm going to start making another one, which will be taller and a bit thinner. :)
Another WIP rock, this one is looking a bit fudgey at the moment so I'll be working on it some more, but here it is so far. One more after this, and I'll post up all three in their finished high poly states, then start the baking.
Wow, I didn't check this thread for a couple of weeks so I've been sat here jaw-dropped for the last half an hour or so catching up; somehow the work has got even more amazing!
Meant to post this last night and totally forgot! This rock is more or less finito now, currently working on the third and last one (for now, may decide to do a couple more- or even a couple of different kinds of rock for fun!) It'll be time for baking real soon, and I don't mean cookies! I may as well post up the low polies once they're in their full glory (diffuse, spec, normals, the works).
a bit of noise still needed I think... yeah, a bit of noise.
Welcome to Ald'ruhn. I've been using UDK to plan layout/test meshes and textures/blending for the outside of it. I made a sign/arch as you can see, with low res textures that can with any luck be added to mine and plas' clutter subkit. Have no idea what the shit is happening with the stairs, think its a lightmap issue but no matter what I do its still baking that way. Since the final meshes won't be in UDK I'm not too worried about it but for the sake of my portfolio I'll fix it soon :)
Love everything about this. But that sign to me looks a bit out of place. Reminds me too much of modern over the road sign. This is just one mans opinion though.
What about an obelisk with Daedric lettering near the gates? One face could say 'House Redoran' or just 'Redoran', the other face could say 'Ald'Ruhn'. Perhaps the other sides could have a House Motto for Redoran? If one doesn't exist yet, I'm sure we could think of some badass words for them!
Blue sausage, I see what you mean. I think the crab legs should be bigger, that could sort it :)
Smite, that's a good idea! I think Plas and I had planned on doing something like that, with the lettering placed on as an alpha (so there wouldnt be a need to make so many different textures). We'd certainly planned to doing stone tablets with lettering, as part of our clutter subkit. I'll see if we can make room for what you describe too :)
Here are the finished rocks too, UDK doesn't really display them nicely. Good thing I have marmoset :)
You know what? I think it would be just a perfect entrance to the town if the sign would be replaced with a hanging lantern from Dragonborn, and with a welcoming triolith on each side. You think you'd be capable of that?
Amazing work! I am curious, now that Ald-ruhn is fortified, will the town's silt strider platform be part of the wall, inside, or outside the wall? Also, will the city be open ,or a separate cell now? Do the gates open?
Also I agree with Smite and Denevir, on the triolith and the (logo?) of house Redoran, as well as with Dragomir on the lantern, though I think that there should only be one some distance from the town. Whatever works :)
Also (and I wasn't going to say anything yet since it's just gibberish on the sign anyway, but now that people are talking about the sign, what the hell): I'm sure you realize this, but the sign is upside down. This isn't Homestuck. :P
Twisted, it's not jibberish :P it says 'welcome to ald'ruhn'. but you're right about the letters, they were upside down on the image I used but I should've known. thanks :)
Yours truly- yeah I think the gates will open a crack, like the other doors in skyrim :) but I dunno, I'll leave that decision to the animators. Also, about the platform- I'm not sure! I think that will be down to the devs.
drago- that's a great idea, and I think it can be done. Do you mean the lantern should be shaped like the akatosh symbol? I'll get on it and post results. :)
So I did a quick lantern for preview purposes (once everything goes in via creation kit we can just use the dragonborn lanterns) and the welcome stones, one with 'welcome to ald ruhn' in daedric, the other with the symbol of house redoran. I'm not sure about the design or placement of them yet so if anyone has any ideas, feel free to chime in. :)
Here's what I have in the works at the moment, from the list of exterior clutter me and Plas put together. It's an insect leg pole which we figured we could use for a number of purposes, like holding up tarpaulins, lanterns, banners etc.
This is how it looks in ZBrush at the moment, not quite done with the sculpt yet but getting there. I've drawn over it with an idea of what it'll look like finished (the model, that is, not the texturing :D).
Hey Veloth, if you read the discussion in the previous pages you'll see that there were quite a few iterations of Redoran buildings done by Plas and Moon, and in many cases the bug shells and carapace were in fact made a more prominent feature of the structures, while maintaining the iconic look of the Great House from Morrowind.
On a more personal note, I really don't know how you could possibly add more shells on the buildings without making them look like insect hives rather than houses.
update on the insect leg pole (for our building clutter subkit)- it's very meh at the moment because the diffuse still needs a lot of work, need to add more normal map detail and there's currently no spec on it, but I figured I should post an update :) Shouldn't take me very long to finish now that most of the legwork is out of the way, just some photoshopping to get those maps looking good.
I don't understand why you decided to bring in new design. These are structures built in a region with heavy sand storms. Structures should be smooth and plain, all the features that you added will be destroyed over time because there is a lot of sand hitting it all the time! Old shells should be durable, smooth and sandy, maybe even have a clay/sand layer on top which was used to keep them in shape and protect them from the heat and storms, like we are using paint to protect our houses from the weather and insects. Instead all I see here is claws and weird walls.
This is great work, a lot time spent on it... but it doesn't seem to fit into simplistic Morrowind design.
I would really love if the renewal of this game doesn't turn into some weird japanese porn with claws and tentacles.
TESfntc It's good to see opinions, however try not mocking the new designs (at least until the final results) as these are subject to change, even possibly due to individuals opinions like yours. The idea of the claws originated from lore of Ald-ruhn (the Emperor crab corpse in the center).
Your idea of making it more weather proof might be used later when they at least complete the models, as that would only require tweaking the textures to fit your description if they use it. However the plan to move towards detailed architecture is just to enhance Ald-ruhn to the new engines standards of appearance.
P.S Unless you offer to create concept, produce models or even are willing to dedicate a chunk of your time working on this, don't be too crucial. Oh and I can probably assure you tentacles won't be used (the redorans/morrowind inhabitants tend to focus on crabs and insects as these are native to their land)
DatEndlessAbyss yes, we all can express opinions. I really liked the design on pages 1 and 2, and then it just got weird. I just don't see how structures exposed for this harsh climate can still have this many elements.
Yeah I'm definitely not stopping you from your opinions, just was advising against the tentacle comment as some could see it as an insult and many developers might dislike that.
The only reason they chose to go more detailed was to distinguish from the original Ald-Ruhn's design. However if one would take into consideration Morrowind is in Nirn (from TES Universe) the buildings material could be made to withstand the sandstorms or at least resist them from much longer then our material. I personally believe it's best to not get too realistic with TES as there is magic, Gods, mythical creatures and all things unorthodox to our world.
Cool your jets, man. Take a breath. Smell some roses. Feel free to put your ideas forth, but be sure to understand how to put those ideas into words which can be easily understood. And if you can think of a way to work within the framework of possibility maybe your ideas will catch fire, or take wing, or take wing catch fire and be served with a tangy Buffalo sauce.
Any additional stuff is made from chitin of insects which live in that harsh ashland environment so... Yeah, they'd withstand an ashstorm. And it all seems pretty aerodynamic to me, especially the bits that look like dreamcatchers. Would be really fun to hear them whistle when it's windy, perhaps even they'd work as an ashstorm alarm system. Even the walls have "spoilers", although I think they could benefit from a dry "moat" and being a bit less tall. I think it wouldn't be that much of a hassle in CK. As for the rest of the design, you're a bit late to the party dude...
I like so many of the changes here however often less is more. Should be careful not to make radical departures from vanilla Morrowind models because it will change the entire aesthetic and the way culture is perceived. All the buildings now have an extreme amount of flash. While the player was given the perception these people lived a really spartan existance in a harsh environment where defense and survival were a way of life they now appear to be a bit more open leisurely and less hostile. I like the new stair a lot and the fighters guild minus the Mohawk looks amazing minus a few small complaints. The new parts work well as decorative pieces here but other models should be changed and nothing should be overdone.
There needs to be less emphasis on showcasing modder skill by making this stuff look really cool and unique and more on how the assets can best portray the reality and cultures of Morrowind. More thought needs to be given to the availability and source of materials and how they were transported here and used. For instance, how were the massive claws raised and fixed in place over the large council building in an age without large cranes? Also how is all that weight being supported and why even use those materials. This is a culture concerned with simply trying to ensure their survival, not impressing outsiders.
Skar won't have those big spikes from the "quick mockup" I believe, plasmax later made a much plainer version, as if it was an actual crab shell. And I don't see anything flashy about all the other architecture, just a bit less plain, still aerodynamic in nature. Redoran do like to show off how not only are they able to survive in their harsh environment, but also thrive. I'm sure places like Maar Gan will be much more toned down, but Ald'Ruhn should be the jewel of the ashlands, since it's a Redoran capital.
I'd like to put everyone's mind at ease by being clear that me and Plas are very aware that the redoran architecture should stick closely to the look and feel of 'vanilla' morrowind :) I won't drone on about it but rest assured the overall look and feel of everything will give a nice nostalgic feel of the old game, whilst at the same time bring in richer detail that does credit to today's engine standards.
It's very possible that not everything will work on the first try, that's why its nice to know that textures and models can be easily modified if need be :) Plas and I have also discussed at length how all the textures can work together harmoniously (in the practical sense, not just so they 'look good').
Now that I've blathered on for some significant time, here's a little update :D I've added more detail to the maps for the insect leg pole, as well as made a spec and gloss map for it.
Construction of the silt strider platform has begun!
There's A LOT that is subject to change here at the moment, I'm still deciding where different bits and pieces will go (and still making them) and modifying parts constantly. But I figured you might like to see it in its current state. :) The platform will not be baked, but instead incorporate most of the tileables we've made so far (much like the outer walls).
I really like it, but i always thought that silt strider pods should be bigger/more massive/whatever. There even was a neat concept art somewhre in the internets. Creating an asset that is "joined" with the wall of the city would also be cool :)
But yeah, i understand it probably won't be changed and it still looks great as it is.
@yourstruly, I think that will probably be in a separate world-clutter kit but if nobody claims it I'll gladly make one. I thought there may be a sheltered area attached to the side where barrels and urns full of supplies will sit.
As for an update, I've pretty much finished texturing the platform now, with the exception of there being a couple of place-holder textures until the ones intended for this particular piece are done. Little things are still subject to change at this point- that's what I love about tileables, modification is made so much easier :D
The shells on the side are too much on this. Redoran architecture should be fairly inornate and practical on the exterior. The shell on both the underside and side should be removed. They have no practical purpose. I would argue the same for the bottom section of the gate which looks difficult to open. Redoran architecture should not be bejeweled or sea shelled like a sand castle. They live in a harsh climate and are fairly militaristic, if I remember correctly. Their architecture should reflect that.
"The Dunmer village style is the most familiar style in all districts. Huts are built of local materials, with organic curves and undecorated exteriors inspired by the landscape and the shells of giant native insects. Villages are dominated by Temple compounds and courtyards in traditional villages, but in newer plantations, the manor houses are the central features."
I would argue this passage describes redoran architecture. all design choices need to reflect the following:
1. Built with available materials
2. Organic shapes & Unassumingexteriors
3. Close connection between architecture and environment
4. The cultural themes of Redoran
Redoran towns should appear as part of the landscape not decoratively removed from it. The original Ald'ruhn had a good look and we should stay close to the same.
@Sasquatch That's not me. I prefer words.
---
Also i think dunmers should be bunch of degrading superstitious tribals.
Their buildings could be simple and even crude.
Do you seen any outhouse?
Was referring to the faceless downvoters. It took me the whole of several hours to realize upvotes are essentially meaningless. On the subject of superstitious tribals:
"House Redoran prizes the virtues of duty, gravity, and piety. Duty is to one's own honor, and to one's family and clan. Gravity is the essential seriousness of life. Life is hard, and events must be judged, endured, and reflected upon with due care and earnestness. Piety is respect for the gods, and the virtues they represent. A light, careless life is not worth living." — Great Houses of Morrowind
So to your first statement I'd say no. Second question, as far as I know toilets don't exist.
Thank you for your crit :) you needn't be concerned- I understand clearly how the redoran architecture should look, I've been studying it closely throughout this project and have been a raging morrowind fan for a long time so it's not new to me :)
if you have a little read through the whole thread it might dull your worries- there is method in our madness.
I've been through reasons for designs in previous posts so I'll just be brief here- the structures are to be sturdy and withstand the harsh climate, use local materials, and mimic organic forms of local creatures as well as use their shells for added protection from the weather. Our main textures are shell, bone, clay, stone and netchleather, which are local materials. The shapes of the structures are curved and smooth (like shells) and are built using carcasses of dead shelled creatures to better their reinforcement.
I won't lie, we've also worked hard to make everything look cool to do credit to today's game standards and build ald'ruhn how it would've been built today, but I assure you the functionality is still there :) ald'ruhn is still a work in progress, and by the time we're done it will definitely be the jewel of house redoran. :)
Hey guys,
Been a while since an update but I figured it should be done. I've been testing different texture blend techniques on the walls with vertex blending in UDK (only using it for testing stuff, I know Skyrim doesn't use UDK) but I've also been working on modelling a couple of volcanic rock formations that can be used modularly around Ald'ruhn, figured it could look nice and would make sense, being that Ald'ruhn is next to a volcano and stuff. Here's one, not quite finished with the high poly yet but its nearly there. Going to make the low poly with decimation master and polypaint it for diffuse and things. :)
(Borat voice) Very Nice!
use trimdynamicborder with a square alpha at z strength 75 for rocks, takes some getting used to. after that u can apply noise surface, then trimdymanic onto it again. its how i do all rocks/stones.
also be aware of the differences between the volcanic red mountain rocks that are changed and smoothed by ash storms, and the untouched sharper rocks.
Thanks rav, big help there. I'll work more magic on this rock and post up again :)
Ok, so following Rav's advice and doing some thinking on how the rocks should look, here's a new result. I inflated the mesh a tiny bit to bring the cracks closer together for a more 'dried-molten' effect, and considered the fact that Ald'ruhn takes a fairly good bashing on the ash storm front, so I've smoothed down the majority of the outward facing flattest parts of rock, and kept most of the noisy rough parts on the corners (which I've kept fairly subtle). I'm not going to bake it down yet as I feel it could still be improved, but I'm going to start making another one, which will be taller and a bit thinner. :)
Another WIP rock, this one is looking a bit fudgey at the moment so I'll be working on it some more, but here it is so far. One more after this, and I'll post up all three in their finished high poly states, then start the baking.
Very stylized rock formations, look forward to the bakes :)
Wow, I didn't check this thread for a couple of weeks so I've been sat here jaw-dropped for the last half an hour or so catching up; somehow the work has got even more amazing!
Meant to post this last night and totally forgot! This rock is more or less finito now, currently working on the third and last one (for now, may decide to do a couple more- or even a couple of different kinds of rock for fun!) It'll be time for baking real soon, and I don't mean cookies! I may as well post up the low polies once they're in their full glory (diffuse, spec, normals, the works).
a bit of noise still needed I think... yeah, a bit of noise.
Ahoy!
Welcome to Ald'ruhn. I've been using UDK to plan layout/test meshes and textures/blending for the outside of it. I made a sign/arch as you can see, with low res textures that can with any luck be added to mine and plas' clutter subkit. Have no idea what the shit is happening with the stairs, think its a lightmap issue but no matter what I do its still baking that way. Since the final meshes won't be in UDK I'm not too worried about it but for the sake of my portfolio I'll fix it soon :)
OMGOMGOMGOMGOMGOGMOMGOGMOG
Wow this is really nice, well done :)
What about an obelisk with Daedric lettering near the gates? One face could say 'House Redoran' or just 'Redoran', the other face could say 'Ald'Ruhn'. Perhaps the other sides could have a House Motto for Redoran? If one doesn't exist yet, I'm sure we could think of some badass words for them!
Blue sausage, I see what you mean. I think the crab legs should be bigger, that could sort it :)
Smite, that's a good idea! I think Plas and I had planned on doing something like that, with the lettering placed on as an alpha (so there wouldnt be a need to make so many different textures). We'd certainly planned to doing stone tablets with lettering, as part of our clutter subkit. I'll see if we can make room for what you describe too :)
Here are the finished rocks too, UDK doesn't really display them nicely. Good thing I have marmoset :)
You know what? I think it would be just a perfect entrance to the town if the sign would be replaced with a hanging lantern from Dragonborn, and with a welcoming triolith on each side. You think you'd be capable of that?
Amazing work! I am curious, now that Ald-ruhn is fortified, will the town's silt strider platform be part of the wall, inside, or outside the wall? Also, will the city be open ,or a separate cell now? Do the gates open?
Also I agree with Smite and Denevir, on the triolith and the (logo?) of house Redoran, as well as with Dragomir on the lantern, though I think that there should only be one some distance from the town. Whatever works :)
Also (and I wasn't going to say anything yet since it's just gibberish on the sign anyway, but now that people are talking about the sign, what the hell): I'm sure you realize this, but the sign is upside down. This isn't Homestuck. :P
Twisted, it's not jibberish :P it says 'welcome to ald'ruhn'. but you're right about the letters, they were upside down on the image I used but I should've known. thanks :)
Oh! I flipped the picture over to read it and was rather confused. xD
Yours truly- yeah I think the gates will open a crack, like the other doors in skyrim :) but I dunno, I'll leave that decision to the animators. Also, about the platform- I'm not sure! I think that will be down to the devs.
drago- that's a great idea, and I think it can be done. Do you mean the lantern should be shaped like the akatosh symbol? I'll get on it and post results. :)
No, no, I just meant the lantern from Dragonborn DLC for Skyrim :P

I think an ash storm is a-brewin'....
So I did a quick lantern for preview purposes (once everything goes in via creation kit we can just use the dragonborn lanterns) and the welcome stones, one with 'welcome to ald ruhn' in daedric, the other with the symbol of house redoran. I'm not sure about the design or placement of them yet so if anyone has any ideas, feel free to chime in. :)
Amazing Mooncatus, loving the atmosphere.
If only Skyrim's lighting system was like that :P
Wonderful work, I can't believe how great it looks - I really just want to run around it :)
Hey guys, thanks for the kind words :)
Here's what I have in the works at the moment, from the list of exterior clutter me and Plas put together. It's an insect leg pole which we figured we could use for a number of purposes, like holding up tarpaulins, lanterns, banners etc.
This is how it looks in ZBrush at the moment, not quite done with the sculpt yet but getting there. I've drawn over it with an idea of what it'll look like finished (the model, that is, not the texturing :D).
Dude theres a edit button
Hey Veloth, if you read the discussion in the previous pages you'll see that there were quite a few iterations of Redoran buildings done by Plas and Moon, and in many cases the bug shells and carapace were in fact made a more prominent feature of the structures, while maintaining the iconic look of the Great House from Morrowind.
On a more personal note, I really don't know how you could possibly add more shells on the buildings without making them look like insect hives rather than houses.
Hi all,
update on the insect leg pole (for our building clutter subkit)- it's very meh at the moment because the diffuse still needs a lot of work, need to add more normal map detail and there's currently no spec on it, but I figured I should post an update :) Shouldn't take me very long to finish now that most of the legwork is out of the way, just some photoshopping to get those maps looking good.
I don't understand why you decided to bring in new design. These are structures built in a region with heavy sand storms. Structures should be smooth and plain, all the features that you added will be destroyed over time because there is a lot of sand hitting it all the time! Old shells should be durable, smooth and sandy, maybe even have a clay/sand layer on top which was used to keep them in shape and protect them from the heat and storms, like we are using paint to protect our houses from the weather and insects. Instead all I see here is claws and weird walls.
This is great work, a lot time spent on it... but it doesn't seem to fit into simplistic Morrowind design.
I would really love if the renewal of this game doesn't turn into some weird japanese porn with claws and tentacles.
TESfntc It's good to see opinions, however try not mocking the new designs (at least until the final results) as these are subject to change, even possibly due to individuals opinions like yours. The idea of the claws originated from lore of Ald-ruhn (the Emperor crab corpse in the center).
Your idea of making it more weather proof might be used later when they at least complete the models, as that would only require tweaking the textures to fit your description if they use it. However the plan to move towards detailed architecture is just to enhance Ald-ruhn to the new engines standards of appearance.
P.S Unless you offer to create concept, produce models or even are willing to dedicate a chunk of your time working on this, don't be too crucial. Oh and I can probably assure you tentacles won't be used (the redorans/morrowind inhabitants tend to focus on crabs and insects as these are native to their land)
DatEndlessAbyss yes, we all can express opinions. I really liked the design on pages 1 and 2, and then it just got weird. I just don't see how structures exposed for this harsh climate can still have this many elements.
Yeah I'm definitely not stopping you from your opinions, just was advising against the tentacle comment as some could see it as an insult and many developers might dislike that.
The only reason they chose to go more detailed was to distinguish from the original Ald-Ruhn's design. However if one would take into consideration Morrowind is in Nirn (from TES Universe) the buildings material could be made to withstand the sandstorms or at least resist them from much longer then our material. I personally believe it's best to not get too realistic with TES as there is magic, Gods, mythical creatures and all things unorthodox to our world.
Cool your jets, man. Take a breath. Smell some roses. Feel free to put your ideas forth, but be sure to understand how to put those ideas into words which can be easily understood. And if you can think of a way to work within the framework of possibility maybe your ideas will catch fire, or take wing, or take wing catch fire and be served with a tangy Buffalo sauce.
@TESfntc
Any additional stuff is made from chitin of insects which live in that harsh ashland environment so... Yeah, they'd withstand an ashstorm. And it all seems pretty aerodynamic to me, especially the bits that look like dreamcatchers. Would be really fun to hear them whistle when it's windy, perhaps even they'd work as an ashstorm alarm system. Even the walls have "spoilers", although I think they could benefit from a dry "moat" and being a bit less tall. I think it wouldn't be that much of a hassle in CK. As for the rest of the design, you're a bit late to the party dude...
I like so many of the changes here however often less is more. Should be careful not to make radical departures from vanilla Morrowind models because it will change the entire aesthetic and the way culture is perceived. All the buildings now have an extreme amount of flash. While the player was given the perception these people lived a really spartan existance in a harsh environment where defense and survival were a way of life they now appear to be a bit more open leisurely and less hostile. I like the new stair a lot and the fighters guild minus the Mohawk looks amazing minus a few small complaints. The new parts work well as decorative pieces here but other models should be changed and nothing should be overdone.
There needs to be less emphasis on showcasing modder skill by making this stuff look really cool and unique and more on how the assets can best portray the reality and cultures of Morrowind. More thought needs to be given to the availability and source of materials and how they were transported here and used. For instance, how were the massive claws raised and fixed in place over the large council building in an age without large cranes? Also how is all that weight being supported and why even use those materials. This is a culture concerned with simply trying to ensure their survival, not impressing outsiders.
Skar won't have those big spikes from the "quick mockup" I believe, plasmax later made a much plainer version, as if it was an actual crab shell. And I don't see anything flashy about all the other architecture, just a bit less plain, still aerodynamic in nature. Redoran do like to show off how not only are they able to survive in their harsh environment, but also thrive. I'm sure places like Maar Gan will be much more toned down, but Ald'Ruhn should be the jewel of the ashlands, since it's a Redoran capital.
Wow lots of good discussion here!
I'd like to put everyone's mind at ease by being clear that me and Plas are very aware that the redoran architecture should stick closely to the look and feel of 'vanilla' morrowind :) I won't drone on about it but rest assured the overall look and feel of everything will give a nice nostalgic feel of the old game, whilst at the same time bring in richer detail that does credit to today's engine standards.
It's very possible that not everything will work on the first try, that's why its nice to know that textures and models can be easily modified if need be :) Plas and I have also discussed at length how all the textures can work together harmoniously (in the practical sense, not just so they 'look good').
Now that I've blathered on for some significant time, here's a little update :D I've added more detail to the maps for the insect leg pole, as well as made a spec and gloss map for it.
Construction of the silt strider platform has begun!
There's A LOT that is subject to change here at the moment, I'm still deciding where different bits and pieces will go (and still making them) and modifying parts constantly. But I figured you might like to see it in its current state. :) The platform will not be baked, but instead incorporate most of the tileables we've made so far (much like the outer walls).
Well i speak for myself here, but you have my trust with redoran architecture, I think it looks great.
I really like it, but i always thought that silt strider pods should be bigger/more massive/whatever. There even was a neat concept art somewhre in the internets. Creating an asset that is "joined" with the wall of the city would also be cool :)
But yeah, i understand it probably won't be changed and it still looks great as it is.
Looking great! Perhaps a small area for storage, or for loading and unloading supplies?
Hi guys, thanks for the good suggestions :)
@Ravanna, thankyou, its nice to be trusted :)
@Tommy, the model can be scaled easily I think :)
@yourstruly, I think that will probably be in a separate world-clutter kit but if nobody claims it I'll gladly make one. I thought there may be a sheltered area attached to the side where barrels and urns full of supplies will sit.
As for an update, I've pretty much finished texturing the platform now, with the exception of there being a couple of place-holder textures until the ones intended for this particular piece are done. Little things are still subject to change at this point- that's what I love about tileables, modification is made so much easier :D
will insect-legged canopies be separate object from pylon?
The shells on the side are too much on this. Redoran architecture should be fairly inornate and practical on the exterior. The shell on both the underside and side should be removed. They have no practical purpose. I would argue the same for the bottom section of the gate which looks difficult to open. Redoran architecture should not be bejeweled or sea shelled like a sand castle. They live in a harsh climate and are fairly militaristic, if I remember correctly. Their architecture should reflect that.
"The Dunmer village style is the most familiar style in all districts. Huts are built of local materials, with organic curves and undecorated exteriors inspired by the landscape and the shells of giant native insects. Villages are dominated by Temple compounds and courtyards in traditional villages, but in newer plantations, the manor houses are the central features."
http://forums.bethsoft.com/topic/1467546-uniformity-mods-for...
I would argue this passage describes redoran architecture. all design choices need to reflect the following:
1. Built with available materials
2. Organic shapes & Unassuming exteriors
3. Close connection between architecture and environment
4. The cultural themes of Redoran
Redoran towns should appear as part of the landscape not decoratively removed from it. The original Ald'ruhn had a good look and we should stay close to the same.
^ It's just could be made as separate object too.
You can downvote as much as you want. I didn't sign up to high-five friends rather than give a decent critique.
@Sasquatch That's not me. I prefer words.
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Also i think dunmers should be bunch of degrading superstitious tribals.
Their buildings could be simple and even crude.
Do you seen any outhouse?
Was referring to the faceless downvoters. It took me the whole of several hours to realize upvotes are essentially meaningless. On the subject of superstitious tribals:
So to your first statement I'd say no. Second question, as far as I know toilets don't exist.
Thank you for your crit :) you needn't be concerned- I understand clearly how the redoran architecture should look, I've been studying it closely throughout this project and have been a raging morrowind fan for a long time so it's not new to me :)
if you have a little read through the whole thread it might dull your worries- there is method in our madness.
I've been through reasons for designs in previous posts so I'll just be brief here- the structures are to be sturdy and withstand the harsh climate, use local materials, and mimic organic forms of local creatures as well as use their shells for added protection from the weather. Our main textures are shell, bone, clay, stone and netch leather, which are local materials. The shapes of the structures are curved and smooth (like shells) and are built using carcasses of dead shelled creatures to better their reinforcement.
I won't lie, we've also worked hard to make everything look cool to do credit to today's game standards and build ald'ruhn how it would've been built today, but I assure you the functionality is still there :) ald'ruhn is still a work in progress, and by the time we're done it will definitely be the jewel of house redoran. :)
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