Hi I'm quite new to the Forums :) I can claim these unless their is some sort of process I have to go through before I can ask to claim something? I have Max 2014. Can I get an idea of scale or sizes in max units? Cheers :)
These models use the shared textured sheet but are self contained so they "could" be redone as individual pieces. (i think the models in the images are using a different texture pack to the original Morrowind.)
In the list there are two different part sets. One is a Large interior and the other a small interior.
These parts will be the hardest to do as any major changes could effect how they connect. The Hallways can be separated from the bunch as they only connect to each other and to an entrance. list below:
large Interior "\Data\meshes\morrowind\architecture\redoran\interior\redr_largeintarches01.nif" "\Data\meshes\morrowind\architecture\redoran\interior\redr_largeintbalcony01.nif" "\Data\meshes\morrowind\architecture\redoran\interior\redr_largeintbridge01.nif" "\Data\meshes\morrowind\architecture\redoran\interior\redr_largeintbridge02.nif" "\Data\meshes\morrowind\architecture\redoran\interior\redr_largeintcenter01.nif" "\Data\meshes\morrowind\architecture\redoran\interior\redr_largeintcenter02.nif"
impressive, I had to build from scratch. I generally found that the connecting edge sillouette could be brand new and identical for each piece, as long as the intermediate parts detracted from the tiling effect.
I've imported the skyrim Redoran Hallways for comparison:
Polycount - Skyrim has 4 times the triangles count that Morrowind uses for each piece (skyrim 1000-2000, morrowind 200-400)
Textures - same method but only using 4 diffuse and 4 normal textures for all interior pieces.
Construction - Learnt a lot about how they shape, unwrap and link each model. Skyrims unwrap is miles easier then Morrowinds.
Style - Different locations show the different materials used. Morrowinds landscape/raw materials compared to Ravenrocks. Morrowinds Redoran Interiors have designs on the walls (patterns/tiles etc) whereas Ravenrock is very simple (Homeland vs outpost).
luckily the game uses the same units, which is why they import the same size and probably why this mod is possible, if you had any problems importing Skyrims model textures you may need to check your .mtl file'.
I've redone some textures and changed the original model slightly.
I've created some high poly models/pattens to recreate the designs on the walls.
The coloring so far is off, all the redone textures are using masks with color overlays so can be fine tuned later. The top Textures shape needs to be reworked. The bottom texture is fine but i need to change the coloring. Still allot of work to be done. Central pillar needs to be reworked maybe more angular.
Heres the early stages of the hut. The textures are a bit too earthy compared to the originals but ill probably go somewhere in between. the skirting need to be unwrapped better and have its own texture.
Wow, with all this work focused on Redoran architecture we'll be able to have the great house's settlements implemented in no time! This is awesome! :)
Good god man, this thread is a blur of progression!
My only concern is that some of the rooms are going to need to be worked on a bit to make sure that objects are not clipping with extended door frames. However I doubt there will be too much furniture near the door frames.
Also Rarzy is working on the "small" corridors. Have you done anything to do with any of the "small" assets?
"\Data\meshes\morrowind\architecture\redoran\interior\redr_smallroom02.nif"
"\Data\meshes\morrowind\architecture\redoran\interior\redr_smallroom03.nif"
"\Data\meshes\morrowind\architecture\redoran\interior\redr_smallshortramp01.nif"
"\Data\meshes\morrowind\architecture\redoran\interior\redr_tavern01.nif"
"\Data\meshes\morrowind\architecture\redoran\interior\redr_tower01.nif"
"\Data\meshes\morrowind\architecture\redoran\interior\redr_window01.nif"
"\Data\meshes\morrowind\architecture\redoran\interior\redr_window201.nif"
"\Data\meshes\morrowind\dungeons\aldruhn\ald_shellbottom01.nif"
"\Data\meshes\morrowind\dungeons\aldruhn\ald_shelltop01.nif"
"\Data\meshes\morrowind\dungeons\aldruhn\doors\ald_door01.nif"
Hi I'm quite new to the Forums :) I can claim these unless their is some sort of process I have to go through before I can ask to claim something? I have Max 2014. Can I get an idea of scale or sizes in max units? Cheers :)
wow these are a real challenge.
contact plasmax/mooncactus as they did a lot of exteriors, and u can combine efforts.
Is partial claiming a wise idea in terms of consistency?
for such a big job i think its expected, borrowing meshes from one to the other, using plas/moon textures etc
Yeah, that's true.
Hi All,
I'm up for giving a hand on these models. Looking at it we can break them down into chunks'.
barracks "\Data\meshes\morrowind\architecture\redoran\interior\redr_barracks01.nif"
building "\Data\meshes\morrowind\architecture\redoran\interior\redr_building01.nif"
guildmage "\Data\meshes\morrowind\architecture\redoran\interior\redr_guildmage01.nif"
tavern "\Data\meshes\morrowind\architecture\redoran\interior\redr_tavern01.nif"
tower "\Data\meshes\morrowind\architecture\redoran\interior\redr_tower01.nif"
These models use the shared textured sheet but are self contained so they "could" be redone as individual pieces. (i think the models in the images are using a different texture pack to the original Morrowind.)
In the list there are two different part sets. One is a Large interior and the other a small interior.
These parts will be the hardest to do as any major changes could effect how they connect. The Hallways can be separated from the bunch as they only connect to each other and to an entrance. list below:
large Interior "\Data\meshes\morrowind\architecture\redoran\interior\redr_largeintarches01.nif" "\Data\meshes\morrowind\architecture\redoran\interior\redr_largeintbalcony01.nif" "\Data\meshes\morrowind\architecture\redoran\interior\redr_largeintbridge01.nif" "\Data\meshes\morrowind\architecture\redoran\interior\redr_largeintbridge02.nif" "\Data\meshes\morrowind\architecture\redoran\interior\redr_largeintcenter01.nif" "\Data\meshes\morrowind\architecture\redoran\interior\redr_largeintcenter02.nif"
The Spam filters going off the charts so i may have to post the list a different way.
I've exported the Large hallway models into a single file, created a node for each piece, merged the parts and applied a script to quad the mesh.
Now have to decide what's the best course of action is. I might do this for all the parts and then decide which one i might do.
impressive, I had to build from scratch. I generally found that the connecting edge sillouette could be brand new and identical for each piece, as long as the intermediate parts detracted from the tiling effect.
I've imported the skyrim Redoran Hallways for comparison:
Polycount - Skyrim has 4 times the triangles count that Morrowind uses for each piece (skyrim 1000-2000, morrowind 200-400)
Textures - same method but only using 4 diffuse and 4 normal textures for all interior pieces.
Construction - Learnt a lot about how they shape, unwrap and link each model. Skyrims unwrap is miles easier then Morrowinds.
Style - Different locations show the different materials used. Morrowinds landscape/raw materials compared to Ravenrocks. Morrowinds Redoran Interiors have designs on the walls (patterns/tiles etc) whereas Ravenrock is very simple (Homeland vs outpost).
Heres the Huts
luckily the game uses the same units, which is why they import the same size and probably why this mod is possible, if you had any problems importing Skyrims model textures you may need to check your .mtl file'.
Ideas post
I've redone some textures and changed the original model slightly.
I've created some high poly models/pattens to recreate the designs on the walls.
The coloring so far is off, all the redone textures are using masks with color overlays so can be fine tuned later. The top Textures shape needs to be reworked. The bottom texture is fine but i need to change the coloring. Still allot of work to be done. Central pillar needs to be reworked maybe more angular.
I think you got this one covered, Revada...
Some Tweaking
When i wake up ill look at "what makes a corner"?
Where did the models your working with come from, are those new ones?
all hail the bend modifier tool!
Its a new mesh, the old ones uvw's wouldn't work with the new textures
Heres the bend with different pattern layouts
This is temporary version of the end cap, till i sort something better out.
heres the assets in game.
no collision model and no real vertex coloring. need to do a proper texture for the floor.
Need to fix uvw's in spots and tweak.
These are looking amazing!!! You sir, are awesome.
How did u do this so fast!? :D
^Too much time on my hands.
Heres the early stages of the hut. The textures are a bit too earthy compared to the originals but ill probably go somewhere in between. the skirting need to be unwrapped better and have its own texture.
working on the basement
this is just incredible :D
Started on the barracks.
Gorgeous! I love it :D
Needs work but first pass done.
Wow! This is amazing work.
The Tower
Wow, with all this work focused on Redoran architecture we'll be able to have the great house's settlements implemented in no time! This is awesome! :)
Aaahhhh the tavern, might switch to something else before i start that.
Looks great!
Good god man, this thread is a blur of progression!
My only concern is that some of the rooms are going to need to be worked on a bit to make sure that objects are not clipping with extended door frames. However I doubt there will be too much furniture near the door frames.
Also Rarzy is working on the "small" corridors. Have you done anything to do with any of the "small" assets?
i should say before i do
working on the tavern
Been working on all the boring stuff atm, collision maps and fixing nifs. But should mean i have stuff people can use in game soonish.
fixing size for creative kit grid.
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