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grumpycat
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VINEY MUSHROOM CONCEPTS [Claimed by darth_valheru]]

Concept art by Wizafriz


Concept art by Indalus

Edited by: grumpycat on 01/28/2015 - 21:27
vamuse
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Dibs!

Dibs!

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I'm going to keep it open for

I'm going to keep it open for the mean time, as people should only work on one thing at a time. You can understand that we have had lots of people call dibs but never do them. Unless you can start on them straight away, but these are just nice to have, not important like the Velothi Tombs you are doing...unless you absolutely promise that you'll do them, cross your heart, sacrifice your first born type thing

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semi-obvious comment

semi-obvious comment/recommendation.

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Has anybody attempted to

Has anybody attempted to model or draw concept art for mushrooms of this style?

another pic, maybe could be much larger

 

Not that I have any modeling skills (I imagine doing something like that would be difficult/tedious) but I think it would be neat to have a huge variety of mushrooms including those honeycomb shaped ones. Perhaps they could even shine some kind of bioluminescent light through the pores.

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Hi,

Hi,

I'll be doing work on mushroom formations and various designs. I spoke with Ravanna and he's cool with it. I guess i'm claiming it but it'd be good to have more people on this.

Thanks! :)

grumpycat
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Move backed to unclaimed 2014

Move backed to unclaimed 2014 10 27

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if scumpunx can return soon,

if scumpunx can return soon, he'd poop these out in mere seconds

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 I did the predominant tree

 I did the predominant tree in the first piece of concept art you showed:

http://i.imgur.com/lBZch39.png

I know some of the vines are too thin in parts and there is a ridiculously high amount of polygons(like 1750 verts) but I could easily fix all of that I just wanted to make sure if this is what you even wanted?

Made in Maya 2014

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I am working on the mushrooms

I am working on the mushrooms from the second concept.....

I will be finished within  a day or two at absolute maximum

Are normals maps allowed?

I don't know if by segmentation you meant the vine part being a separate mesh but that would be beneficial anyway as the same amount of axis subdivisions are not required as the vine part is much smaller and less polygons would not be noticed nearly as much as the mushroom part...

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for environment objects,

for environment objects, especially large ones, we cant have a full unique bake. The top of mushrooms are one large texture, then the underneath is another texture; the stalk another, and the strands hanging down.

model the stalk in pure quads, like a winding cylinder, it allows for easier uving. If you';re doing mushroom 2, model the segments of what appears to be where the fungus head opens.
If u cant texture hi detail yourself, simply provide placeholders.

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I have already started making

I have already started making the stalking winding down along the rock and I gave it 10 axis subdivisions.I thought it would look blocky if I gave it too little such as 4(quad) as you suggested.Are you sure it wouldn't look like a rectangle and not a cylinder or would it be noticed?I know if I turn it on its side it hides that but still...?btw how many verts should I be aiming for on the top part?

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Still working on it....

Still working on it....

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http://i.imgur.com/9oOq1Gr

http://i.imgur.com/E59fOS8.png

A quick show of progress I will probably work more on the vine and then add the alphas(little dangly parts) ,this is a blue/purple variant of it of course I could change it to any color easily I thought the color of mushroom 2 which I based it on was a bit too drab.....

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The vine goes in a very

The contents of this comment are no longer relevant but I cannot delete it. Please ignore....

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Ok I am really trying to get

Ok I am really trying to get a nice alpha on this...

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I think the stalk could be

I think the stalk could be thicker. I think that if it was in game, the stalk wouldn't stand out enough, so it would look a bit weird.

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Hello. Here is a concept that

Hello. Here is a concept that i made regarding the looks of mushrooms.

I also painted the stages of their growth. I took Verpa Bohemica into account while I was designing the structures. 

And the premature-newly forming small radiant buds would protrude out of those cracks that  this type of mushroom has. 

 

AttachmentSize
Image icon Verpa Bohemica28.48 KB
Image icon viny_mushroom_concept.jpg364.83 KB
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idea of object from vines is

idea of object from vines is nice, but it would be spoiled if it will be shaped as real generic mushroom.
it can be better as some more fuzzy tree shape or something new.

also this idea can be fused with existing firefly hive model.

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Wow that is really nice

Wow that is really nice looking! I like how it retains that sort of fantasy feel while being practical at the same time. Do you have any size comparisons like compared to a player character? 

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I'd like to have a go at some

I'd like to have a go at some of these. I've started work on a sculpt of Indalus's Mushroom 1.  I'll post it up when I get it finished. 

Can I get some specifications for the modelling please? Max texture resolution, polycount, etc. Also do I have to stick to the concept art or is there room for interpretation?

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Hi DeVision, max texture

Hi DeVision, max texture resolution for these 1024, poly count < 1000 please for these. Obviously the less the better, whilst still looking awesome. Our overall poly counts are starting to add up big time, so just a case of keeping it real.

Plenty of room for interpretation, go hard.

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Hi GrumpyCat, thanks for the

Hi GrumpyCat, thanks for the info. I'll get moving on it!

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we have about 3 artists doing

we have about 3 artists doing these now :p

But if each artist can model different styles, we get more variation.

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Here is my progress. I am

Here is my progress. I am modeling several mushroom trunks. and maybe i can use a small module to build up bigger pieces in 3ds max. so you can have more variety regarding the shapes of mushrooms.

The progress is a bit slow since i have a tight schedule. The texture is a placeholder . i also tried to get a feel how it would look like when our character looks up.

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Good work. U can add small

Good work. U can add small stems with caps on sides of it.
This can be sort of reference for lesser stems: https://commons.wikimedia.org/wiki/Category:Cassytha_filiformis
https://commons.wikimedia.org/wiki/File:Starr_031108-0293_Ca...

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good start, we could throw in

good start, we could throw in 4-5 different sets and see how they look tiled

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Progress

Progress

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do you making it like brown

do you making it like brown in old branches and green in new? is that idea?

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I am making the branches a

I am making the branches a little reddish where there are buns, to indicate there is something blossoming at those areas. critiques are most welcome. This is a bit harder to model than i have anticipated. 

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I am making the branches a

I am making the branches a little reddish where there are buns, to indicate there is something blossoming at those areas. critiques are most welcome. This is a bit harder to model than i have anticipated. 

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I apologize for my absence. I

I apologize for my absence. I got very frustrated as I couldn't find a way to make the alphas look good. I will upload the obj file and the texture so maybe someone else can attempt it. Don't worry darth this is a completely different style to your one.(You did a really nice job.) And it is always nice to have more variety.

OBJ:http://www.mediafire.com/download/5c22ud37atg3i8d/mushroomvi...

Texture(ridiculously large R.I.P imgur servers)(too big):http://i.imgur.com/UmIZPkv.jpg

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@Xeniuph: i think it need be

@Xeniuph: i think it need be little more fleshy on stem.
Now it's look very thin, and this can work only if this cap lighter-than-air (in this case stem must be placed differently).

Now it look more like worm-that-eat-lemon :)
Maybe it need more heavy roots too.

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Ok, I’ll be a bad guy to drop

Ok, I’ll be a bad guy to drop some critics here. Frankly, this thread is just unsupportable. 

Seriously guys, everybody currently working on this models or having intention to claim it. DO NOT expect it to be easy task. It may seem like, but IS NOT.

@xeniph, though I appreciate your effort, I doubt this model can be any use. Too much polys for what it is, slappy UVs, errors and oddities a bit everywhere. It will take a lot much more work before it is good. So much to start over.

@darth_valheru, looks like you are on the right way, keep it up. Even if there are some deformation due to the twist modifier(I bet is what you used here) it looks overall very nice. I would rather prefer it like on this picture (left = good, right= not good), but is ok.

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The stem will be wrapping

alysander

The stem will be wrapping around a rock as illustrated on the images?

This will act as support?

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I was told be ravanna that

Vita

I was told be ravanna that the poly-count was "tiny" and that he would prefer it be higher. I was surprised by this and immediately smoothed the mesh. I was also told be ravanna that it was good enough.

Could you please point out what it wrong with it instead of using a selection of arbitrary words to describe it. Please at least explain what some of these "errors and oddities" are. I acknowledge that the texture is laid out poorly but I cant see any problems with the modeling. Keep in mind that the mushroom is based almost completely on the concepts by Indalus with the mushroom vine wrapping itself around a rock,the rock acts as the support not the vine iteself.

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Xeniph: yeah my bad, Vita his

Xeniph: yeah my bad, Vita his 1st one was very low poly, i encouraged him to use much more, keeping it in flowing quads, as long as those areas to remove just before we put ingame.
I'm of the view of using more polies than using too many hi res textures.
 

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Translations “errors and

Translations “errors and oddities” – non uniform texturing, seams, stretches. No offence. Sorry, if was a bit rush in my judgements. But you just agreed with me saying  that the texture is laid out poorly. And texturing, is the part of the modeling, at least for me. So I cant say “there is no problems with modeling”. Even if it looks fine how it is, it probably will not once with more detailed texture, bump and specular. What I was trying to say, is simply that to right all the small wrongs is going to be pretty awfull at this point. It seems to be much easier to shape a new tiled and regulary quadrified curve and then chamfer where is needed and having fun painting deformation and doing details. Is what I would do. But is up to you. Afterall is the result what’s important.

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Vita

Vita

Oh yeah I am aware of the stretching on the vine texture. If I get rid of it in one part it simply stretches another section of the vine,if I can get the stretching to the inside of the vine up against where the rock would be then it would solve it. Or if I just re-textured the vine part which is probably the best solution. Is there any probblems with the geometry itself or is it just the texture and uvs,is the mushroom uv okay or is just the vine uv map messed up? If so how would I lay the vine texture out in the best way, I am using Maya 2015.

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xeniph, The problem is not

xeniph, The problem is not the UVs or geometry alone. Is that one does not follow another. For example, In some areas of the vine, the segment rings got skewed for some reason, so does the texture, and is not cool. So, or you edit geometry to straighten all that, or you remap UV compensate. Simply saying no matter what you do, what I want to see is the continuity and uniformity.

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Hey there. I have changed the

Hey there. I have changed the colour of the trunk. And somehow i managed to use the same texture for undermushroom (the bottom of the hat:D) i used for trunk. So we may not need another texture for it. Unfortunately I did't work moduler on this one but i will try to create modules with same texel density. 

the top of the hat texture is still a place holder. 

Vita: I tried to fix the checker view as much as i could that's why also i had to give up the modular structure because the uvs were getting so complicated for me.  I used skew, bend and taper to get this effect. 

 

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bloody lovely. very telvanni

bloody lovely. very telvanni-feel to it

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Hello folks. 

Hello folks. 

I have discovered that i can add a transluscency feeling to the bottom of the mushroom by assigning mushroom_hat texture to some polygons at the bottom of the hat with the aid of vertex color. It added depth to the hat.  I am trying to get the hat top right  meanwhile. Critiques are welcome. Work in progress.  

Cheers.

poly count is 935 so far. 


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Transparent mushroom under

Transparent mushroom under hat, nah. Why would you be willing to do smth like this. Looks not very natural so far. And the way Skyrim handles transparency it risks to be even worse in game, and cause unnecessary complications. It doesn’t worth it. Keep it simple

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hmm.. I thought transluscency

hmm.. I thought transluscency would give a little depth to the prop. Since it is high up closer to the sky then most props (light would more likely to penetrate through it), and I achieve it by only assigning the hat top texture to some of the polygons at the bottom. Are you talking about transparency achieved by alpha? I am not using any alpha. And my point is to achieve transluscency not transparency. I am just giving transluscence effect to the hat by using second texture that i already used on prop and vertex coloring.  

Ofcourse transluscency might be unnecessary since actually this is a big object and we usually see the light coming through thin objects usually (depending on what they are made of ofcourse) So it looks unnatural yes.. I can just create two versions (with single texture at the bottom and with both textures used at the bottom) and we can see what happens.  

I am tweaking the diffuse and normal now. Soon I will post the end result. 

Cheers. 

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https://tesrenewal.com/files

https://tesrenewal.com/files/viny_mushroom_concept_0.jpg those are awesome! I highly disagree with alysander! 
and yes REMINDER: dear 3D and 2D artists, Don't forget to contribute to the Official Skywind Gallery http://tesrenewalskywind.deviantart.com/

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Disagree in what aspect?

Disagree in what aspect?

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Alysander I forgot the saps

Alysander I forgot the saps that you have been talking about.  I may add small branchlike ivies around the trunk and some may even hang from the hat top. It may cost polygons though since I am not using alpha texture. 

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Not sure that would suit your

Not sure that would suit your current model.
===
Better will be to make different species of such liana with many small stems. Not so woody and thick.
 

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Very well darth_valheru, do

Very well darth_valheru, do how you feel it. Looking forward to see this accomplished. Yet the hat looks pretty thik, I doubt it would pass a lot of light, but many will probably disagree with me here.

P.S. Note that you can use backlight map to let the light pass throu.

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nice work guys, hopefully

nice work guys, hopefully some of this work can translate into telvanni architecture! oh and happy new year!

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