some speed sculpts of the leaves for plants and shrubs possibly more quick ones done later then i will clean them up a little and get making the other parts for the plants









the vines are done with a few more additions and a new texture for the vine its self that i still need to upload there might be room for a few more variations after ive made a few more bits and bobs we shall see and if any one wants to reuse the textures the maps are there

some more speed sculps this time of some pitcher plants
this can be good as part of bigger plant, but if this would be main element - it better to be more assymetrical/warped.
it not require one leaf-cap - there can be many or round from spikes on it.
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you can use this genus of plants as reference: https://en.wikipedia.org/wiki/Aristolochia
their flowers have relevant function.
https://commons.wikimedia.org/wiki/File:Aristolochia_cretica...
https://commons.wikimedia.org/wiki/File:Aristolichia_arborea...
https://commons.wikimedia.org/wiki/File:Aristolochia_grandif...(Scott_Zona)_001.jpg
https://commons.wikimedia.org/wiki/File:Aristolochia_macrour...
https://commons.wikimedia.org/wiki/File:Aristolochia_maxima_...
yup there gonna be assymetrical there just speed sculpts like all of them so if there is some that dont work or we dont want let me know and i will remove it from the designs plus these are not fully detailed and yes they are some of the larger main parts to the plant they will be mixed later im just making the assests now so for the leafs i will be adding it to a plane cuting it so my leafs are seprate i can then bend them there will also be more veriarty between parts and shapes of the same things with minimal poly useage
lovin dem pitchers! good job guys!
If MW is know for fungus maybe it will be interesting for u
but ive got some main groups and family's of mushroom still need to make others like the cages and coral club and a few more types to go through should be a few more sheets worth of shrooms flowers leaves roots moss ect like this once ive finished my concepts then i have a few other sections to make for the bc foliage then the fun comes fiting it all together :)
I see here only Basidiomycetes, u can use more forms of Ascomycota:

hwvr they are more complex and interesting. Maybe not useful.
I think some of them may need a little more detail. But it's good to have quantity but don't replace quantity with quality. I'm really hoping not to create another skyrim if you know what I mean. ;)
Some of these might be insanely useful for Telvanni settlements as well. Could do some triage to determine what is more fitting for the Bittercoast vs. magically-induced mushroom formations.
np smerk im detailing them up to almost finished quality most will be used for smaller details like small mushrooms hiding in the grass some would be able to be used for mixing with trees rocks stumps the list goes on i will edit bits in ps to make some of the finished pieces if theres certain ones that we would like to have as ingredients let me know and i can set them up for baking into full 3d stuff thats the beauty of the method im using it can be reused edited really fast for diffrent uses
taj we definitely need to sort through all these models for the ones we want for BC or telvanni areas and we need to do that once ive finished more details on the shrooms but the leaves can be sorted through for ones we dont like i will start numbering them so its easyer to sort through
would have done a bit more on this but been busy and im worn out from busting out all these sculpts today for you all to enjoy






swamp tentacles?
Could be very fun ;)
bunglers bane
heres a bad copy of the sculpt will try and fix it for the next ones https://www.youtube.com/watch?v=cLYyARZGKjg
edit(when i mean bad sculpt i mean the video quality)
hypha facia
link to the sculpt https://www.youtube.com/watch?v=6BcWCNZvJGs
violet coprinus and luminous russula still more sculpting and cleaning up to do but thats me done for the night
I'm in mushroom heaven!
I really hope you plan on making them more realistic and natural looking, they look out of shape as plant or mushroom type of objects.
we already have violet coprinus and luminous russula made, they are ingame also.
ok if there ingame all is good i will continue with the rest we were unsure about what had been handed in in the past but wasnt a complete waste of time always good for practicing :) will start cracking on with the other main bits today then
edit: looks as if ive forgot to put a bend down the center will do that later and correct
as its been a whole 16 hours since my last update heres another one for the collection
I found some Bitter Coast trees that someone made for a Skyrim mod, you could use it as inspiration for your trees:
http://michaelkingstonart.com/wp-content/uploads/2013/06/Scr...
http://michaelkingstonart.com/wp-content/uploads/2013/06/Scr...
http://michaelkingstonart.com/wp-content/uploads/2013/06/tel...
Just saw this on the nexus, maybe it's useful: http://www.nexusmods.com/skyrim/mods/57720/?
Maybe you could ask permission to use it or ask the author to join the team, he looks pretty good at textures.
thankyou for the link to this mod but as i have allready made a replacer for the water lillys i will not be needed plus i relly dont like the flat flowers on the top if we really want a flower i can allways make a 3d one but at this moment its not really top of my to do list it can allways be added in the future thanks again
the last texture needs some more work but its a start more on the way tomorrow
these are allso only my diffuse texture still need to make my spec and normal maps for these
If you're going for cave assets, I'd suggest taking a look at the different possibilities we'll have on Vvardenfell. Caldera will already have a much more volcanic/sulfuric set of mines, likely some of these are bound to be seen in Molag Amur.
Some basalt-themed caves (like those of the Fingal Cave, Scottland) would also be great to see in the Azura's coast region.
The Telvanni also grow crystals so you may want to check out places like the cave of crystals in Chihuahua Mexico.
Stalactites and Stalagmites are definitely a cave staple, but let's not limit the scope of natural dungeon environments especially in a place like Morrowind. We have extremely varied regions, let's use that to our advantage underground. For reference here is an example of a marble cave in Chile.
trust me i would love to make loads of cave assets like these but my main focus is stalagmites for bitter coast some will be made of salt and minable also i still have these damn mangrove trees but once me and rav have got all the bitter coast assets done this week fingers crossed we shall be moving onto the next areas assets the aim is to get all of the main lanscaping assests down so the landscapers can do there job so there not hanging around as this is starting to slow down the project a bit i have a high priority with the crafting stuff still but to be fair but i will have a week or so to get more done with the crafting once ive finished these assets and rav moves on to sheo assets then once rav has completed the assets for sheo then were moving on to west gash gotta keep the ball rolling on :) but i will defintly keep these imgs in mind for other bits here and there
talking abot cave i want this reference:

(and actually i think wuld be good to have more cave parts, not used by its' dwellers, only for beuaty)
Totally understand Scumpunx, and I absolutely agree. Exterior>Interior.
ok so ive had to revise my work for the vines they just weren't up to scratch but heres the first moss texture ive got a few more to make but im more than happy with how this one has turned out
done for the second time