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[WIP] Dwemer Hall Tilesets

Submitted by skv1991 on
Attachment Size
Balcony 486.46 KB
Column 377.66 KB
Floor 635.68 KB
Wall one way 01 322.34 KB
Wall one way 02 316.92 KB
Wall two ways 319.38 KB
Wall centurion base 357.83 KB
Wall corner 309.12 KB
Wall solid 308.3 KB
Trim for wall 313.36 KB
Rusty pipe test for wall with way 437.09 KB
Additional detail dor wall 2/3 part 522.3 KB
my concept based on Ravanna's 307.69 KB


Dwemer-overhaul thread

Here I want to upload my progress on making Dwemer tilesets etc. Also updates.

Images


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Attention!

Please, post all images under spoilers - thread will load faster then.

Karma: 9 (9 votes)
Last edited by grumpycat on 8 Dec 2014 - 17:32.

Ok, this is great. I've moved this thread to claimed section so that anybody can see the progress and know that Dwemer interiors has a modeler.

Karma: 2 (2 votes)

theres meant to be 3-4 dwemer modellers, only skyv has done any work :p

Karma: 0 (0 votes)

Nice progress!

Karma: 1 (1 votes)

Thank you guys, and for your help and support!

Rav, my nick is SKV and mean: Surname FirstName FatherName and year of birth ;) You can also use my name Kirill, or shortly Kir =)

I saw new concepts by discoccult, so i can continue with meshes :)

Karma: 2 (2 votes)

UPD. New wall piece with gears

Render

https://drive.google.com/file/d/0B6QDJVylTJ27N3pqeV9MTWlCZm8/edit?usp=sharing

More soon... Also want to animate these gears

Karma: 6 (6 votes)

big improvement on the shape! This is looking really nice, I'm really excited :D

here's a quick little 2 minute sketch showing how vertical pipes could be used to break up the monotony of a solid wall, and to also resemble more closely morrowind's dwemer content

oh wow that's a really bad picture oops

Karma: 2 (2 votes)

My panties are moist. I can't wait to make REAL dungeons with a REAL tile set. I'll blow all your socks off.

Karma: 1 (1 votes)

Thank you guys, does anyone know what models already done by other modellers?

Neon lamp already done?

Video of Wall with Gears
Karma: 6 (6 votes)

yes the lamp is done by Sheng you'll get the pieces soon :P

Karma: 0 (0 votes)

Pipes for break monotony as discoccult shown [External image]

p.s. Idk how to setup render, so my pipes have normal dwemer-look texture with bronze cubemap =) Also, as you can see, pipes have not bright part - render makes them brighter.

The steam will be added later, in NifSkope.

We can mix them together =)

Render
Karma: 5 (5 votes)

Looks really really amazing animated, oh my goodness! 

Sorry yeah that picture I drew up was very quick, so I definitely made some mistakes. I think optimally, pipes that divide up wall sections would be located directly between them, smack dab in the middle, so directly under the vertical metal pieces near the top. Also, they would hug the wall very closely, basically touching right up against it I think.

Oh and a little correction for my previous 2 minute sketch: two more two minute sketches

In the second one, that line in the middle shows where the middle would be between the upper and lower levels on the wall, where a platform would be if there was a platform. Basically the horizontal pipe wouldn't go right across the middle typically is what I was trying to show. I'm not sure exactly how big a person is compared to your tileset, so you can ignore the little dude next to it ;)

I know that pipes would probably be placed by level designers, I'm just not sure where else to put this :0

Sorry, I feel really bad drawing up all of these little adjustments! Your tiles are coming along wonderfully!!

Karma: 2 (2 votes)

squeal....

As you can see the official Skywind cheering band was excited by whats going on in this thread as well. I'm slightly out of the frame, but oh well.

Karma: 1 (1 votes)

disco, I think if I place them more close to the wall, we can't then add T-shape connection etc., because we'll see clipping trough the wall. Also we can add different pipe pieces and details with different width later, because actually we have few wall pieces atm))

Karma: 0 (0 votes)

I like it that the pipes stick out slightly, it will make for cool lighting and shadow effects, as well as giving corridors more depth and making them look more 3-dimensional ;)

I'd love to, from time to time see a big tangled labirynth of many, many pipes. Basically a wall that's nothing but pipes. It might be hard to do and performance costly, but the main reason Steampunk style is so attractive is the multiplication of little mechanical details. Might save it for the Clockwork City, don't know.

[External image]

Karma: 2 (2 votes)

skv: this is nice, though there is no visible function in free rotating gear.
would be nice to have rather rotating shafts/transmissions (with visible ribs) along or across the corridor.
that would be look as dwemer system of energy distribution.


EDIT: There is nice reference in film Time Machine (2002) : 1h07min

Karma: 2 (2 votes)

@skv1991

Good assets, unconsciously u created for quake 2 too :P

Karma: 1 (1 votes)

Ok, I know alysander, you right, we can do this things a bit later, now the main task is interior tilesets, where later we can place all what we want ;)

Thank you, lukkar!

Karma: 1 (1 votes)

@skv1991: hm. Yes, you can make this transmission as separate model, i am not take this thought.
Then it can be placed more different: not only under roof, but under floor grating on walls and so on.
I think it can use some water/steam tubes too. Would be nice to have some valves and burning steam.
 

Karma: 0 (0 votes)

Little UPD. "Corridor tileset"

Few pieces - entrance and middle part.

Textures used as pattern. Few maded by myself.

Images Reference concept:
[External image]
My attempt, with Ravanna's dwemer for scale purpose.

Texture:

Tomorrow I'll make few meshes using disco concept.

Karma: 3 (3 votes)

what is this blue creep? i think i saw it twice.

Karma: 0 (0 votes)

It's Bthasketballer Slamdun'kch, true king of the Dwemer and true king of the court.

Karma: 2 (2 votes)

It's the new Smurfmer we're adding to the game, guaranteed lore-friendly.

 

Sarcasm turned off, it's a dwemer by ravanna. I'm not sure how finished that one is though.[External image]

Karma: 0 (0 votes)

that dwemer is actually modelled on my own body. Nobody say anything to make me cry.

Karma: 0 (0 votes)

compliments on your beard!

Karma: 0 (0 votes)

What about corridor, I know, Ravanna's dwemer is good ;)

I made at half a concept for how I see this, I drawing bad, so dont trow rocks at me :D

Concept

Photoshop version
Karma: 2 (2 votes)

It would be cool to add some source light behind vents

Karma: 2 (2 votes)

And volume light in dust :DDD Thats all - details, I shown the shape, and everyone talk about details... we can add them in ck... [External image]

Karma: 0 (0 votes)

I like it, on the ceiling do you plan to work with one central pipe or multiple smaller pipes? 

Karma: 0 (0 votes)

We can use both as different assets =)

Animated vent render
Karma: 3 (3 votes)

it looks strange/ineffective.
i think you can make it's blades more wide, or more in count.
like cpu cooler.

https://commons.wikimedia.org/wiki/File:Fan80mmBlack.jpg

Karma: 0 (0 votes)

@alysander, fan is made for cooling any electronics that are hot, turbine is made for generation of high air flow or for making electricity using water flow. Vent is made for deliver air from outside down to underground buildings and vice versa. So otherwise player can't breath because lava has steam and makes air hot. So this is only for make an air channel between outside and dungeon. If I'm not right, correct me [External image]

I can make blades more wider, but my one also works well, I tested that in real life, so all depends on blades speed.

As you can see, by blades already twisted.

3Ds Max screenshot
Karma: 3 (3 votes)

i just recommend to add more blades than: ~10. It will look nicer.

If you are about ventilation i have another idea without ability to realize: what if add some animation+vent_func to outer dwemer towers? More precisely it need rotating cape of ventilation pipe placed on lower side of tower.



I think it can make towers more interesting (=looks functional).




 

Karma: 5 (5 votes)

Only if add additional vent towers, because original have own interior, so if we made went only for original, we need to change interior, I think this is not rational way). We can realize that in future =)

Tower interior image[External image]
Karma: 1 (1 votes)

1) this can be made as separate element (black/dark backcylinder and 12-20 rotating elements), not as unique tower.
2) no need to make additional towers. Air should come down through small diameter tube, not through all tower. I think i saw some towers with tubes in interior in MW.

 

Karma: 1 (1 votes)

I did design the towers with a wind sail in mind, but more of a circular blade design.

Karma: 0 (0 votes)

>wind sail, a circular blade design.
=not sure what you mean (have pic?), if it's that what i presume - it will be nice on other type of towers: this with 'orbits' around

actually i am even dont know what state of this tower's models - if new ones only in project, ventilation of course can be made more organically - with some airtubes on surface of tower.

Karma: 3 (3 votes)

I think some slopey bits could help with these little ledge areas [External image]

Karma: 4 (4 votes)

Oh yeah, also, for the stone parts of tall hall walls (which I recommend saying out loud because I just giggled like a total dork about it), as well as the stone panels in suspended halls, I think it would be really cool to see something like the weird esoteric shapes and patterns that were vaguely there in vanilla carved into the stone

        (^^^this kinda stuff^^^^^^^^^)

        

(thanks mway for extracting a bunch of dwemer textures to take a gander at!)

For me, the Dwemer in morrowind had a really specific sort of otherworldly aesthetic to them, and it's very hard to describe but I've felt the same sort of feelings with the content in Riven and other Myst games. I think the Morrowind Dwemer feeling is sort of lost with sleek sci-fi corridors, but it looks like you've avoided that pitfall and you're definitely heading in the right direction with what you have so far! :)

This stone bit was a little thing I drew up real quick a little while ago while thinking about the weird stone carving shapes in vanilla to use in the suspended hall concept, but now that I have the original textures thanks to Mway I might draw up a bunch of those sort of shapes in panels for use or reference whenever these tiles get a z-brushing (if that happens, I'm still not entirely sure about the workflow progression for meshes, heh).

(lamp is a seperate model, already made. dwemeris text would go along horizontal pipes a lot but not always)

Karma: 4 (4 votes)

Maybe this is super premature since textures are still obviously in the work, but I hope there are plans to work on the specular a bit to give the hallways a good shiny/rusted metal feel to them. Right now the textures are so matt that everything looks like its made out of fine Dwemer carpet [External image]

Karma: 1 (1 votes)

Updated Vent and also little tutorial on animation using NiTransformContoller

Render + Video tutorial

Karma: 4 (4 votes)

Meet Sergey

I met no interiors like this in Morrowind but hope that will be useful in Skywind

Karma: 4 (4 votes)

Looks good, I like it =) We need then to add smoke inside its mouth

Karma: 1 (1 votes)

Is Bamz-Amschend Dumac clan architecture? Because if so, I think it should be used as refrence (to some degree, the mainland stuff should still feel distinct) for larger Dumac Dwemer halls.

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I think that the largest halls on Vvardenfell should still be a bit smaller than the mainland ones, to preserve the close quarters volcano feel of the Vvardenfell ruins.

 

Karma: 1 (1 votes)

UPD. Dwemer corridor tilesets.

  • Main shape done
  • Pipes connection protective panel done

Renders

And few tiles together with protective panel

Karma: 9 (9 votes)

For the WIN skv! :)

Karma: 1 (1 votes)

really solid! these are coming together so so well!!

 

Karma: 0 (0 votes)

Really great stuff. Do you plan to add more decorative elements to it?

Karma: 0 (0 votes)

Man, your work here . Awesome is the word that comes in mind, cheers.

Karma: 1 (1 votes)

Thanks for feedback guys, glad you like it!

UPD. Corridor Tilesets

  1. Mesh was breaked down into sub-objects, to add then more variety, hide some stones, add windows/glass, furniture etc.
  2. All topology was corrected to avoid n-gons. Only triangles and quads.
  3. UV's was maded for all sub-objects.
  4. Model use textures from morrowind folder under Skywind files.
  5. Two versions of pipe connection protector was maded - solid and breaked with steam(I'm planning to add steam in NifSkope later as particles if I found way).
  6. All haven't n-gons and have own UV's.

More decorative elements, maybe, why not?)

Enjoy ;)

Render (4mb)
Karma: 9 (9 votes)