[WIP] Velothi Tombs Interiors
Hi,
I'm currently working on the Velothi Tombs Interiors, as the title says. I haven't done too much yet, but here's what I've done so far:
Tri_In_velothismall_halfhall
Tri_In_velothismall_corner
Tri_In_velothismall_cap_02, the thinner hallway cap
That's it for now, more to come in the near future!
Edited by: grumpycat on 12/08/2014 - 17:34
It's a fellow blender user! Welcome to the team!
Yay! Thank you.
Here's some more: 3 more new ones and 2 tweaks!
New:
Tweaks:
That's it for today, I think I might go sleep.. or eat.. or something and get back onto it tomorrow or later today, reaaaaalllly later today, if that.
It is great that your doing this model Bolt. But do keep in mind we are trying to iterate not replicate the original models. Which means added detail to the model. I don't want to deter you. But just keep this in mind and you will go far. :)
I don't really see how I could change the basic hallway bits, in my opinion. But I'll try to add some pizzazz to the larger pieces and maybe some other things, if I can see something happening there or some kind of feedback towards the piece/s.
Actually, at the moment I'm working on one of the separate columns and when I added all the verts needed to make it, it was about the same amount as the original, so I might add something cool to that, since it has a lot of leeway.
Obviously the architecture is fairly simple, but these are old tombs. Try beating them up a little bit, make them look a little more organic, worn down and aged. Maybe punch some holes and dents in some of the models, make the surfaces more uneven. Those models you posted pics of look about the same as phitt's or silgrad's velothi tilesets, but the thing that struck me about those sets is that they all looked so perfect and symmetrical. That lack of detail really stands out in a modern game like skyrim.
You have a point there. After I've finished up the one I'm currently doing, I'll go back and see what I can do with the other ones.
a lot of damage can be done by making some decor models like we do with exteriors. I'll take a look at the pieces tonight and see what can be done.
Here's one more
My idea to the lip up the top was it could have the ancient chimeri(?) text adorned on the underside of it.
Maybe it should be bigger? or on a different angle? or is it fine as it is? I'm not quite sure about it. :s
Another three:
Only one for now.
And here's some quick ideas for damaged pieces in general.
This is progressing nicely, but as Eloth said, smooth angles and rounded edges were the main feature of Velothi tomb architecture ;) But at this point it's a bit hard to tell how would it look in-game.
Thanks guys.
Yeah, I was thinking about the pillars from the start. I should add at least another 2 verts to the outer radius, I'd think.
And also, I think the original models were using a smoothness modifier, so I'll fix up the pillars and post some pics with smoothness modifier applied.
4 new (pretty simple :s) ones.
Tri_In_velothismall_pitd_01
8 new ones, although a lot of them were copy/paste of each other with a few tweaks as needed.
Took me ages, with all the tweaks and random testing I did for rotations and what not, but it's done, with the glorious vert count of just under 1.3k :O
Here's some more
Lots of rotating, twisting and turning.
It's looking great! As you said before, the game models have smooth shading between edges, you can apply the same in Blender by w -> shade smooth for selected faces. I guess you know that already, you seem to be quite adept with Blender so far :)
Thanks!
Here's one for all you people out there reading
A lot less rotating than the last one. lol
Lots of rotating, scaling and all sorts of things. A tad bit frustrating (or at least the way I made it), but it was worth it since I can use it as a base for 1 or 2 more pieces.
Looks like your beavering away nicely. Trust me when you get these done you will be a hero for us all, as it will be one of the first interiors sets to be done and means that we can open up interior cluttering and navigation meshing to a whole bunch people. Lots of exciting things can be done...can't wait.
Tilekits are probably one of the hardest and boring task to make, but usually the most important one. Nice job!
"A prisoner born on a certain day to uncertain parents will tread upon these steps" - Bolt Bunny
very nice work bolt :) make sure that you are adding extra polys on inside corners, and other places that needs ambient occlusion :)
oh and make sure the steps are compatible with skyrim npcs, just import a skyrim stair mesh and check if the step height is more or less the same :) i think the step height is 13 to 15cm in skyrim.
I missed it, because, well.. it has the exact same name as another piece, barring an extra digit lol
Some revisions:
And it can be all yours for ten easy payments of $9.95!Still not complete, need to add more some more faces and tweak some things here and there.
I also think I'll redo room_04 & 10 later, really didn't like how those turned out, tbh.
I think its best to keep the original rounded parts in the new models.
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