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MISC FURNITURE [Claimed by Robbinsmoth]

Submitted by grumpycat on

All the models in this thread need to be redone for legal and esthetic purposes before we will do a release . If you feel like you can contribute by doing some or all of these models then please leave a comment at the bottom of this thread.

Let us know what 3d modeling program and also what year it is you use, as we need to find out if we need to convert the files for you or get you setup with appropriate importers.

"\Data\meshes\morrowind\furniture\museumdisplay01.nif"

[External image]

"\Data\meshes\morrowind\furniture\museumdisplay02.nif"

[External image]

 

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Last edited by grumpycat on 22 Dec 2014 - 23:39.

Hi I'm new here, and I'd like to work on the two meshes posted above. I'm running maya 2013. What kinda of changes are you looking for? And what exporting format would you prefer, obj, fbx ect.?

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hey phantasma,

i export the stuff as .obj or i send the (in my case ( 3ds max save file). the goal mostly is, to port the stuff in "skyrim" quality. that means more polygons, sharper textures and cool details you can do in zbrush for example. for this 2 items, i guess a simple recreation would be enough but if you see skywind as an oportunity for your self to grow and learn, you can do everything what you want nobody tells you that. i hope i dont talk bullshit, because iam actually not intruducing new people. i just felt like answering you, and give you a start.

its very important to first check up, if the stuff is already made or claimed by somebody. there is a thread where you can find the the resposible people for the 3d section and how the workflow is. if you make any progress, just show it in a thread and post it there if you want. i suggest you use the chat to ask the people how the things work here. find somebody from the 3d section who you can talk to for example "ravanna" for the 3d stuff or "dragomir" for concept stuff. ask ravanna how many triangles this items should not exeed. i think that help a lttle.

i can tell you what i would do for this 2 items and you can use it as orientation.

i would create a high poly sculpt (in zrbush) with all the crazy details and then just retopology it to a reasonable polycount.

my personal tip is, to see skywind as your personal oportunity to learn and grow with the nice feature of beeing helpful and maybe talk to the nice people here.

greetings, smartinius

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heres the best method for these, sculpt some details perhaps, and repeat the elements in different ways to allow for tiling on the asset model, without baking everything .

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I have start work on these model's the first one is done and is ready for normal mapping and texturing. Pictures and Downloads below. I Use 3ds Max 2015 also.

museumdisplay02:

[External image]

museumdisplay01:

Still WIP

Project Download: https://dl.dropboxusercontent.com/u/63590453/Museum%20Displays/Museum%20Fruniture.zip

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if you sculpt/texture tiling sections like the method i showed above it will cut down the texture usage by half. a good method would be to model the actual arches, and cushion, in a flat plane in the same way as the uv layout. good luck

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I've attempted to recreate the first one, and please pardon my very crude image editing to remove the taskbar.

EDIT: Almost forgot to mention, I used 3ds Max 2014.

Attachment Size
musuem1.png 130.05 KB
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Cattle Man make the top surface dimensions the same, so that when we replace and if there is anything sitting on top of it that it will be correctly aligned

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I'm assuming that means "make the top bit go out a bit more" so I've done just that.
And I also made the top part sized more like the original model.

Attachment Size
mesh2.png 119.42 KB
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No. Actually the dimensions need to be the same. If you can imagine that this is a table and objects have been placed on top of it. If they were to be replaced with the version you have shown then objects will be floating in space on top.

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