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mooncactus
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Hey guys,

Hey guys,

I totally get what you mean about the temple so I'm hoping this will pacify your worries- I did a quick sketch idea for a possible outer wall for the ald'ruhn temple, to protect it from wind and ash. I've added question marks to the annotations because they're just decor ideas, I don't plan on using them all but with your help it might be nice to pick a couple that work well. 

I'll keep the gazebo piece in a seperate group and save it for the gnisis temple, and construct a simple stain glass dome for the ald'ruhn one. Outer wall or not, I agree with you guys and think all displays and prayers should be kept inside for ald'ruhn's temple. nobody will see anything from the gazebo except wall anyway, and the wall will keep out the damage but not the noise. So yeah, let me know what you guys think and I'll get to modelling!


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Bit too complex. Maybe then

Bit too complex. Maybe then it can be in some underground cave? Or under the Scar? (this is Redoran Temple isnt it?)

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Hey Moon, I’m happy you’re

Hey Moon, I’m happy you’re keeping the model for Gnisis because it really looks great but like everyone said it’s simply not fitting for Ald’ruhn. I like the idea you’ve presented but I’d like to stress that it’s important that the temples remain the Vivec-city/Tribunal feel to them, and are not too homogenous to the overall architecture of the cities they’re in to maintain the fact that it is an institution, just like mosques or churches. If you want to build a wall around it, I would suggest making it reminiscent of the walls around Vivec rather than the chitin barriers around Ald’ruhn.

 

A unique feature of this temple could be a half-dome like the Redoran to protect it from ashstorms, perhaps make the back of it a bit more circular so that the harsh winds and debris just slide off rather than ram the back-end of the structure? 

mooncactus
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alysander- I definitely think

alysander- I definitely think it would be cool to have a passage under skar that leads to an entrance through the floor of the temple :)

Taj- thanks for all the input, I think you're right, the walls should stay sweet and simple- I can definitely give them a canton-vibe. Also if there will be a wall around it, is there much point making the back rounder? Im only saying because there will already be a wall to protect it- but the wall could be round!


The wall could be the same design as this, but maybe rounder instead of just rounded corners

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If there's a protective wall

If there's a protective wall then it might be a bit overkill to make the building round, I think it depends on how you want to tackle it - the Ald'ruhn temple could be specifically designed for the environment, or you could make a standardized building that could be used in many locations (saves time) and add the wall to protect it from ashstorms. Incidentally, the wall could also be of some use for other locations. 

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Vivec is Old Velothi style.

Vivec is Old Velothi style.  There are other instances of this style in buildings like Baladas Demnevanni's tower in Gnisis, and the Velothi tower of Shishi.  These have domes and other aspects that might work for the redesigned temples outside of Gnisis.

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I found a useful reference

I found a useful reference for a Redoran/Temple minaret, this was meant for Gnisis:

That central minaret structure with the red drapery never made it in the final build, it seems, but would be fitting to return to Gnisis, and could serve as a refrence for the Ald'Ruhn temple as well.

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One more interesting

One more interesting reference could be a mosque in Djenne - by which, I believe, Redoran architecture was inspired.







These towers have an interesting (and ashstorm-resistant enough) shape, but we'd probably have to lose that lovely wooden log framework sticking out.

mooncactus
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Thanks for all your feedback

Thanks for all your feedback guys :) with the guidance of eloth and help from you lot, I've come up with two designs for the temple: an ash storm-friendly version and an open version. The only thing I want to check now is if the front extension should go on the open version too (that's up to you, eloth :) ) 

open

closed

Thegreatbrainrobbery
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I prefer the closed one, but

I prefer the closed one, but does it need to have front extension because there is already a door when you enter the temple. I mean your only going into an area where there are stairs, seems a bit redundant. You could keep the overhang and not have a door. 

The reason I choose the closed one is because the open one seemed a bit too exposed.

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Really like that new design!

Really like that new design! And the open one will add a lot of identity to Gnisis.

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The beginnings of skar....

The beginnings of skar....

I've started modelling the overall shape of skar in maya, when I'm done with it I'll be taking it over to zbrush for some sculpting love (which I hope rav and eloth will help me out with for ideas of how to go about it :D ) 


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Overall shape of skar pretty

Overall shape of skar pretty much done now, more or less. He's posed in a very alive looking stance right now so I'm going to be finding ways to position him to look more like a dead husk with people living inside :D Also need to tweak the legs to look like living spaces, so maybe some holes for doors/windows etc. Oh and as requested I must model a basic rock around him to make him look half fossilized. I think it'll make him look more 'homely'. Can't wait to start working some zbrush magic into this!



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Hey Moon, a couple things to

Hey Moon, a couple things to take into consideration;

 

The height and inclination of the shell (from front to back) is spot on and very much like in the original Morrowind. Your version of Skar is however quite narrow - if you look at the original his shell is less oval and more round. Overall it is closer to a circle than an egg. 

Try to widen the sides of him to make him look more like a traditional crab. Some concepts plasmax was working on did a good job of keeping the old essence of Skar while also appropriately Skywinding him. 

 

I really like the idea of seeing more of Skar's limbs, however the Redoran might have not kept him fully intact. Rather than have the legs and pincers laid out exactly as they were when he was alive, perhaps it would be more appropriate (as well as functional/esthetically pleasing) if they were placed decoratively along the sides of his inner-shell like pillars or support-structures. Alternatively the pincers could be laid out in front of him like a small cloister to really give the front of Skar a bit more of an imposing palace-like entrance. Be imaginative with where to place his limbs so as to turn him into a Redoran fortress, rather than simply the hollowed out remains of a giant monster. Hope this helps! 

 

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I'm not sure how you're going

I'm not sure how you're going to go about it, but if you look at the interior layout in original Morrowind, the doorways to the Redoran mansions were exactly placed where you'd have its legs, hinting that it's only the shell, with no legs left, and holes drilled underground to build their big homes. The entrance to the Redoran Headquarters is triple, which suggests that it's the mouthhole of the crab. That means we actually enter it through its butthole in the original game.

I really like that new design, and I see how much it's based on Kirkbride's sketch of the Battle for Ald'Ruhn, but we have to take architectural needs into account too ;) And also as Taj said, with all the entrances, hanging bridges, shops (and market stalls I wanted to have added to clutter it up and make it more interesting) it would really be cramped if the shell was this narrow.

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would be nice to see 1-2 legs

would be nice to see 1-2 legs in process of excavation, but not all model should be visible, IMHO.
inner parts of one leg can be place for some organization/quest, but entrance should be hidden by some shop/building inside Skar.



 

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I handed moon these 2 new

I handed moon these 2 new images for designs



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This is total awesomness.

This is total awesomness.

mooncactus
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Long time no see folks!

Long time no see folks!

Thanks to Rav's fantastic painting talents, I've managed to block out Skar's overall shape in ZBrush. There's more sculpting work to be done, not to mention he's missing some legs, but he's well on the way. 



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This is looking gorgeous so

This is looking gorgeous so far! One thing you might want to consider is making the cavities in the sculpt a bit deeper. The main wall is hiding a bit deeper below the "hat" on Rav's concept, eyeholes are deeper as well, and it seems to have slightly more depth variation ;) But overall, this is shaping up so well.

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By Malacath's teeth,Skar

By Malacath's rotten teeth,Skar looks amazing!

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Here's a quick mockup, with

Here's a quick mockup, with arrows signing which parts could be pushed in, and which ones drawn out a bit. I hope this can be done without losing any of the detail, if not, probably better to just leave it as is ;)



I just think this kind of curved shape would work better with this model, as well as it would give off even more organic impression, and on top of that, slightly more interesting effects with light.

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Is Ald-Ruhn as a whole going

Is Ald-Ruhn as a whole going to be getting the same huge expansion/cluttering treatment that towns like Balmora are getting?

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Ociee wrote:

Ociee wrote:

Is Ald-Ruhn as a whole going to be getting the same huge expansion/cluttering treatment that towns like Balmora are getting?



I'm fairly certain that's the case ;) All capital cities probably will have similar attention, Vivec being the shiniest of jewels.
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Its looking really good.  My

Its looking really good.  My favorite part of the concept though are the front claws.  They don't appear as defined in this model.  They don't appear to be claws at all, in fact.  Maybe you just haven't gotten to them yet though. 

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Greetings and salutations,

Greetings and salutations, dudemeisters.

Got a bit more skar to show y'all. Started adding the legs on the side, they're still kinda fudgey and the polies are close to breaking point but I'm going to subd and work into them more once I'm happy with his overall shape. Also made those pincers more defined, and I'm still working on making his front more concave. 



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Impressive work your

Impressive work you're defiantly nailing it.

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Looking great. I agree with

Looking great. I agree with Dragomir that the top of the shell should come out a lot more, and so the "face" will be more recessed. More concave as you've said :)

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This is the Skar Skywind

This is the Skar Skywind deserves. I hope we can get interior to look just as cool :D More busy and lived - in, like a whole new district of Ald'Ruhn.

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I don't know how the inside

I don't know how the inside of Skar would have to be changed to accommodate the new design (maybe add another, upper tier inside?) but at this point, I honestly don't care if it doesn't match with it! This looks very unique and 'alien-but-familiar' and will no doubt be one of the defining locations of Skywind, like the new Red Mountain...

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<3.<3 Supersweet.

<3.<3 Supersweet.

Also, Malkochson - you are right that inside should be probably changed but i'm pretty sure both users and developers will be able to throw in some amazing ideas how to use that space :) After all this is very important place for Redoran

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moon you made my day <3

moon you made my day <3

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Wow this stuff looks amazing,

Wow this stuff looks amazing, I really cannot wait for this mod to be finished. Keep up the good work guys! :D

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mooncactus wrote:

mooncactus wrote:

I'll make sure everything is properly organised for those guys :) Also, about the collision- I'm not sure how to do that yet, but if someone wants to teach me I'm willing to learn :D

Started texturing the temple- The texture on the tarpaulins is temporary until I can find where Plas's got to... oh and the banners are also temporary, I'll be making the texture for those soon (also altered the style of them, thought it would make sense to have them pitched to the floor to stop them flapping about in storms). So yeah, in short, lots more to be done!

I really like this temple design.

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Oh you guiiiiseeee :3

Oh you guiiiiseeee :3 thankyou for all the encouragement. Glad you're liking! Back to work :)

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Looks awesome!

Looks awesome!

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Skar test bake coming through

Skar test bake coming through...

Ignore the clipping errors and such, this is by no means the final normal/AO bake for skar (or the finished sculpt), just thought I would do a little test bake to see how sparing I can be with the poly count. He's at about 25k polies here. 


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Very nice. Reminds me
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This looks terrifying! Such

This looks terrifying! Such an amazing concept.

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TRIUMPHANT, ORGASMIC!
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*throws confetti.

*throws confetti.

ok initial thought:
Moooon remember that only the LODs will use the full bake.
much lower poly version for baking.
The upclose version will take a different method.
It will use strips of tiling UV onto a 25-30k model, the ambient occlusion vertex colour make come from the hi res itself.

2nd thought:
Aldruhn is dusty, skar is eroded from winds.
Maybe, with a 2048 with a very efficient UV, we could indeed bake the main shape?
The partts of skar that u can walk up to on the ground, would have to use other method.

Anythoughts peeps?

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Maybe, with a 2048 with a

Maybe, with a 2048 with a very efficient UV, we could indeed bake the main shape?

I don't think so. With the size of it, it will never look good except at a distance.

With the natural amount of mesh detail at the front I think it will look fine being tileble. i.e. it should pop regardless of texture.

With the top of the shell, the original had a spotted pattern around the edges, so we could do the same with an overlay. This should break up the tileble patterns enough imo.

Ravanna is great with overlays, so this is something that could be looked at later.

(excuse the shittyness, its just about the idea)

 

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Great thoughts here guys :)

Great thoughts here guys :) don't worry rav, when the high poly is 100% done I'll make sure to decimate it at a lower count for the LODs.

is it safe to assume that the more pieces he's in (obviously not too many), the more we can do with him? For instance, I think I can separate the shell from the front part without leaving an obvious seam. You also mentioned overlays- I'm not as familiar with those as rav, but can they be done with normal maps too?

also rav, sorry to be a pain in the scrib but I need to sculpt the rocks around skar properly and I'm not sure what reference to go for. Think you could link me a couple of images on how they should look? 

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curvy waving flows of ash

curvy waving flows of ash blasted rock on surface with some eroded/crumbled rock here and there.

http://farm4.static.flickr.com/3325/3410452943_6af704a49e.jpg
http://2.bp.blogspot.com/-clqx3fY-9JA/UMyv_nJw0aI/AAAAAAAAB7...
http://img.xcitefun.net/users/2008/10/15326,xcitefun-the-wav...
http://imgc.allpostersimages.com/images/P-473-488-90/21/2174...
and (west gash/ashland formation) http://wild-about-travel.com/wp-content/uploads/2013/04/Akak...

only worry about the main shapes, differences up to 4 feet and over.

Seperate sections for ripping apart for higher res: top shell. front face. doors mouth piece. floor/rock area.
feel free to dynamesh/zremsher as you develop the sculpt and reproject back up to get the best result.
Overlays will be done at the very end, and will depend on our methods of bake or tile.
We can wait for that.
I'm beginning to wonder if using 2 detailed overkays ontop of the hi res sculpt will in fact be our best option, but we'll see when u finish hi poly.

I feel i must upvote you purely for the scrib pain reference.

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Well then, I think he's about

Well then, I think he's about done. I need a bit more feedback before I call him 100% final, but right now he's as good as finished. I used the reference kindly provided by rav for the rock, I was going for magma formations that are worn away from constant sandstorms, softer on horizontal surfaces where sand has built up. I'm not totally pleased with it yet so please feel free to give me some sculpting tips.



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Karma button broke, cant

Karma button broke, cant upvote it more...

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maybe you must work more on



maybe you must work more on legs - at least to distinguish them as tubes of carapace.
  maybe separate models for them can be good idea too - you can place them more free,
    maybe to show how many time this carapace lies there for centuries
      maybe even as separate 'buildings' with some poor people in it
      ---
/end of maybe

 

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obligatory feedback from a

obligatory feedback from a bastard





Some clean ups on the main mesh to make the features more obvious.
eroded rock wont be seen on this mesh, we have to fit rock meshes over it for upclose detail.

And for a bonus, when u have time, can u sculplt this exta main pincer? We use 2 of them, both have difted and broken off and are further down from skar. about 40% size of the shell.

To make things easier, if you create an oval flat shape in max/maya, as a size reference for the glass windows, u can move it around the sculpt and make sure all the small windows match the shape if the oval. then for the bigger windows, make the oval bigger by 25/50/75% bigger, and match the bigger ones.

(theres a good reason for this. we use the same meshes for all skar redoran windors, and we want them to fit nicely)

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i like it  

sorry cant delete the comment o wel nowe its here any


nice cant wait to see a ingame picture 

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omg, alysanders feedback was

omg, alysanders feedback was almost the same as mine. 
THE END TIMES ARE HERE.

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