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Alysander's concept art --- creatures and plants

Submitted by alysander on

There are some concepts for ambient creatures, which is based on available Skyrim's creatures (can use their animations/movements).


 

1. Club-shrimp
Animation\habit : salmon.
Game function : usually hunted animals are source of food and raw material. This creature can be used as a basic weapon: club. Very sad that there is no durability in Skyrim.
Habitat : can live in rivers of Morrowind, but would be better if put it in ash.

2. Curling shrimp
Animation\habit : histcarp/spadetail and other molly-like.
Game function : available source of protein or ingredient.
Habitat : isolated small pools or water in caves.

3. Harlequin bat/bird
Animation\habit : hawk.
Game function : ambient.
Habitat : any non-ash biome.

4. Night lantern (imago of Sharp-clawed caterpillar)
Animation\habit : firefly. it's glowing red and slow ascend at night.
Game function : ambient or source of ingredient.
Habitat : non-ash, open places, perhaps Ascadian Isles.

5. Sharp-clawed caterpillar (larva of Night lantern)
Animation\habit : Horker, but much smaller (smaller than kwama forager).
Game function : very deadly live trap (non aggressive, but deadly if player close to it) and source of deadly poison.
Habitat : perhaps, bitter coast.

Karma: 1 (3 votes)
Last edited by alysander on 14 Jun 2014 - 08:51.

Little fruit plants conception:

Karma: 0 (0 votes)

Med-size passive herbivore creature relative to Nix-Hound.

BW vers

 

Karma: 5 (5 votes)

Dude, that looks awesome

Karma: 0 (0 votes)

Yeh, it must look as always gripped by fear and maybe little frustrated chameleon.

Karma: 0 (0 votes)

@Kohl

Oh, almighty!!

@alysander

Direction could be good, the only task for you is make it cooler. Maybe more armored, heavy, add some sexy shapes.

Karma: 0 (0 votes)

Overflyer
Simple decorative creature that flyes over ash storms.


 

Karma: 3 (5 votes)

Kinda looks like those things that fly around the sky in halo 2

Karma: 1 (1 votes)

Concept and early sculps for kwama eggs and kwama eggs sacks. For better diversity would be kind to make eggs placed in groups (more like in vanilla) in pits with kwama mead (really colored water) and in tubes, placed some kind close to chaurus eggs sacks (separate or in places not applicable for pit).

Karma: 0 (0 votes)

Hey, i made some mushroom as side-effect of making eggs.
Can we use it?

Karma: 2 (2 votes)

Some completed environmental models of minor shrooms as undergrowth in coastal biomes.

Root basis maybe can work even better:

Can be combined with small stalk as adult plant:

Karma: 4 (4 votes)

Stalk mushroom. More mushtrees next week!

Final mushshrubs lines:

Karma: 3 (3 votes)

Remake of simple (generally 1 cap) mushrooms for Sheogorad region.
I think we need names for it.


 

multicap mushroom tree01
this type proposed for az_tree01-02 variants

slightly differrent mushtree with same texture

Karma: 3 (3 votes)

1st picture - mushroom table

2d picture - mushroom lamp

Karma: 1 (1 votes)

"A"-coded mushroom. Tree and fallen variants.
this type proposed for az_tree03-04 variants

Look in game:

Karma: 1 (1 votes)

Basic Hackle-lo plant. What do you think?

Karma: 5 (7 votes)

I like it!

Karma: 0 (0 votes)

alysander

Basic Hackle-lo plant. What do you think?

Looks awesome! Keep making these plants. I can get a list of plants for you to make on trello tomorrow.

Karma: 0 (0 votes)

This is how it look in game. May be it worth to make Hackle-Lo maximal size as it.
This can really make landscape more live. But off course i'll make all live stages of this plant:
rosette plant => young palm => middle size (as in vanilla) plant => adult tree-size palm.

IMGE




image to show size

 
Karma: 1 (3 votes)

I think the caps of the mushrooms may benefit from a bit more 'tilt'. It currently looks like an avant garde nightstand table. Just having the caps tilting at various slight angles may give it a more organic appearance.

The Hackle-lo looks great, but it's not really identifiable as a hackle-lo. The original plant lacked this flat-faced appearance. The leaves nearer the crown were spiked upward. Also, you may want to add some more dead leaves running to the bottom for a 'wild' variety. Like an unmanicured palm tree. On plantations I suppose it would make sense that they would cut away the leaves as they mature.

Karma: 0 (0 votes)

HACKLELO : I added dead leaves already, i think yeah, =you are right about leaves form/position.
                   I ll make first rings of them smaller, longer and multiplier.
SHROOMS : This models will be upgraded by alpha spikes and other stuff, but i dont think that they need tilt,
                   Looks like that Scumpunx still going to finish his models, that suit Azura Coast more nice - so i will
                   make this models less close to original. Also mushroom caps really have no big sense when they arent
                   horisontal - all shrooms trying to keep it straight horisontal.

Karma: 0 (2 votes)

UPDATE : Normals fixed (no more unexpected black spots), more dead leaves-scales and more standing leaves around apex; Old variant with flattened top could be used as picked plant model, supposed to mean that dunmers eat olny youngest, soft leaves of this obviously hard-fiber plant as their stimulant substitution.





[External image]

Karma: 2 (4 votes)

More plants:



upgrades:

Karma: 4 (6 votes)

cactus-like stone-mimic plant
NAME: Stone-mimic
FUNC: mostly ambient plant for Ashland + West Gash biomes.
MORE: can be used as source of additional ingreds if system will be expanded (for example with unique effects for diseases' treatment).

MOAR IMGS



Karma: 1 (3 votes)

You are getting better alysander.

Some notes:

These examples what you have done I see exclusively only for WG.

In this example leaves could have more noticeable textures. Like u have done there. Maybe just add higher contrast.

In your latest examples I will see more "roots" in barren areas. Or anything sticking out. Now it looks a bit too empty for me.

-----------------------

Btw. for AI I think all bushes could be replaced by sth like this. Less dry and more vivid than Graze. This region should have sth like Arcadia/Idyll style. Just place where you love to be.

 

Karma: 0 (0 votes)

I'm genuinely impressed, the quality of your work has really jumped up recently.

Karma: 0 (0 votes)

Thanks, i hope to finish current assets on the week and start next dish.

edit: corkbulb set is ready

Karma: 2 (4 votes)

Fungal cane assets : bushes/canes for Sheogorad, Ashland and coastal regions. Parts can be used as grass/small plants.
Also red_lichen asset (ingredient plant from MW).


Karma: 2 (4 votes)

As an artist myself in other ways, I'm impressed on the drastic improvement between each 3D rendering. That is something I do not know how to do well. I notice that you have a knack for drawing out the beauty of plantation with shades of blue contrasting other shades. I notice your brighter colored work naturally flows through your fingertips.

I'd personally like to see more of what you come up with. Keep working hard! As a personal request if I was to ask to see you experiment with 2 colors, I'd like to see what you come up with including the colors turquoise and lime green.

I know you can do it, and it was fun talking to you earlier today.

Karma: 0 (4 votes)

@Vita, please use your words, not -1 to karma.
Words are much more specific way to show opinions.
It posted here for criticism, but for specific one.

Karma: 0 (0 votes)

Why? Every time I open this thread it makes me speechless, -1 karma express well enough my opinion. I’m just trying to be nice here and spare you from enduring another wall of unpleasant critics. At least if you were listening. Besides you know already what I think.

Karma: 0 (0 votes)

Critics must be constructive. It's useless without some sort of rectification.
You could draw some concept to show what ways to improvement you want provide.
Fuzz displeasure isnt good way to fix something.

Karma: 0 (0 votes)

Critic yourself, what do you think of that red lichen at first place? Its dirty, its blurry, it lacking of details. It looks like nothing, a blurry red mess. You don’t see that? Do you absolutely need someone else to say it to confirm that? Stop expecting someone to come in and tell you what to do. Go for it, and when you are 99% satisfied with you work post it here and then you may have some constructive critics to improve things. Until then search, learn, try different approach, do an effort and obtain the result. Its like that we become better. And not with concepts, unstoppable blabbering, and stamping “DONE” a dozens of mediocre models.

Karma: 0 (0 votes)

Do you mean that it have blurry alpha? What details you would add?

Karma: 0 (0 votes)

I think that it looks quite low poly and the bit sticking out of the middle would be too noticable as a flat texture. So perhaps just have the lichen sticking out at all sides.

Constructive critisism is helpful :)

Karma: 0 (0 votes)

You guys are getting awfully nitpicky for some ground cover assets. They aren't going to be overly visible in-game because you can't pull them into the inventory to inspect them, and they will probably not ever be at eye level. You will only ever see them at a distance.

Overly meticulous critic is why we can't keep 3D artists for more than a couple months.

Alysander, you should stick to in-game pictures of your plants. It will cut down on the harshness and give people a better idea of how those alphas are going to work in the engine. They may come off blurry, or they may just blend. It will also let people know the scale of your plants. If a plant is small, a little blur is fine. It just means you are using an appropriately sized texture map. Thank you for creating so many cool environmental objects. I look forward to running through a world full of your bizarre plants.

Karma: 2 (2 votes)

Yep, i am working now on increasing quality of this red lichen. It's quite fuzzy.
In Morrowind that was just blurry spot of pigeon guano, so it hasnt any design.

http://uesp.net/wiki/File:MW-flora-Red_Lichen.jpg

Karma: 0 (0 votes)

To me it all depends whether due to fuzziness (small textures) it's efficient with polygons and performance. If it's performance friendly, we don't really need it to be very detailed. Just look at how plants look in Skyrim... This is already better. Just don't make them too large.

Karma: 0 (0 votes)

Love the red lichen now :) As Ashking said it would be nice to get an in-game example so we get an idea for perspective and how it would look, so we can see how the Beauty-Performance ratio works. Besides that its another awesome plant that will add a certain something to vvardenfell :)

Karma: 0 (0 votes)

I made some progress on Wickwheat and more variations of Hackle-Lo.
I want to make burned and dried variations as well.

OLDER POST' PICS


Maybe it's better to make leaves narrow and long?
EDIT: Like these? Still need to make it less high polygonal.


Karma: 5 (5 votes)

I've assembled crafting station for pottery - this is pottery wheel with pedal and this is made from sharping wheel, dwemer gears by Ravanna and shack wood by twentyenginerunner. Can somebody can help me with animating this thing (it must inherit some animation from sharping wheel and rotating animation for new gears)?



I presume it can be nice to use parts as ingame objects too


Metal parts can be used as loot (mostly from dwemer cities) and wooden parts - as shack furniture (would be nice to loot them too, but you know... that need some script work).

 
Karma: 0 (0 votes)

Simple creature concept. Where are all the dead crabs and rats? There.

Karma: 1 (1 votes)

That one actually looks pretty cool, I like the long beak for catching crustceans and fish, maybe picking stuff from cracks in stones.

Karma: 0 (0 votes)

I really hope there will be time and aspiration to enrich animal world with ambient and unagressive creatures.
This one need name with meaning "walking forest" or smth and can be rigged to landed dragon (and have size some bigger than cliffracer).

Overlook list of other possible adventive animals
  1. Larvae of Nix-Hound = there is nice concept by FuryOn.
IMGE [External image]

  2. Webbascum =  Fox&Ibis&pangolin-like devolved Cliffracer. Existing both concepts and ready animal on game engine.
IMGE [External image]

  3. Turtleswine, Nix-boar (or make your name) = timid well-armored herbivore. Must be immune to arrows.
IMGE [External image]

  4. Bonewyrm = simple passive creature. Test animal for who will able to make snake-like animation.
IMGE [External image]

  5. Ashlands bugs with colored elytras. You can see their parts as bugbowls around ashlanders' settlements. They need more sculpting.
IMGE [External image]

  6. Giant Wasp = have lore base, related to Dres house. Only prototype.
IMGE [External image]

7. Diverse guar-based animals by Ravanna and other artists.

IMGS[External image]

[External image]

8. Beach Crab = based on helm made by lukkar. There is working in-game model with minor shortcomings.

IMGE [External image]


Karma: 2 (2 votes)

In waiting of creature work i made hanging scrib. It can be useful for decorating markets and hunters/ashlanders dwellings.
In ideal state it need to be rag-dolled, but even rigid model can be useful just now.
Item supposed to dispense piece of scrib_jerky on activation.

Attachment Size
alys_hanging_scrib.7z 859.16 KB
Karma: 7 (7 votes)

Is all of this amazing content will have place in the release?

Karma: 0 (0 votes)

MORE NICE THINGS IF YOU ARE A CAT  

Author of these animals' models = Ravanna.
I think such collection of this 3 small animals can be enough to add diversity to butcheries. All other animals (big animals) can be used just as dead corpses. Maybe separated heads and skins can be used too.
 
Karma: 7 (7 votes)

Would you make such thing if you would be a ashlander?

Karma: 3 (3 votes)