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[WIP] Daedra Exterior - Thread Two

Submitted by Erik on

Ok, so this is going to be a more in-depth thread with stuff related to a development of a completely new style for Daedra ruins, These are a huge part of the morrowind world so it is incredibly important that they keep their iconic look, while being updated to a modern (heh) game engine.

Concept art that I am following
I am using this piece of concept art as my main source of inspiration

Check out Leleks Deviantart page for more awesome TES fan art!
http://lelek1980.deviantart.com/gallery/35194628/TES

http://lelek1980.deviantart.com/gallery/
[External image]

 

Old Post 

First off here is a quick test I did for a archway, Nothing amazing as the Bake was messed up in more ways than one, However  for future reference most assets after this will have one high resolution tiling texture for most pieces, except things that demand unique textures like Doorways, Statues and carvings

[External image]

Latest Progress images


Quick attempt at Landscaping by Me
[External image]

Dark night time image
[External image]

Master scene for mashing this stuff together
[External image]

I'm going to edit a lot of my posts in this thread to have the images in spoiler tags for vanity reasons :)

Karma: 10 (10 votes)
Last edited by Erik on 26 Feb 2015 - 01:03.

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Looks great!

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First pass at the mix'n match texture for some of the walls, Need to make one with larger tighter bricks, Then also two dedicated brick textures which will be placed on buildings to give crazy depth and uniqueness to everything

Pictures [External image]

 

Karma: 5 (5 votes)

Looks nice so far, but a bit too comic-ish for me. Try to add some weathering to make it look more like a "natural" structure.

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Yeah, it could use more lichen, damage and decolouration, but I guess that comes later ;)

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Dragomir

Yeah, it could use more lichen, damage and decolouration, but I guess that comes later ;)

 

Yeah, the plan is to Have a base texture, then Make a more overgrown version of it for the more swampy areas, These will just be the base ones for now though.
 

Gothic_Freak

Looks nice so far, but a bit too comic-ish for me. Try to add some weathering to make it look more like a "natural" structure.

 

That was a bad image taken with PBR and extra maps that i couldnt control, Here are the raw textures for reference

Pictures [External image]
[External image]

The second texture is designed to be placed uniquely over bricks, Not for a brick wall as you may think its for :)

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Texture number 3

Pictures [External image]

Going to color correct this one later tonight, however critique on it would be nice!

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Awesome!

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Color corrected textures, Along with a Moss test with a shitty moss texture to get an idea of what it may look like with a high res texture/done properly (Test is the key word here, this Will NOT tile.)

Pictures [External image]

Clean version
[External image]
Karma: 3 (3 votes)

last texture before I start modeling

Pictures [External image]


I will make a quick color correction pass over all of these to get them to the same levels of red so they dont stand out from eachother later today
Karma: 3 (3 votes)

One suggestion I would have for the second brick texture: make it look more like they are embedded in the the mortar. At the moment the bricks look a bit like they're floating above it. It might be because of the black line.

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twentyenginerunner

One suggestion I would have for the second brick texture: make it look more like they are embedded in the the mortar. At the moment the bricks look a bit like they're floating above it. It might be because of the black line.

Cleaned it up a huge amount, Did some color correction and what do ya know, Looks much nicer
[External image]

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Quick mashup before dinner
[External image]
Im thinking of scrapping the walls, However they may come in handy for one or two areas as walls for lava to be on one side of.. Who knows though. I will keep making generic items that can be scattered everywhere before I go hard out on the buildings

Karma: 8 (8 votes)

Whatever you do, DON'T scrap those walls. It actually gives Daedric ruins some sense of functionality. And would look KILLER in Molag Amur (thinking Mordor-esqe stuff here)

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In that case, would a few other types of wall be a good plan, one smooth brick with a few small features, and one super tall wall for the side of Red mountain?

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I'd avoid a Mordor look, as well as fortifications - these are religious shrines, not strongholds. However, the elevation from that render looks cool, more like a speech/ritual platform than a fortification.

Karma: 1 (1 votes)

Dragomir

I'd avoid a Mordor look, as well as fortifications - these are religious shrines, not strongholds. However, the elevation from that render looks cool, more like a speech/ritual platform than a fortification.

Yeah, that was my worry. Its incredibly easy to drift into that Mordor look (I did just that with this wall: http://i.imgur.com/oX6L74J.png)

However here is a quick screenshot to give an idea of the clutter thats going to be around
[External image] If you have any suggestions for interesting landmarks that may go at a few of the shrines then please tell me. it would be great to get some unique parts for some of them. and its really not hard to make a large blocky shape

Karma: 2 (2 votes)

Are there going to be clean versions of these assets?  I think that would be a nice little addition for anyone modding Skywind.  Like not have them used in game, but have non-ruined/non-moldy versions of the architecture available to play with in the Creation Kit.

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Landmarks? Coolest one I can think of would be this "lighthouse" from original concept art: [External image]

Some beacon spewing light rays would look cool. Any loremaster knows where would it make sense to put this kind of thing?

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It make sense to put this kind of thing on some really high building or some ruin placed on Red Mountain.
I would be very surprised if there is some lore on this lighthouse object and even more surprised if that piece of lore have sense.

Very nice progress here. I like the walls as they are.

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As the caption on the concept art says, Daedric Ruins don't need to necessarily make much sense :P

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ErikChristensen

Quick mashup before dinner
[External image]
Im thinking of scrapping the walls, However they may come in handy for one or two areas as walls for lava to be on one side of.. Who knows though. I will keep making generic items that can be scattered everywhere before I go hard out on the buildings

Oh no, please don't, these look awesome! If you look at the original interiors you'll find similar themes so don't worry about them being too much mordor-flavored.

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Ok, well I guess that I shall continue doing what I am doing then! The metal texture  needs to be a bit lighter, possibly with some pig iron super dark variant to give a bit of contrast, Or even some Obsidian for detailing.

Also What  I am doing at the moment is making a super clean version of everything, Then going through and breaking it up and giving it wear and tear.

Are there going to be clean versions of these assets?  I think that would be a nice little addition for anyone modding Skywind.  Like not have them used in game, but have non-ruined/non-moldy versions of the architecture available to play with in the Creation Kit.

Yup, I was thinking that it may be cool to have a version of everything that is nice and clean.


Oh no, please don't, these look awesome! If you look at the original interiors you'll find similar themes so don't worry about them being too much mordor-flavored.

Yeah, Ok. that makes sense. Its also confusing how the interiors are a completely different style to the outside? Its all Huge stone blocks and bricks, Yet inside its intricate metals and spikes. I will  be bringing some of the spikes outside, since spikes are awesome.

If anyone has any requests then feel free to let me know, Or throw them up on Trello here
https://trello.com/c/FIYD6Jo4/6-daedra-ruin-exterior-assets

Im making an effort to give these ruins a unique feel, And have been chatting with some of the landscapers and they are keen to make the ruins more varied and fun to explore, However!

QUESTION FOR THE LORE NERDS

How big are the shrine exteriors, And can we make them a bit larger in terms of size and height. And make hints of daedra ruins 50 to 100 meters away from the actual site, with say, a lone pillar barely visable in the dirt. Would this be OK with you guys?

Karma: 1 (1 votes)

Here are some more familiar shapes in varying states of ruin, I will make another set which will be a fair bit more warped, However there is a limit to how much warping can happen

Pictures img]http://i.imgur.com/VmvRYce.png[/img]

Also a wall with more definition

[External image]

Karma: 8 (8 votes)

More shapes

Also i should explain the process that I am going about for these pieces.

Pass One

Pass one is all about getting the landscapers tools to work with, This set of objects will be the basis for everything done in the future, All objects made for this set will use tiling textures.

Pass Two

Pass two is all about making unique objects to give the ruins a really creepy feel, From Crazy spiked pillars to Intense walls of skulls (no idea about that one, sounded cool in my head) This pass will be the hardest, however it will also make the ruins super awesome and i encourage anyone that wants to suggest ideas for it to do so, as I will need all the help I can get.

There will be also be a touchup based on feedback for the pass one objects, This includes adding daedra writing to the walls of buildings There will be a few dedicated sheets of writing that represent what happens at the shrines to 7 of the daedra, this will make the shrines a little bit more lore friendly and give those lore nerds something to read.

Pictures [External image]

[External image]

[External image]

Karma: 7 (7 votes)

Not sure if you already did, but could you also recreate the two big towers from this image?

[External image]

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Sjors Boomschors

Not sure if you already did, but could you also recreate the two big towers from this image?

[External image]

Yup, the plan is to make a few of those spikey parts in pass two. You can have daedra shrines without crazy crap!
 

lukkar

Great job [External image] I hope it will be looking a bit more dirty in game.

Lots more dirty :)
[External image]

Thanks to Batmanna for doing the whole FBX to NIF thingy for me.

Its really strange how the textures are lit in Creation Kit, so Ignore the crappyness of them :)

 

 

Karma: 7 (7 votes)

So Ravanna is a god among men, and made this sexy mossy overgrowth texture that's just perfect for the more swampy areas.

Here are two quick tests for these textures mixed in with my Daedra base textures.

[External image]

[External image]

And here is an ingame screenshot


[External image]

Karma: 10 (10 votes)