Skip to main content

What are you working on?

Submitted by Erik on

Hi, this is a thread to post any random crap that you are working on that is related to Skywind, be it Voice acting, Modeling, Landscaping or Writing.

Be nice [External image]


Im currently working on adding more variation to Sheogorad and other areas by building more versions of existing assets and filling in gaps in vegitation size.


Images New Emperor parasols

[External image]

New Shrooms

[External image]

Karma: 5 (5 votes)
Last edited by Erik on 22 Mar 2015 - 19:05.

I dream if you 'd use some animation/pose for levitation flight (like in http://www.nexusmods.com/skyrim/mods/15775), or at least underwater swimming animation. Or is this more like jump?

Karma: 0 (0 votes)

Alysander. Icarian flight is a jump spell, not levitation.

Karma: 1 (1 votes)

Simple concept schematics for dwemer loot. That's not good that you could take so few artifacts in Morrowind.
There are hi-tech mode of life things of dwemers: lighting, writing instruments, watches and audio equipment.
*Coils are tight-associated with electricity, if somebody have better idea (not so electric) - change it.

 

HERE

 

Karma: 0 (0 votes)

I've been working on a big multilevel tileset for the large cave rooms. No ingame shot yet because one of the textures isn't quite done, but this gives an idea of what it will be like.

Karma: 13 (13 votes)

skv1991

Previous models, as I understand is unneeded, so I started modeling dwemer clutter using lukkar's concepts. (WIP)

 

Skv the previous models are still good! Don't throw them out, we can totally still use those. I was only showing you some of Lukkars concepts for inspiration because you said you didn't have any :) 

Karma: 2 (2 votes)

testing out some ideas for using some of the concept art lying around here for some wood carvings for high wealth headboards and furniture ect https://www.youtube.com/watch?v=7H18uahOltc

Karma: 11 (11 votes)

All the drawings for the new birthsigns menu are finished. 
In vectors!

[External image]

The rest can be found in the appropriate thread.

Karma: 6 (6 votes)

more wood texture work for the evening https://www.youtube.com/watch?v=jORQ9qBc-a8&feature=youtu.be

Karma: 7 (7 votes)

I'm surprised you managed to make it so you jump in an angle. Before when I messed with the scroll, you'd always jump straight up.

Dats kewl!

Karma: 0 (0 votes)

Yay dark ambient!
https://soundcloud.com/trolldragomir-1/skywind-ancestral-tombs

Took me a while to get this to the right level of spooky, but I think that's the final version.
 

Karma: 1 (1 votes)

I like this one for tombs. https://soundcloud.com/liz-katrin/skywind-whispers?in=artur-nowakowski-1/sets/skywind-ost

Karma: 1 (1 votes)

Way too distracting probably.

Karma: 0 (0 votes)

Creating (or re-creating) a three-tiered crime faction system, where acquiring a high enough local bounty causes all the bounties for a great house to be aggregated—possibly all the bounties in Vvardenfell. It seems to work, so far.

Karma: 6 (6 votes)

Currently voicing Thoronor, a VERY talkative Bosmer who has misplaced his BFF.

Karma: 1 (1 votes)

These look awesome! Try not to overuse the viny rock fences though. There's not much of that kind of rock in BC (more of soft, erroded and moldy limestone), and also, at least to me, they scream "Riverwood" :P

Those rope fences from Morrowind along the roads, that's what people remember and will want to see. Nevertheless, this looks great! Especially liking that beach.

Karma: 1 (1 votes)

cool stuff! i'm loving all of this!

Karma: 0 (0 votes)

New landscaper here. First assignment; to clutter up the entrance to the cave of some drunken smugglers who've wasted away their profits. 
I think I went a bit overboard with such a simple cave, but I had too much fun..

Feedback would be very much appreciated, especially from the grand overlords

Ashir-Dan
[External image]

[External image]

[External image]

[External image]
 
Karma: 13 (13 votes)

This looks awesome! Great use of that brand new flotsam clutter too :D

Karma: 0 (0 votes)

This looks amazing praefect! It bothers me a little how visible it is from what I'm assuming is Khuul, especially that crane, but visually it is just beautiful. It just looks... real. I take it that hovering fence in the last image isn't meant to be there? Edit: having just read up on Khuul, looks like they're in they're in on the act so it's probably fine
Karma: 0 (2 votes)

Thanks guys. Although I maybe should have posted in a separate thread.

SablestoneIt bothers me a little how visible it is from what I'm assuming is Khuul

Well at first I was going to make it a bit more open, with the entrance facing Khuul, but instead I made it more hidden and secluded. I don't think it would make sense for smugglers to operate in full view of Redoran guards lol. If it's too much of an issue I can always open it up a bit more though :)

And no those floating fences aren't supposed to be there [External image]
Karma: 0 (0 votes)

Holy shit nice job.

That being said, I will still nitpick. 

Its a bit heavy on sedimentary rocks (while that would be okay in most places, this is right next to water, so you should use more limestones). But I shall allow it since it looks so badass. Also, you could mix in some WGDryDirt texture in the sand if you wanted.

Oh, and that hovering fence is my handiwork. I'm a lazy bastard and I keep forgetting to delete it...

Karma: 0 (0 votes)

Hi Praefect, sorry I should have been clearer; I was actually suggesting it be more hidden from Khuul. But actually the lore suggests this is fine as the village seems to be in on the act. To Crusty: as a geologist, I strongly disagree - why do you think there should be more limestone on the coast? Edit: if the coastal limestone thing is about Vvardenfell being an uplifted terrain, this might have some validity, however Vvardenfell is in cold waters so you'd only be getting cold water corals and shells, most likely mixed in with a lot of mud. But mudstones are just as, if not more likely.
Karma: 0 (2 votes)

Our limestones have a specular map that makes them look wet, our other rocks have specular maps that make them look dry.

Karma: 0 (0 votes)

Limestone ~is~ a sedimentary rock :P

Karma: 0 (0 votes)

Yea, I know, but I'm talking more about how the assets are named and not their type.

Karma: 0 (0 votes)

Ah OK , fair enough :P
Karma: 0 (0 votes)

That looks  really really good, I love how you used the filth assets, and the broken barrels.

Karma: 0 (0 votes)

That looks great Praefect. This is the sort of detailing we want for all of Skywind. Thats why its so important to get many hands on deck for cluttering, on-top of the massive efforts of general landscaping.

Requires time, time, time. Just a few hours here and there from individuals will add up to make the world rich in a believable world. Can't wait till we get more people like you filling in small details like this :)

Karma: 0 (0 votes)

I love it, it's gorgeous!

Karma: 0 (0 votes)

I've been busy recently, but am still plugging away at the caves. Here's a shot of a few more pieces. Unlike their smaller brethren, the large rooms can be built to a variable height. There are six sections in this image.

Karma: 7 (7 votes)

Found a tiny amount of time to make something for the dwemer ruins, to bulk out the pillars in the middle of rooms.

[External image]

Also made a dwemer stone face to try out a new program I purchased. there is a variant for red mountain

[External image]

Also you aren't seeing much of me because I am currently working massive hours at a large studio, so not much skywind for me :/

Karma: 10 (10 votes)

I thought it appropriate to show Eriks pillar in game as I've been working on the Dwemer ruin Aleft and making and fixing some of the missing tileset.

Ravannas Dwemer Well

Karma: 8 (8 votes)

hey, iam working on a bunhc of imperial armors and this one is the lates wip shot.

iam alos working on some private stuff. if your interested , look here.

Hidden text
Karma: 11 (11 votes)

Dwemer Murals

[External image]

Karma: 9 (9 votes)

voice-acting for Altmeri males ond 2 Living Gods, ond helping record me mate Sam who is trying for Daedra ond Bretons thus far. (= me werks are currently in me YouTube> https://www.youtube.com/channel/UC_SWEEnJv1peaA5MTYRcHJQ/videos
me Vivec recording is me favourite thus far, even tho it was a thorn in me rump to at length get richt.

Karma: 2 (2 votes)

Along with Faolan Baelfire, implementing random Wilderness Environment quests.

Karma: 2 (2 votes)

HomoPuerRobustus

Along with Faolan Baelfire, implementing random Wilderness Environment quests.

How are those coming along Robustus? :)

Karma: 0 (0 votes)

http://imgur.com/a/LtGqg

This.

Karma: 6 (6 votes)

An older WIP of dagoth ur body.
Closer to what he looked like after using the power of the heart, but nothing like what he truly looks like now

Attachment Size
wipbodyskin.jpg 605.63 KB
Karma: 10 (10 votes)

What am I working on? well enemies mainly...Puking Corprus, Fie spitting Daedroths, Firethrowing Scamps, Boxing Vampires..the usual.

Karma: 5 (5 votes)

Mace

HomoPuerRobustus

Along with Faolan Baelfire, implementing random Wilderness Environment quests.

How are those coming along Robustus? :)

More slowly than I would have hoped. I got the basic structure set up and one quest to serve as a template. Then I decided to add a random name generator so NPCs wouldn't have names like "Vampire Child" or "Suspicious Child." Now instead of creating the quests, I'm creating a base of NPC faces for when the quest calls for some random person of any race I don't have to create a new levelled list for each quest. So ... we have one quest and a lot of scripts and formlists. But everything seems to work so far.

Karma: 5 (5 votes)

> Puking Corprus, Fie spitting Daedroths, Firethrowing Scamps, Boxing Vampires..the usual.

Are they really need to be so magickal? Could scamps just throw rocks/dirt?
Magick would look really pale if it would be everywhere, and such monotonous and evident (same as player could use).
(yes, i am aware, that i did'nt seen any of your work, but this is clear assumption)

Karma: 0 (2 votes)

I also said scamps didn't need magic. They didn't have it before, and they're intended to be the weakest daedra. I would actually like them to be refit eventually with the reikling skeleton for variety, as ash creatures already use falmer skeletons. The reiklings have scratching/punching animations, not just spears. They also look derpy enough, and have little dancing and other animations that I feel would fit them well.

Karma: 3 (3 votes)

hey rovan, feel free to set up those three brutes with a camp by the cave entrance. They're part of a quest and they'd look more natural to be camped out somewhere. just make sure it is south of gnaar mok

Karma: 0 (0 votes)