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?
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.
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 :)
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
Ashlander Tent. I had to deviate from the the original Morrowind design because the orignial had cloth suspended in air so I tried to make a framework to suppor it. Is this OK?
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.
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.
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
Thanks guys. Although I maybe should have posted in a separate thread. Sablestone wrote:
It 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
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...
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.
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 :)
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.
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.
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.
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)
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.
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
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?
Alysander. Icarian flight is a jump spell, not levitation.
Working on some dwemer clutter (I have no concepts, my ideas only)
Previous models, as I understand is unneeded, so I started modeling dwemer clutter using lukkar's concepts. (WIP)
http://i.imgur.com/uC6XM87.jpg

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.
skv1991 wrote:
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 :)
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
All the drawings for the new birthsigns menu are finished.

In vectors!
The rest can be found in the appropriate thread.
more wood texture work for the evening https://www.youtube.com/watch?v=jORQ9qBc-a8&feature=youtu.be
Ashlander Tent. I had to deviate from the the original Morrowind design because the orignial had cloth suspended in air so I tried to make a framework to suppor it. Is this OK?
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!
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.
I like this one for tombs. https://soundcloud.com/liz-katrin/skywind-whispers?in=artur-...
Way too distracting probably.
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.
Currently voicing Thoronor, a VERY talkative Bosmer who has misplaced his BFF.
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.
cool stuff! i'm loving all of this!
This looks awesome! Great use of that brand new flotsam clutter too :D
Thanks guys. Although I maybe should have posted in a separate thread.
Sablestone wrote:
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
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...
Our limestones have a specular map that makes them look wet, our other rocks have specular maps that make them look dry.
Limestone ~is~ a sedimentary rock :P
Yea, I know, but I'm talking more about how the assets are named and not their type.
That looks really really good, I love how you used the filth assets, and the broken barrels.
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 :)
I love it, it's gorgeous!
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.
Found a tiny amount of time to make something for the dwemer ruins, to bulk out the pillars in the middle of rooms.

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

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 :/
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
Dwemer Murals

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.
Along with Faolan Baelfire, implementing random Wilderness Environment quests.
HomoPuerRobustus wrote:
How are those coming along Robustus? :)
http://imgur.com/a/LtGqg
This.
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
What am I working on? well enemies mainly...Puking Corprus, Fie spitting Daedroths, Firethrowing Scamps, Boxing Vampires..the usual.
Mace wrote:
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.
> 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)
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.
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
Pages