Skip to main content

WOOD RELATED ASSETS [Claimed by Seneral]

Submitted by grumpycat on

All the models in this thread need to be redone for legal and esthetic purposes before we will do a release . If you feel like you can contribute by doing some or all of these models then please leave a comment at the bottom of this thread.

Let us know what 3d modeling program and also what year it is you use, as we need to find out if we need to convert the files for you or get you setup with appropriate importers.

 

Karma: 0 (0 votes)
Last edited by grumpycat on 23 Dec 2014 - 13:15.

"\Data\meshes\morrowind\architecture\misc\overhangs\misc_overhang02.nif"

[External image]

 

Karma: 0 (0 votes)

\meshes\morrowind\architecture\misc\ramps\misc_netramp01.nif"

[External image]

Karma: 0 (0 votes)

"\Data\meshes\morrowind\architecture\common\com_platformcent.nif"

Karma: 0 (0 votes)

"\Data\meshes\morrowind\architecture\common\com_platformcorn.nif"

Karma: 0 (0 votes)

"\Data\meshes\morrowind\architecture\common\com_platformend.nif"

Karma: 0 (0 votes)

"\Data\meshes\morrowind\architecture\common\com_platfromlrg.nif"

Karma: 0 (0 votes)

"\Data\meshes\morrowind\architecture\common\com_platfromrail.nif"

Karma: 0 (0 votes)

"\Data\meshes\morrowind\architecture\common\com_trellis.nif"

Karma: 0 (0 votes)

Gnisis balcony tent was made by skyv19, he's doing a few others.

Karma: 0 (0 votes)

"\Data\meshes\morrowind\dungeons\caves\brown\cavernramp00.nif"

[External image]

 

Karma: 0 (0 votes)

"\Data\meshes\morrowind\dungeons\caves\brown\cavernramp10.nif"

[External image]

 

Karma: 0 (0 votes)

"\Data\meshes\morrowind\dungeons\caves\brown\cavernwallmount00.nif"

[External image]

 

Karma: 0 (0 votes)

"\Data\meshes\morrowind\dungeons\caves\brown\cavernstairs00.nif"

[External image]

 

Karma: 0 (0 votes)

"\Data\meshes\morrowind\architecture\shacks\shackplank01.nif"

[External image]

"\Data\meshes\morrowind\architecture\shacks\shackplank02.nif"

[External image]

"\Data\meshes\morrowind\architecture\shacks\shackplank03.nif"

[External image]

"\Data\meshes\morrowind\architecture\shacks\shackplank04.nif"

[External image]

Karma: 0 (0 votes)

"\Data\meshes\morrowind\architecture\shacks\shacksteps.nif"

[External image]

Karma: 0 (0 votes)

"\Data\meshes\morrowind\architecture\velothi\vel_striderport01.nif"

[External image]

 

Karma: 0 (0 votes)

"\Data\meshes\morrowind\architecture\redoran\interior\doors\redr_ladder01.nif"

[External image]

Karma: 0 (0 votes)

"\Data\meshes\morrowind\architecture\ships\shipplank.nif"

[External image]

 

Karma: 0 (0 votes)

"\Data\meshes\morrowind\architecture\ships\shipstair.nif"

[External image]

 

Karma: 0 (0 votes)

"\Data\meshes\morrowind\clutter\scrapwood\scrapwood01.nif"

Karma: 0 (0 votes)

"\Data\meshes\morrowind\clutter\scrapwood\scrapwood02.nif"

Karma: 0 (0 votes)

"\Data\meshes\morrowind\clutter\scrapwood\scrapwood03.nif"

Karma: 0 (0 votes)

"\Data\meshes\morrowind\clutter\scrapwood\scrapwood04.nif"

Karma: 0 (0 votes)

"\Data\meshes\morrowind\clutter\scrapwood\scrapwood05.nif"

Karma: 0 (0 votes)

"\Data\meshes\morrowind\clutter\logs\log01.nif"

"\Data\meshes\morrowind\clutter\logs\log02.nif"

"\Data\meshes\morrowind\clutter\logs\log03.nif"

"\Data\meshes\morrowind\clutter\logs\log04.nif"

"\Data\meshes\morrowind\clutter\logs\logpile10a.nif"

"\Data\meshes\morrowind\clutter\logs\logpileburnedout.nif"

Karma: 0 (0 votes)

All looking very good, except for the last one ( logpileburnedout.nif ), need to be more round I think.

Karma: 0 (0 votes)

These are models that need to be redone Sjors :-P

Karma: 1 (1 votes)

I'll pick these up if they are yet to be taken. Like my last try to get some :(

Karma: 0 (0 votes)

If someone can make me a .rar/zip  of these since I cant get a new copy of the game till payday it would be great! Thanks! 

Karma: 0 (0 votes)

Sent zombie the stuff.

Karma: 2 (2 votes)

Moved back to unclaimed 09/12/2014

Karma: 0 (0 votes)

Holla! Shotgun if i have time...

Karma: 1 (1 votes)

Hey there, I would like to take this if you don't mind:P As this is my first contribution I post my current work on the first object in quite early state:

As you can see I switched the planks to sticks which fits more to the others IMO, but I would like to haer some feedback from you:) Really unsure about the textures, I can't make my own textures from scratch and as the texture repository currenty lacks of ANY wood textures I took this one from CGTextures and the vanilla "wickerwork".

There is a way to big amount of detail for my taste (Verts: 378, Faces 710, Tris 736) as it is right now but first off, I would like to hear if it's even ok:) 

Btw, I'm using Blender and as of if I can convert to nif properly: no, I'm having lots of trouble with Nifskope:)

Let me know what you think!

Seneral

Karma: 1 (1 votes)

You need better textures 

Karma: 0 (0 votes)

yeah we'd get you some nicer textures from our common usage textures for skywind, can u post wireframes? remember to model in quads wherever possible

Karma: 0 (0 votes)

I model excusively in N-gons. I like the challenge

Karma: 0 (0 votes)

Robbin knows N-gons are where its at.

Karma: 0 (0 votes)

Oh god avoid modeling with ngons when modelling for games a much as possible!! They will be a pain later on cause most engines convert them into triangles anyway...

@Ravanna  ok then, realized I must hit strg T (triangulate) but some triangles on the peaks cant't really be avoided (could use diamonds, but is it really that important? thought mw uses them themselves...). Anyways, wasn't quite a big problem.

Here are the other two I currently have:


netramp; 667 verts, 604 faces, 984 tris ( original mw 767, 470, 470) 


platform cent (probably end too, they are in mw the same); 318 verts, 197 faces, 350 tris (mw 260, 174, 174)

Again, textures are temporary, some others already used would be great.

Link of the overhang between the sticks will be probably changed to ropes soon. I am probably working on the others way faster from mow on as I was ill recently and now have holidays:D

 

Karma: 0 (0 votes)

Try to keep the polycount at minimum. 600 polies for this model sounds too much. Can you use Zbrush? 

Karma: 0 (0 votes)

actually this modelling is fine. we can cut some unwanted stuff later

Sometimes when we create rope knots, instead of a sphere with a texture baked on, we use torus knot or more advanced cloth method if you#'re using 3dsmax.
If u see me online, chat to me in window and ask more questions.
Keep going. and at some point i'll need to check your models in 3d.

Karma: 0 (0 votes)

Well I was trying to find something like a torus knot addon for blender, would this be suitable (link coming, spam filter...) I did some tries and good nothing really looking like a knot that would hold together two stems/sticks. Blender does some great cloth simulations, too, it's the theory which matters:)

Mo, sorry but I havent access to it, but I'm sure I am able to reduce plycount in blender too, soon:)

Today I did simple collision for the platform tiles, made the corner and end coming soon. One question on collision though, how much detail am I able to put into it? For now I just used cudes like in the vanilla mw but I would like to go higher if possible.

262 Verts, 175 faces, 330 tris (vanilla mw 236, 178, 178)

Btw tris count doesn't actually says anything yet, blender seems to show how much tris the model would have if all faces were triangulated:)

Also I made sure all tiles until now, on the 256x256 grid:

Sth I wondered for a while now, the vanilla platforms all have this red tint in the vertex colors, on default the material has checked to tint the model with it, so I assume it's visual purposes?

 

Karma: 2 (2 votes)

So heres the blender addon: blenderartists.  org/forum/showthread.php?  187667-Torus-Knot-plus-(2-5)

kinda...

Karma: 1 (1 votes)

All models up to and including shackplanks done, ladders are next. No screens this time as I still use the old ugly materials anyways. Please send me new ones if there are any, so I can optimize the models for them... Perhaps in a .nif including all mats with optional normal maps so I can import them into Blender? Or at least textures. Materials needed will come as soon as I start working. Btw my shackplanks uses a different material than yours, one seen before (188 & 189 I think). Perhaps because I use steam version, I'll check my .nif later on. Regarding redr_ladder01, it seems as if its a loading-screen-type of ladder so I would cut some detail in upper parts. And I'll contact you concerning torus knots asap!
Karma: 0 (0 votes)

Sen I will send you the wood files to use when i get home for xmas, which is basically the 24th til New year.
Bug me daily, and we can sort these jobs out.

Gotta check theres no conflicts with other models.
Hmmm vertex colour could be used for wood assets for different areas and different wood tones...

Talk later

Karma: 0 (0 votes)

Yeah so christmas time is complicated:D Got barely something done recently:( Tuesday I modeled just the first ladder, took a bit too long IMO. Christmas evening ... guess you won't blame me THAT day:D Today I spend a bit on some new addons for Unity, something I do as my main hobby but put away and didn't actually do anything since claim. Tomorrow I'll visit some relatives the whole day, I'll look if I get to work later on that day, hopefully 2 hours at minimum.

After that I should have again lots of time to finish this up, probably all done until new year, hopefully I'll get to speak with Ravanna to refine some things.

Some easy general question now though:

Collisions on stairs/ladders are per steps and not ramp-like as the default mw, right? Probably obvious, even ingame:/

How much detail will I be able to put in? Shoud I stay for clean Cubes so they can be marked as "primitives" for performance or are they all convex types and which lod is ok?

My actual models are all build up using the same structure than imports from morrowind, but I don't know why I have to do it, I just accepted it so far:) Currectly the object is seperated per material, but increases verts drastically, doesn't nif support multiple materials per mesh? Then why did Bethesda choose nif?!? Anyways, no problem, current mesh is same structure.

Should I bevel any bigger wooden planks? Is that worth the roughly three times vertices?

Got a question on a the next model the striderport, notice how this clayplatform would break thru instantly? some stems are useless, even additive weight:

So what about changing it to a more realistic, architectural correct way? Something like this:

Of course this is still the old model, and I would need to raise the stem construction instead of lowering the platform to maintain dimensions. It looks different which is why I ask before:)

U see it's the first time I model specifically for skyrim:) Anyway, decided to put up my current progress:   https://www.dropbox.com/s/4p5usnjm2zj6ers/TESRenewal%20-%20Wood%20Related%20Assets.rar?dl=0    (during upload finished shipplank lel)

Can you send me the textures during the next few days so I can start optimizing as soon as I finish all up?  Seneral

Karma: 0 (0 votes)

Yesterday and today I gave every model the new textures, optimized here and there, redid some things and so on. Most importantly I finished shacksteps, vel_striderport01, shipplank and shipstair, so redr_ladder01 and all scrapwoods and logs are yet to be done. Hopefully done tomorrow or at least the day after. Some snapshots of some quite good and representive models:

Polycount significantly reduced, link method changed to a proper knot

clean and innocent one

one messy and the first where I actually beveled as the vanilla did, too

vel_striderport01; 1032 verts, 846 faces, 1356 triangles.                 Why do I say this? Wait, look at the vanilla one:

1898 verts, 1522 faces/triangles.                                               HEE? Just another reminder that at least ONE of the bethesda artists is crazy or just a noob!    LOLOL     I mean, I have nearly double the detail, extra objects, but still ~850 verts less?!? 

Take a look at the mesh ... remove doubles ... there u have it - 613 verts are needless, just doubles  o.O   OMG  :D  I got a shock as I realised that! Which artist was THAT? Btw not the first where morrowind could have about hundred of verts less...

Anyways, that pretty much was as it in the last days :)

Karma: 2 (2 votes)

Looks good. Make some ambient occlusion and multiply it in photoshop

Models are fine and wooden textures look better

Karma: 0 (0 votes)

As these are not baked, the ambient occlusion/extra shading will come from vertex colours, which we do only in max just before putting ingame, so worry about this later.

Karma: 0 (0 votes)

Ill do some today in Blender with a built in tool. I probably will have to add an loop cut here and there, not too much. just on maybe wooden posts holding an platform on height of the platform u know?

Edit: guess an ao atlas as an overlay for all is too much? maybe i can set the uv that practical I can reuse ao for some things.... just an idea.

Karma: 0 (0 votes)

skyrim engine wont allow for 2ndary UV channel, so we use only vertex colour for AO. and thats also why we always model in flowing quads, so we can select loops of vertices for manual editing of colour

Karma: 0 (0 votes)