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grumpycat
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Azura Coast planning and concepting

whizafriz concept for Azura Coast got Ravanna and I thinking that the coastline around most of Molag Amur could be more of a muddy/murky/swampy look as seen below.

Also Jors mushrooms that were originally for Sheogorad give some ideas.

This is the area I have in mind, because it flows on from Molag Amur which is naturally fairly barren and dead.

I think this can be acheived with those viney mushrooms in whizafriz picture, rocks with vine growth, muddy ground textures, rock textures more earthy, and brown murky water.

Edited by: grumpycat on 12/08/2014 - 20:17
grumpycat
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The area marked basalt cliffs

The area marked basalt cliffs in above picture and also below I always thought was the best and most geographically sensible place for these cliffs.

So this type of thing

Then as we move onto the main islands of Azura Coast we phase into much bluer waters, with the high islands rocks

once again like whizafriz idea below

 

Smerk
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I think if we are planning to

I think if we are planning to make basalt cliffs then where going to need allot more basalt models to make it so the cliffs don't looks to repetitive.

LASentry
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Cool, it's great to have this

Cool, it's great to have this kind of planning. It would actually be useful to have something like this for the West Gash - it's easy to know how to make it look but having a specific plan to follow means that there's never a loss for ideas, you just landscape as you go.

Tajnarasha
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This is a very good idea,

This is a very good idea, Happy and I think this will help landscapers really understand what to do in terms of direction for Azura's Coast. LA's right - this should be a thing for every region. I'd suggest landscaping leaders to communicate with the concept team as much as possible to make this a possibility :)

Thermocrius
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Maybe you could fill me in on

Maybe you could fill me in on chat more? I'm doing Azura's coast from the north, south to Tel Mora at the moment.

Also, I NEED ASSETS TO DO THIS. Ideas are no good without models and textures to use.

grumpycat
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To get the ball rolling going

To get the ball rolling going to use the Dragonborn mushrooms as placeholders for the viney mushrooms.

Jorsoran's concepts below will be made. This will help with the general atmostphere of a murkey part Azura Coast.

Rocks that have vine wrapped around them will need to be made. I have experimented with a program called SpeedTree which certainly has the possibility to produce that result relatively quickly.

Also some general assets that should be used

Mosses, creep clusters...creeping their way in

 

grumpycat
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Lougan has been looking at

Louigan has been looking at making the tall islands for the Azura Coast. Aiming for about 5 variations.

grumpycat
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This is what I mean by using

This is what I mean by using SpeedTree to produce assets relatively quickly for creeping vines. I'm going to choose some appropriate rocks to work on. Probably eloths rock shards and oblelixs as in example below. Some smaller round rocks as well.

grumpycat
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I have a particular spot in

I have a particular spot in mind to look like concept art from ESO. Im going to claim the Azura Coast southern region. I know exactly how and what I'm going to do.

 

mspeed101
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Happy, if your suggesting

Happy, if your suggesting that you will make it similar to the eso concept art above, then... That will be pretty damn sweet!

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Please, do NOT forget the

Please, do NOT forget the idea of cliff racers flying off those rock pikes and diving down to catch fish :D It could use dragon animations from Dawnguard (frozen lake dragon) since Cliff Racers are already rigged to the dragon skeleton. It would be immersion over 9000 to see them do that, suddenly a characteristic sight to remember about the region.

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That sounds so immersive and

That sounds so immersive and awesome! I'm not sure what the situation is with the cliff racer, but now that alexb found out how to make new skeletons, it might be a good idea to give it its own as i remember seeing problems with it being on a dragon skeleton. However this is a topic for another thread...