Well, since Great House Telvanni is truly the greatest House of all :) I figured they deserve a little improvement in architecture models.
Here's the general direction I'm going:
I will follow this release scheme:
I. "Simple" models
Includes all separate roots and other relatively simple stuff.
bigroot01 done
bigroot02 done
brace01 done
bridge curved done
council hall done
dock01 done
dock main done
doorway01 done
doorway02 done
gateway great done
hook done
platform01 done
platform02 done
pole hooked done
rootball done
root01 done
root02 done
root03 done
root04 done
root05 done
root06 done
root arch done
root bridge done
root hook done
root lendsplit done
root spikes01 done
root stem done
root XL02 done
root XL03 done
slavemarket done
spiralramp done
tunnel done
Status: Released v.1.0
Download (MediaFire)
II. Stairs
Stairs are a little bit more complicated, because right now they are too steep and can't be navigated without jumping.
housestem01 in progress
housestem02
housestem03
stair01
stair 90R short
stair 90L short
stair R curve
stair L curve
stair spiral
Progress: 10%
III. Complex buildings
Includes all models, using different textures which are supposed to match and "contunue" each other. I am not yet sure how I'll make these.
housepod01 in progress
housepod02
housepod03
housepod04
clawgrowth01 in progress
clawgrowth02
manor01
manor02
tower seedling
tower strght lrg
turret01 in progress
turret02
Progress: 15%
IV. Additional models
These are objects not used in vanilla game, but used in mods (Tamriel Rebuilt, for ex.)
dormer
root spikes02
root XL01
tower bent
Progress: none
Can you explain a bit more; they both look good to me?
Hmm, I'm not sure how to explain. Original just looks a little dull to me.
Here's another example:
Original model is kinda low-poly and bark texture is stretched too much
I believe they should be an addon mod instead of them being included. Not everyone is running Oblivion on a super-computer. But, I'll certainly be using those though.
Skywind would probably be VERY interested. Those meshes look sweet!
Concider helping Skywind out? ^^
The irony here is that these models have less verticles than a cup :)
But that's only because clutter in Morroblivion is absolutely insanely high-poly (I'm actually thinking of redoing it).
As I said here I don't have an exporter from Blender to Skyrim nif format. Is there any? Last time I checked it wasn't updated yet.
But as there obviously is a way to convert meshes, feel free to grab them when released.
Join the the dark side of the force (Skywind), and your powers will become greater than you ever imagined...you can even cheat death....ummm yeah feel free to work on Morroblivion, but we have some people also working Telvanni stuff for Skywind, and we'd be very interested in converting your models to the Skyrim format.
Mireneye and Smerk10 are doing a few models at the moment, the slave market and maybe the tower?
Those meshes look sweet, exactly the type of thing we are looking for :)
I think I've seen some of Telvanni models on this forum (the one with the big mushroom, right?)
It looked really cool, but is meant to be used only in one place. With the ones I'm making, I want to replace original models without the need to make any adjustments in the editor - partly because I also want it to work with TR - Telvannis.
WOW! Looks great, Qwertyasdfgh!!!
I'm so happy that you agree that Telvanni is the greatest house! :)
Best regards,
Jessica
Hey qwertyasdfgh I'm actually the creater of the mushroom. to defend on why its going to be all one model is because I plan to add animation to most of the big buildings the way they do animation for trees. Anyway I think we should both colaberate on stuff becasue I was hoping to make the city more organic but if you don't want it that way we should fined out how we want it. We actually have a level builder working on the sadrith moria so we can probably go off the path of just recreating whats there. Thats why I was planning to create some concepts. Anyway what you are doing is great.
I don't quite understand, what parts of the meshes do you want to animate?
Also, I've added the list of all relevant Telvanni meshes to the first post.
Sorry I'm actually planning to animate the whole tree which is originally the slave trade/market district root thing. I was planning to replace the root with the tree I'm making because it would make the city look more orginic. Its a redesign project sorta like the vivec thing where working on. We can fit so much more in the game now why not bring things in with skyrims amount of detail. :)
I was always a sucker for House Redoran :)
Looking good qwerty, a definate improvement.
These definitely look upgraded.
Update
Update
Update:
Update:
Looking like you'll be finished in no time :) Will be great to replace everything.
Well, I'm hoping to finish in a reasonable amount of time :)
Update:
Update:
(I took some liberty with that one, so it's not as perfect round shape as in Morrowind)
Wow! Feel free to take liberty with them as you please, that looks great.
Yeah that looks amazing, go hard, you've obviously got a talent for this :) Were you thinking about doing the interiors at all? Would probably the hardest, but also most fun and rewarding of all the architectures of probably any Elder Scrolls game. The few Dragonborn interiors for Telvanni might have a few tricks and inspiration.
On a different note it's probably worth downloading this mod that a person has modularized some of the Dragonborn Telvanni stuff. It is no longer being worked on, but check it out.
http://skyrim.nexusmods.com/mods/34882/?
I could see these being used in Skywind as well, just if someone took the time to conver them over.
Oh hell yeah, it'll take about 20 minutes to get them converted over. I'm not sure if qwertyasdfgh is doing them in TES3 or TES4 nif format to start with? Perhaps because they are static you could do them in TE3 format, that way you can release them as a straight tileset for Morrowind. Then we can convert them for Morroblivion and Skwyind.
I'm doing them in Oblivion nif format. I suppose, it'll be possible to convert them to Morrowind as well, if someone is interested.
Various hooks:
These look great! Really nice work.
Hey qwertyasdfgh you work looks great. I really do love your work, though I have to admit I wasn't to happy that there was someone working on something I was hoping to work on but I think you have convinced me. Anyway I do have some constructive criticism though.
One thing is you may want to make sure the meshes do a smooth transition from one piece to the other because I think some of the meshes go end to end. I don't know if you know how to do this but if you don't just send me a pm and I'll show you some methods.
this next part is really is probably based on opinion but I think some of the pieces are more meant for a lesser polygon count making some of the pieces look sorta stick figure like. for example in this picture
I do have to admit the model looks great but the top to my eyes looks like it has weird sticks coming out of it. To avoid this don't be afraid to stray from the main original model form. I noticed you have done a little of that but when it comes to stuff like the branches they don't really look very natural.
keep in mind this is only constructive criticism do what you will with it, and if you think I could help ya just pm me I'm always willing to help. Keep to what your doing because what your making is really good stuff man.
Actually, they don't. It's not a traditional 'tileset', ends of the roots are usually buried underground or inside other meshes.
Well, this model is called root_spikes01, so I thought the top ends were meant to be pointy.
There're 2 reasons I try to stick with original shapes:
a. I want this models to work without adjustments in CS
b. I'm really not that good at designing stuff
I've converted Jon Satriani Telvanni tileset that was created for Oblivion. It wasn't really an improvement on the original, it was simple designed as a legal distribution for Oblivion mods to recreate aspects of Morrowind. There is almost nothing that really can be leveraged for the exteriors, bar maybe turret01 and turret03.
The interiors have about 1/3 of the tileset. The house pod and manor related meshes do not match up at all for Morrowind, so will need to be done from scratch, but the rest I have matched up with some work. These still need to be worked on for a more organic concept and UV mapping, inspired by Dragonborn, but at least the base is there to make the undertaking not so daunting.
A number of interior pillar and roots are similar in concept to the outdoor ones, so qwertyasdfgh hopefully will do the honors at some stage.
As far as textures are concerned we are spoiled for choice really, such is the advantage of 10 years of graphic artists making them. I have my personally preference but with texture variants easy to apply in the Creation Kit I was thinking of a couple of different ones for variety. A possible "lower" and "upper" class set can be created. The lower class set is the most organic, relaying houses that have been grown recently. The upper class has more adorned pattens showing careful craftsmanship. Upper will be the closet to the original Morrowind.
Original (with current Skywind textures)
Jon Satriani with Dragonborn textures
We could potentially use Dragonborn for house pods.
Original
Dragonborn (UVs not mapped so warped and bottom brown mesh/texture not necessary)
Gateway created by same guy who cut up a bunch of Dragonborn models
Just wanted to say that Qwerty, you're a saint for still working on Morroblivion while everyone else is doing Skywind. It does my heart good to see it still being compiled/ worked on. But also, these mesh upgrades are the picture perfect example of upgrading something while keeping it vanilla.
You'd only know that those are new meshes by comparing them with the old. They look perfect for this gen of gaming, while looking just like we remembered them from morrowind / keeping all of the origionality. Wonderful work!
-Ice
Thank you :) - this is precisely the effect I was tyring to achieve.
Update:
Update: (I might've overdone this one)
I actually thought they might not be a tradtioninal tile set but I didn't know for sure because I was looking at the slave market area and it looked like it was built with a big root and another piece at the end but I very well could be wrong.
Well your doing a good job. Well I have been told that I'm pretty good at planning stuff out we might be able to work together on stuff and make it better then the traditional stuff. I haven't been very modivated to do much lately sadly enough but if we work together then I think I would be more modivated.
I was told that I wasn't going to be working on the rest of the building which i regret but I'm sure its because I'm waying down the crew when I was planning to make each and every model and I'm going as slow as I am.
anyway keep on keeping on in either case.
If it looks overdone, it can be blamed on an over-enthusiastic Telvanni mage.
What do you have in mind?
Or an over-enthusiastic Telvanni modeller ;)
qwertyasdfgh wrote:
Bahaha
It's always good to have a Telvanni around. :D
qwertyasdfgh wrote:
Well I was thinking about making concept art for the telvanni I need to figure out where all the pieces go first though if we want to do it by pieces. We do have a level designer that is willing to work with us on the telvanni areas so I don't know if we really need to make everything the same I'll contact the level designer and see what he's up to. Anyway I do believe what your doing is a good idea for the time being though, because it will take a long time to work stuff out we we want to get some new ideas in the bowl and we will no doubt be using these pieces even if we are working the stuff out.
Anyway I do think I might be able to plan out the pieces better if I new where all of them went, do you know by any chance where all the pieces go or a way for me to fined out?
Well, they go into variety of places. It will take ages to list all locations here.
You can just right-click any object in CS, select 'Use Info' and then double click items in the list to jump to the objects placed in the world.
hey qwerty I am very interested in converting them to morrowind and can do it by myself, I'm sure a lot of people playing morrowind would find these models very interesting as a replacer.
my only question is will they still work with vaniella textures ?
That would be great :)
Feel free to port them over to Morrowind.
I see no reason why they shouldn't.
Update:
these are great we are stealing these for skywind right
Update:
This gateway is very symbolic part of Telvanni architecture, so it took me longer than others.
(still not entirely happy with it, but it'll do for now)
looks great dude :)
Well, we are close to release of the first part, so it's time for some ingame shots:
Man that look AWESOME!
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