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[WIP] Redoran Building Exteriors, by Mooncactus and Plasmax

Submitted by mooncactus on

Right, let's get this thread rolling. Plasmax and I have been entrusted with recreating the buildings seen in Ald 'ruhn, a predominantly redoran town in Vvardenfell. We've been asked to produce something between what they look like in Morrowind and Dragonborn, and most importantly stick to the 'redoran' theme very closely. That being said, we and other developers have agreed that there is definitely room for more detail where these buildings are concerned. Not to say that we plan on going nuts; there is something nice about the simplicity of the redoran architecture, however we feel that we can emphasize the design and detail without going too mad. 

I was discussing this with Taj and Robbin yesterday and a lot of good ideas were created. One thing we all noticed was that the culture and history of House Redoran isn't shown much in their architecture, or in their surroundings in general. So, we came up with a bunch of things that us artists can bare in mind to create a richer redoran 'feel' to Ald 'ruhn, and possibly other redoran areas of Vvardenfell:

- bone and ceramic decoration (shells in particular, redoran loves armored creatures) - warrior culture - old warrior heirlooms, war trophies - historical prints, tie-dyes and mosaics of important historical events, glorifying ancestors - ceramic wall tiling - Redoran fine art being carved from glass formations taken from volcanic deposits - glass deposits around red mountain- ald'ruhn mass produces glass items for morrowind? -  a lot of their decoration would be geared towards honoring their ancestors or their  accomplishments as warriors, a lot of weapons and armors on stands. Rough, minimal art - redoran are a very functional, battle-ready house who like to stick to the old ways of their ancestors - they hold honor and heritage in very high regard -Remember key attribute for each house: Hiaalu=wealth, Telvanni=magic, Indoril=religion, Redoran=war.   As you can see these are rough notes but you get the idea.   I've started modelling the outer wall for Ald 'ruhn. People have been talking about making it a closed off town (which I think isn't a bad idea since you'd have thought the redoran council would've sorted better security after Morvayn manor got fucked), so I've modelled it so that it can be quite big if need be- but incase people change their minds it can also be scaled down a bit.    [External image]   I've stuck closely to reference from Morrowind, but incorporated a bit more of a 'reinforced' design to it. As said above, the redoran are into their shells and bone, so I thought a stacked shell look might be quite neat. If anyone has any other ideas I'd love to hear them, and I'm always on the lookout for more reference :) back to work!

Karma: 1 (1 votes)
Last edited by grumpycat on 8 Dec 2014 - 18:00.





I think your feedback is more about claws (if this crab had it distinguished from lesser legs).
My comment was more about lesser legs - level designers can place them more random, more chaotic,
because many time have passed.
this can even be separate showplace, inhabited by beggars and stray animals.

> THE END TIMES ARE HERE.
= huh. I hope we/team will finish island to end of 2015.

 

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This all helps immensely :)

I'll work on resculpting the window holes, and I'll simplify the entryway so there's room for lanterns/urns/whatever you guys had in mind for clutter. Also rav, when the time comes could I sculpt the detailed rocks pleeeeaaase? I don't mind if the detail I've done on skar won't be seen- I did it more for practice :)

Once I've made those changes I'll start on the seperate pincers. Do you want one model, or two that vary a bit in wear & tear?

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ok, if u want 2 slightly different claws, break off the pincers of 2nd one and make sepereate, so we can place them elsewhere.

Aldruhn shares the west ashland rock, and the molag/RM rock, and those i start soon, so you'll have to find quite a few days free to find to do those, and we'll have to skype to sort them out.

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That would be good to have separate models of scar-body, big claws/pincers, and two models of smaller legs (proximal and distal elements slightly different). Then you d place it more free, and maybe some lesser elements can be used not only in Ald'ruhn.

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Made adjustments that rav suggested, I'll start on one of the separate claws while awaiting feedback

[External image]

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all good. Now its the 2 claw varients.

I'm wondering if its worth colourin this hp? blacks and greys on the stone that fades into a ashey yellow in the fossilised shell, with some darker areas around the hardest shell parts.

Thats a quick job that will give us the option of baking colour regardless of which method we use ingame.

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Whipped up a super quick paint job on skar, not sure if the colours/tones are right so I'm posting here for feedback. Kept it simple since its only for possible colour bake, but I can go more detailed if need be.

[External image]


[External image]


[External image]

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What do you mean by that color? Would it be 'natural' color of old mineralised carapace of this creature, or would it be colored by dunmers?

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I am not sure about paint, but here is a crab. Consider colors and textures close to this. 


[External image]

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^ This. Brownish or black (due to carbonization) color would be nice.
However mostly color is just equal to color of environment mineral.

Maybe u could use different material for screenshots. Too dark.

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The claaaaaawwwwwww

Here's variation 1 (with pincers attached) using rav's concept as reference. Still early stages as you can see, using dynamesh to get main shapes right then I'll subD to get more detail in there.

[External image]

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IMHO, you could use simpler model without intererior/exterior differentiation - hollow as tree trunk from side of joint.
it would better for landscapers to make right-left claws more different. And this will be less work.
Make what you see more tenable.

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[External image]details is what  makes it so much nicer 

also is this 1 of those crabs whit 1 claw biger than the other or same size

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See? No one is against. Then it's all right. :P

Just a pic to illustrate 
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i edit it away because i was stupid sorry for using the space 

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@Shushine: my post is only about:
1. Model without separate interior world - it could be part of exterior like a cave or tree trunk.
2. Use of natural hole of joint as a door.

@No1: Sry, if i cant understand you right, but i think that this model is suggested to be home.
Actually, no. Fossils can be hollow. This is possible for giant pneumatized shells.

https://en.wikipedia.org/wiki/File:Ammoniteplit.jpg
https://commons.wikimedia.org/wiki/File:Ammonite_fossil.JPG
https://commons.wikimedia.org/wiki/File:Wikipedia_mobile_app,_article_for_ammonite_in_Japanese.jpg

Also they can be filled with sand, ash and recrystallized lime.
 

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[External image]sorry it was a stupid comment from me i see it nowe  it does have a door and smal windows

also it probely depends howe big is it enough to have a separate interior? is it gone be a house?

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Turned off dynamesh and turned up the subdivisions to add more detail. It's coming along in the front area, the back area is still quite bare but I'm working on it. I think that part will be more rock than claw fossil but we'll see how we go. 


[External image]

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Started claw #2 with pincers broken off (they'll be sculpted separately). Not finished yet. Gone with different rock variation and a bit more damage- I like to think that this claw faired worse than the other when Skar fought the dunmer all those years ago.


[External image]

[External image]

[External image]

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I honestly feel that the walls and some of the buildings aren't to my liking. There are just too much shells and crab bits, and it does (as someone posted earlier) look like some sort of marine park, or themed seafood resterant.

There was nothing wrong with the morrowind style of redoran buildings and walls, in fact their architecture was actually quite beautiful with all the simple sandstone curves, and tacking on a bunch of dead crab parts doesnt make any sense, and doesnt improve the design or add to the lore. In some places of course they would add some fanciness to their town, such as stairs leading up to skar or even the "tail" parts of their buildings, but imagine finding the parts to build a wall around their entire town of that intricate junk in a harsh environment, when you could build something just as useful and just as nice, of sandstone (or whatever their buildings are made of)

All in all, it seems too complex for something that should be so simple, like a gate and a wall. Here and there it would be great to see that style and their liking for shells and Insect parts exapanded on, like using insect legs to prop up market stall roofs. The model for Skar is incredible, but I honestly preferred the older model for the wall in this thread, which used bricks and plaster.

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@TheDjango I believe these are designed to be used in conjunction with the standard redoran style and give Ald-ruhn a bit more going on in terms of density and layout.

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I understand the want to diversify the town to avoid it looking bland, but to me, AldRuhn is a desolate, windblasted ghost town on the surface, with a rich and busy culture underneath. The Insect/crustacian idea is a good one but it shouldn't be an integral part of their architecture, which should look dead and basic on the outside, due to the ash storms. This is especially important for the walls and the gate, because that is the first thing a player will see and will therefore create a first impression of the town. House Redoran is not the "house of crabs" just because they live under one. Crab/insect related assets should be present but not prevalent over building designs.

Besides, the world will feel more alive and have things "going on" regardless of the design of buildings, due to the cluttering which will busy the place and make it feel more like a town.

I hate to be the "ideas guy" but one way you could diversify buildings while still maintaining the Redoran style could be to have glass mosaics or shells set into the stone, like when you push shells into a sandcastle. This would make things less plain, and more colourful but not completely redesign the architecture. It would also be just as functional, and show the ornate interior style seen inside. We dont want the town to be crabby on the outside and ornate on the inside.

Thats just one idea, and I wont clutter the whole thread with them because I know its annoying.

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I have to agree to @TheDjango here in many aspects and also to a lot of things @Sasquatch said are true.

I realize it might be too late for a lot of things, and also that it is difficult to say anything about these things before seeing them in the final game, but I have to agree that a few of the designs and renders I've seen here take it a step to far and might destroy the feeling that Ald'Ruhn is supposed to give off. (I think I don't have to specify any further, there's been quite the discussion about this here.) Clearly all of them look super awesome and unique and I bow my head before Skar. (Hell, I'm not sure I've seen anything that impressive in any game in the last 10 years.)

But I think we all agree that the goal of this project should not be to simply have as many great and uniquely looking 3D models as possible but to make the game as a whole great.

And in that aspect often less is more. A few of the things presented here just seem to be too ornate to fit the theme of Ald'Ruhn. I undertand that as somebody who worked hard to get the models that complex, that ornate and that good looking this may sound harsh, but at least in my opinion it is more important to get them to convey a certain feeling to the player that to make then as breathtaking as possible.

And that's why I'd say: Try to take it down a notch, ditch some of the parts that are purely decorative (the decorations of the silt strider port e.g.), make the architecture a little more functional. This wouldn't just express the way Ald'Ruhn should feel better, but also help to make Skar and the temple shine and look even more impressive. After all: When everything looks unique, nothing looks unique anymore.

Don't get me wrong: I'm not demanding anything. I'm just trying to communicate what I think is best for the quality of the project. Also, as I said: Of course all of this is just my personal opinion, if you think I'm wrong then so be it.

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Ahhh I've been gone for so long D: sorry guys. Got a pretty intense job right now and I don't get much time for this these days :(  I've gathered most of the stuff we've made so far (I say most because I'm not sure if it's all of it or not) and am awaiting to dropbox it but I have absolutely no internet right now (I'm typing this from work) and havent had the chance to sort that yet. But the stuff will be on its way soon and I'll give the dropbox link to whoever looks after the stuff/puts it in game.

Unfortunately I have nothing new yet, I need to sit down at some point and go through what I have done and what's next- I think I was gonna sort texture stuff with rav but I need to talk to him about that :) for the time being I'm looking at sculpting those broken pincers for claw #2 (scroll a little further up to see). 

I promise I'm still here, things are just crazy in moon's world right now >_< I'll try to do what I can. This job is going on for a while but once its done I'll start properly sorting through the stuff and work on getting it in the mod itself. I may need a hand with that... but it won't be for a while so I'll start asking questions further down the line.

Peace

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I think we're more happy with your getting a cool job tbh.
talk soon.

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