Skip to main content

3D modeling - Building a team for an organized workflow

Submitted by grumpycat on

If you have some experience with modeling then we are currently building a team that can work in an organized workflow manner.

The idea is to get a list of needed assets and assign people who can do the various aspects where they are best suited.

Please introduce yourself and let us know what you can do. Start with what you are really good at and what you would like to help with. Then move on to the other stuff you know but your skills in that area may not be as strong.

Don't worry if you are only good at one thing. Most 3D artists specialize in one or two areas. 3D generalists are rare, that's because 3D content creation is extremely complex "jack of all trades, master of none". So if you can do any of the following let us know.

Modeling, Textures, Rigging, Animation, Knowledge of (Niff Tools)

Our current 3D modlers, animators and texture people are:

Eloth and Machine our long term members who have expertise with all aspects of modeling Elder Scroll assets and best knowledge of how everything is set up.

New to the team are the people who have recently joined up, mostly via Gopher recommendation, so you will find yourself in the same good company of people.

Ravanna
3d modeling character artist graduate. 3dsmax, Zbrush and Xnormal.

Our needed assets are:
Armors: We are utilizing what we can already find in Skyrim modding community, perhaps with some alterations. We have a spreadsheet of all the armor resources available, so visit this thread to find out what Armors you can work on: http://morroblivion.com/forums/skyrim/skywind-development/3423

Clothing: I’m unsure of the plan here. Will wait for somebody with more knowledge on the approach.
Weapons: Same as armor, will utilize what we can find already, and make a list of those that we need.
Creatures: There are some Skyrim creatures that are very similar to Morrowind counterparts, but we will need to port some of the creatures over. This is where we need animators and some new models for the creatures. For a list of creatures that need to be created use this spreadsheet to guide you: https://docs.google.com/spreadsheet/ccc?key=0Alvwmz6hbHGPdHhWWFVzcnhURzhQdWVOclRIRXREYUE&usp=sharing

We have over almost 5000 meshes and textures that make up the Morrowind world and there is a desire to make our assets as spectacular as possible. We have done some work on various models to make them more appropriate for a modern game, and a complete overhaul has been done on the textures. But we are still in need of making sure that all our models are not considered Bethesda property if we want to distribute freely.


Without a doubt the challenges that are faced when working with any Bethesda game is the lack of supported tools. NifTools have been producing the most handy utilities, and NifSkope is the main product that would be used by the Skywind team, along with 3DS Max. We have a few tools that we have used to make the porting process easier for us. We have NifConverter which can port Morrowind format nifs into the Skyrim format. It can also apply certain settings to nifs in a batch style manner. The same with collisions, in that we can apply certain settings in a batch style way. We have been using a 3DS Max plugin for exporting/importing nifs. There is similar plugins for Maya and Blender, if this is your choice of software. However all of these are not perfect and come without some features that we would like.

We currently have some coders trying to iron out these things and add more functionality, but the reality is that it will take time. You will not be the only people in this situation, so persistence and patience at learning what is possible will ensure that you stay sane :p This is probably the number one reason why 3D modelers find it hard to stick with the Elder Scroll series.

However on a positive note, that is why we are building a team of people that have got experience with these things, and as a group will be able to figure things out together :)

These are the various workflows as listed by Onesepaph:

Modeling: building meshes, Optimizing meshes, Make morph targets, Editing meshes and making the initial UV maps for the texture team. Build organic meshes with poly flow required by the rigging and animation teams. Modelers you know the drill.
Texturing: Build/edit color maps, Build/edit normal maps, build/edit alpha maps, Build/edit spec maps etc. Texture makers you know the drill.
Rigging: Rigger with Nif experience or willing to learn Nif. Hard body rigging, Soft body rigging, Face rigging, Build riggs to game spec. Build riggs to animation team spec when it does not conflict with game requirements. Riggers you know the drill.
Animators: Hard body animation, Soft body animation, face animation, lipsync, Biped animation, Quadruped animation, strange and freaky creature animation. Animators you know the drill.
3D Asset integrator: Compile and package 3D assets for the game engine.
Testers: The test team needs its own leader. Create test cases for 3D assets, Make bug reporting database, Test 3D assets as they become available, report bugs to the 3D asset leads. Testers you know the drill "they make it, you break it"
A Content Management System for 3D assets needs to be put in place. fancy is nice but something simple will work. Not having some way to manage the 3D assets is not going to work. This is a very high priority.

If we can put together a 3D asset team, this could get real fun, real quick.
 

Karma: 0 (0 votes)
Last edited by grumpycat on 14 Mar 2014 - 15:41.

Oh, great then :)

Karma: 0 (0 votes)

@airwoff88

I like your style. While the majority of other retextures available on nexus focuses on bumped, ripped and cracked surfaces just to show how "HD" they are in your face, yours are subtle and have a natural look of a worn material.

Please do more!

Karma: 0 (0 votes)

Hey been a quiet of with any progress on these models, let us know if you are still working on them please :)

We are needing to get creatures rigged. We have a Cliff Racer created by Ravanna that needs to be rigged and animated to a Dragon. Anybody who has the skills to give it a try would be very much appreciated. http://morroblivion.com/forums/skyrim/skywind-development/3931

Karma: 0 (0 votes)

does any knowe a good guide to making creatures?

because i was trying to figure out howe to make a kwama foringer from a horker  ore something like that  but i failt so hardt and google couldnt even give me a good answer

 sad

Karma: 0 (0 votes)

it aint easy, and it demands the right tools for the job, and new tools take some time to learn.
I found this a while ago, but my 3dsmax just never allowed skyroim exports to work so I gave up.
http://forums.nexusmods.com/index.php?/topic/478312-tutorial-3ds-max-skinned-meshes-into-game/
You will need 3dsmax 2009-11 at the very least.
Horker is a good choice for the animations, as the one thing u can do with rigs is rescale... or,... rescale the creature in skyrim.

Karma: 0 (0 votes)

thanks gone try it  

wish me luck probely gone need it but if u dont shoot in the dark u are not gone hit anything

Karma: 0 (0 votes)

i try that link u put there i didnt get it al but after some playing around i found this  and hey explains it a lot beter so any 1 thats intrested should chek it out its intresting http://www.nightasy.com/skyrim_videos_public.php

Karma: 0 (0 votes)

I decided I would suck up my angry feelings of not being able to contribute to Skywind and spent all of last night learning Zbrush. Sometime soon I will start posting stuff that I've been working on. I really think I have some cool designs for Hircine and his aspects, as well as the Atronachs. 

I didn't expect myself to be good with Zbrush but I've really gotten a handle of it rather quickly and I'm sure in a few months I can actually start helping out :) Will practice a few hours every day.

Karma: 0 (0 votes)

Hey everyone, I just joined the site wanting to help out, but the biggest problem is not knowing exactly what I would be best at. I think my best bet would be Creation Kit or modding, so I was wondering where I would start with that? I might be able to learn how to tweak textures and meshes with a little guidance, but I have worked with a TON of TES mods, so I think that would be my forte if anything.

 

Karma: 0 (0 votes)

I think this thread needs to updated. It's a little out of date.

Karma: 0 (0 votes)

Hello My name is Zale, I would love to help with ANYTHING for this project, i'm sure i would have to start out small, because I'm new to modding, I've been asking and searching for help on google and the creation kit wiki, which has helped me some most of this seems like common sense to me, I'm sure it wont, lol, once i get more into it, I'm sure it's extreamly hard but I've always wanted to make games my entire life, and that still holds true, morrowind is the game i've always wanted to play, I do own it, but have been reluctin to play it until it came from ya'll with skyrim, I've loved playing oblivion and skyrim and the fallout series from bethesda and making and creating and helping with video games is what I WANT TO DO WITH MY LIFE seriously, most of what i've come across is pretty much common sense, i'm sure that will change soon lol, but I need some help learning this so I can help here, and I have another brother that would love to help to he's bout the same level wise of modding as i am which is very little lol, and my wife and some of my family would also love to help with the voices, which i probably am not good at but I know they will be, just need to start it all up and send it in, please help and let me help ya'll my email is       zale1101@yahoo.com       thank you so much for your time!!!!!!!!!!!

 

Karma: 0 (0 votes)

I don't know anything about Z-brush like the gents here do but I do know how to model, UVW Unwrap, and texture pretty well. I also know enough about NifSkope and all that to actually get my art assets ingame for usage. I know how to create BumpMaps and proper specularity as well as Parrelax maps if you guys are using that.

I've been wondering if you guys even needed my help but I figured I'd toss it out there. Anyway, here are a few links of things I've done in the past and projects I've been apart of that aren't limited to Skyrim.

http://www.moddb.com/mods/thrawns-revenge
I've worked on this a lot. I also do art assets for its Sister project, Ascendancy.
http://www.moddb.com/mods/star-wars-ascendancy

Most of my work for those projects is for the Empire of the Hand, AKA the blue ships as the Imperials and Republic were done before I came in.

http://www.moddb.com/mods/ages-of-star-wars
Though it shut down I was apart of the mod AoSW. Though, AoSW was a long time ago and I hope the quality of the work is not a deterrent.

http://cloud-2.steampowered.com/ugc/577872361536966275/4956E2C267C12334FFC055A1251575D7D4EDDEE8/

This is something that I textured after a Friend modeled it. The resolution is 2048 by 2048 and it has a functioning Bump/Spec map. I tried my best to make sure it looked like a Vanilla asset.

http://cloud-2.steampowered.com/ugc/577871834902288346/C4F47E618822C0529EF3F4C3CC2CDD924E5E1DA4/

http://cloud-2.steampowered.com/ugc/577871834902280376/8871C298402E5DB2DC7531534EA14D5666BBC962/

http://cloud-2.steampowered.com/ugc/577871834902066521/F72739F4667243CD0D1542407B0AFFD80C009D37/

This is another 2048 by 2048 texture of a Two handed claymore. Excuse the models position, it has since been fixed.


http://imgur.com/e2nX4Lm

This is Jyggalags sword from the Oblivion expansion Shivering Isles. I think it's lacking from the base game and I'm currently texturing it so I can get it ingame.


Anyway. Get back to me when possible.

 

Karma: 0 (0 votes)

Hello everyone. I started doing this monster and did not notice that he was assigned to different people, but ostonavlivatsya blylo late .....

Here's what turned out to be looking for is.

Attachment Size
dyx.jpg (external) 313.3 KB

Attachments

Karma: 0 (0 votes)

we need you to wait a bit until we have the skeleton for the bone walker set up, and let the other artist know you want to reserve it.
you will then have to create a new base mesh to the skyrim's creature shape and make the creature in zbrush.

Good work on the B'lord, only a few touch ups necessary, but we can wait until we have a skeleton ready for him too.

Until u start work on the next one, check the forums, familiarise yourself with the work of tohers, and the resource/instruction threads.

http://morroblivion.com/forums/skyrim/skywind-development/5493

http://morroblivion.com/forums/skyrim/skywind-development/5471

talk on the chat more when u have time!

Karma: 0 (0 votes)

no1

also shushine was also making a bonewalker

Nahhh, that was just a concept model

Karma: 0 (0 votes)

The model itself looks nice, but I think his robes should be duller/darker colored. (just my opinion)

Karma: 0 (0 votes)

hikick8

The model itself looks nice, but I think his robes should be duller/darker colored. (just my opinion)


This. These guys have to be at least a few hundred years old, and they're stuck guarding a tomb 24/7, I really doubt their robes should be that clean. Same goes for their arms, they're stuck in a tomb all day long, their bones shouldn't be that clean.
Karma: 0 (0 votes)

 Yes, needs to be more umm...dustyish :)

Karma: 0 (0 votes)

If you deploy the image to the full size that will see that there is not all brand new and clean ..

Karma: 0 (0 votes)

Oh yeah, there's a bit of dirt on the bones. Still, the cloths are too bright IMO.

Karma: 0 (0 votes)

Kurasaki меня попросили тебе вкратце описать как здесь устроена работа :)

Прежде чем начинать что-то делать, надо спросить, занята ли эта работа уже кем-то , чтобы не тратить время попусту. Если не знаешь английский, то напиши по-русски и попроси перевести, здесь есть русскоязычные люди.

Что касается bonewalker'а, он должен быть основан на скелете от lurker из dawnguard, иначе к твоей модели потом не смогут добавить анимацию, и она пропадет. Если у тебя нет dawnguard, то тебе могут выслать модель скелета люркера.

Добро пожаловать на борт :)

Karma: 0 (0 votes)

I look in the table and there it seems not zaky this monster aren't registered..... and lurker skeleton is necessary to me

Karma: 0 (0 votes)

https://dl.dropboxusercontent.com/u/33409411/LurkerPose.FBX

Works in 3dsmax for the actual skin/skeleton.

Also, I'll start a thread for u.

Karma: 0 (0 votes)

"These garbs are going to last you well into the 4th Era sir, shoulder pads never go out of style. Yes I'm going to have to take both your arm measurements. Hoods are not just for the fashion conscience, those dungeons have a cold snap to them, you'll thank me for that one later." -- Bevene Releth, Clothier, Morrowind

Karma: 0 (0 votes)

what does that mean ?

Karma: 0 (0 votes)

it means nothing  Kurasaki hey is just  joking around

also its stil a great bonelord i liked the yellow 1 but most wil like the gloomy 1 more i think

Karma: 0 (0 votes)

Hey tailoring a robe for a four armed, no neck undead skeleton is no joking matter! I mean somebody has to sew it! You don't think a bone lord is going to ask his wife to do it now do you!?

Karma: 0 (0 votes)

happychappy

Hey tailoring a robe for a four armed, no neck undead skeleton is no joking matter! I mean somebody has to sew it! You don't think a bone lord is going to ask his wife to do it now do you!?

what i wonder is why the made a 4 armed guy to guard there tombs where did the get those exstra 2 arms is there a skeleton walking around whit no arms? if hey got no neck does his skull float away if hey doesnt have his hood on 

Karma: 0 (0 votes)

very nice this gloomy version :) can you send the files for it so we can start to figure out how to rig/skin this?

Karma: 0 (0 votes)

Very cool, Kurasaki!

Karma: 0 (0 votes)

Where to send model with textures.... and to me it is necessary орентир on моштабу for model.

Karma: 0 (0 votes)

the model of the person from game is necessary to me.

Karma: 0 (0 votes)

https://www.dropbox.com/sh/5ogsjreorwdk4xm/wVYTGOfmSD/dyx.rar

Karma: 0 (0 votes)

very nice

Karma: 0 (0 votes)

Both look great. We can always use both for variety. Maybe the bones on the left will be better as in game shadows will do a lot of the darker shading for these.

Its kind of like the one on the right looks like post processed shaders have been applied to it.

Karma: 0 (0 votes)

Hi there guys! Love your works! However I've noticed some disproportion in bonelord model. Look at his torso:

[External image]

Karma: 0 (0 votes)

That looks better with the ragged sleeves :)

Rasetsu, you crazy Morrowind nazi, really!? The proportions look much better with elongated torso as it fits the line of the stretched out invisible neck and head.

Karma: 0 (0 votes)

https://www.dropbox.com/sh/5ogsjreorwdk4xm/ypkCxe_qb-/dyxNEW_1.zip

Karma: 0 (0 votes)

No I'm not a morrowind nazi, but hey, this is basic human anathomy. Don't tell that this skeleton is not a human lol. It really  hurts the eyes when you see such things, sorry.

Karma: 0 (0 votes)

Oh wow, I really like how the Bonelord came out. Also like Ravanna's Ash creatures' armor, perhaps the Bonelords robe can be an equipable robe. Just a thought.

Karma: 0 (0 votes)

Mehh, I'd rather not see you at halloween parties.

Karma: 0 (0 votes)