Ok so this took 2-3 days, the sculpting methods were new, but I'm still not sure about this. I've never done proper landscapes before.
Generally, we should emulate skyrim mesh styles with more repetition.
But I didn't really...
These 2 road-side embankment models use tiling textures "baked" into a PSD file. The meshes are double sided, so there's 4 different "looks" that can be repeated, rotated, rescaled etc.
The problem is resolution, 4096x4096 isnt nice to work with.
most textures are 512 or 1024 and tiled.
So this is all experimental.
Final image shows me trying to combine skyrim methods, with minimal success so far.
Wed, 03/20/2013 - 15:42
#1
[RELz] West Gash Rocks and Scarps
Edited by: grumpycat on 12/08/2014 - 18:16

I think it looks awesome. Keep up the good work man.
Looks great but if you want to make rocks, what we need the most are some specific lava cliffs and peaks for the ashlands, something realy different compared to skyrim mountains (and if we could have some animated lava pools and waterfalls it could be awesome ;) ).
anthelius, i can fix you an animated lava pool, i just take the ashmire anim and change the texture to lava and tweak the fx
also the same goes for waterfalls
1 step at a time, i made these as practice.
Looks great as usual. I like the idea of having a set of meshes that can be applied to large areas of the landscape, rather than meticulously placing rocks one at a time. We should be able to ensure great effects with less effort this way.
Also nice not to have just the Skyrim stuff re-textured as well. Gives back an original-ness to the Morrowind game.
Yes agreed. I have made resources out of all the DirtCliffs, Mountains and Rocks in Skyrim and have re-textured them using the variant textures functionality and this is included in our next release. However making another mountain that just looks like a Skyrim mountain but re-textured might not be as good as a custom built look :) I'm going to re-texture Throat of the World now and see what it looks like.
Machine used the Dawnguard lava effects, i think they are included in the new release as well.
ref:
I can get you the tree models, or the tools to produce them your self if needed.
YOUGUYS LOOK WHAT HAPPYCHAPPY MADE!!!!! AWSOME!!!! MUAHAHHA
bugger me!
well well well
2 new textures made, a 1024 stone texture and a 256/512 rope texture, otherwise it uses wood textures from the data/texture file and skyrim's thatching.
aaaand a quick go at the west gash arch using the model as detail (900 tris) and a tiling high detail rock texture
I have a migraine, off to bed i go
Holy crap all of those new things look so good and awesome! The game is really coming to life! Good work everyone! ^^
Holy sh*t - redonkulous as usual (yes thats a word look up urban dictionary).
Is the ash-slave i see wondering the fields of the westgash?
Can we just destroy the arch, to have it fall on this motherf*er's head ? ;)
i'll work on more rock/cliff faces for west gash tomorrow, in the mean time I started new WGash trees, based on existing ones, new meshes. Less than 2k tris atm.
Didnt like morrowind overhaul version. Me and eloth decided on a more alien look, odd shape but added a different type of bark.
took some skyrim textures for the breanches and recoloured them.
Also added backlight effects.
Took hours, if you dont like it, i'll punch you all in the face. with MY face.
No need to punch me in the face, me likes.
Trees...ahhh...my second favorite topic...of course behind rocks...oh and I'm not kidding.
Trees are a big subject, can't live without trees. So many things to talk about...but I'll save that for another day...awesome stuff as usual from our master modeler.
Really need to figure out how to animate them...anyone?
Still nobody interested about the vurt trees I've posted a few days ago?
I understand, but at least the swamp cypress for the bitter coast? They're pretty close to the original style...
Some of Vurt's trees are pretty good. I'd look few a few of them and see if we want to use them. We probably wouldn't want all of them though, that's for sure.
no bitter coast vurt trees are great, this is west gash only.
the only addition to bittercoast would be some large mangrove style trees for the water
I've spent a while adding a few more Skyrim landscape type models for level designers and it becoming clearer and clearer to me that we need to make our OWN meshes.
Sure the available set can get the job done, but in a fairly compromising way.
Here it is; Skyrim assets are broadly based around rocks. Morrowind has a lot of rocks, but most of the areas are subject to argument what the ground is made of. If its deemed that a hill is in fact a good proportion of solid rock then fine, these Skyrim assets do the job nicely.
But one problem at the moment is that we run the risk of adding too many rocks into the world.
Also Morrowind is made up of a lot of small hills. Of course it depends on what region you are in, but its almost 90% based around these small rolling hills and mounds.
You even need to notice the common shape and angle of these hills to start to get a feel for what type of landscape models would better suit the Morrowind environment.
After playing around with re-texturing Dirt Cliffs, Rocks, Tundra, Volcanic, Mountains and designing in the Creation Kit, in my opinion, unless you spend a lot of time trying to "merge" the pieces into the landscape they otherwise become too dominate. We are trying to keep the original feel, while making it seem like a more visually realistic environment.
My apologies to those that might have already come up with conclusion but until you actually try the models in the world its hard to know what works.
Ravannas models at the top of the thread are absolutely the type of things we need. The problem with the Skyrim dirt cliffs is that they were made for much higher faces and more or less used for level changes of one flat area to another. Morrowind is always a series of rolling hills, 30%-45% and continuous. Making the dirt cliffs work is doable, but also a real pain. The angles of the meshes don't fit well with the slopes and if you're good you will try and make them unrecognizable as Skyrim stuff. Its a lot of effort.
So the embankments are one area of models that would be nice to have people working on. The model that Ravanna did above was one very big one, but I think we need a series of small ones as well. Made to shapes that will be easier to apply to 20%-45% slopes. Again depending on area but rather than rocks we can have dirt rubble, just to keep the volume of rocky surfaces down. If you can imagine a series of models that have much the shape of hill side but with broken surfaces to show small erosion. Where the Skyrim dirt cliff are based on 90% angles, these ones will be designed for more like 30% and more concave than convex in shape.
All this explanation is a bit fuzzy, but I just want us to get talking about it again.
Most importantly we avoid making Morrowind look like Skyrim.
i decided to try my hand at bseffectshaders, and this is what i got, i can make things have a glow when its night time, and also at certain angles it will glow, this is very beta, soooo yeah dont be too harsh i was just messing around cause i got bored with armors.
i did it with a heavy glow and on a little mushroom in seyda neen
my netch is going to use this for its shell thingy
does it actually emit light or is it just a texture?
alexanderb wrote:
I know we own the big mushrooms, but do we own the little mushrooms? if not, well, if I were you I wouldn't work on the small mushrooms really, since it'll have to get replaced anyway.
it doesnt emit light, we will have to add, but it does do a cool effect if i set it up right.
wooot i set up the shader so it emits light!
nice one alex :)
k here's where I am with rock/pillar models for WGash.
I found a way to LOD but mostly I will just use vertex weld.
ALso some textures i'm working on for WG.
most of the textures there come from one file.
I import lots of eloths textures and some cgtextures, and then paint masks for grass and rocks, and then i filter them to combine them and add colours etc.
it gets a bit confusing but i'm all new to environment textures.
Are you planning to do alpha mapped grass overhangs at the edges? It is the only improvement I can think of at the moment, it looks great!
You have to seriously revise the top part of the leftmost mesh. The texture and stuff is all distorted.
I'm almost certain you know this ^^
Otherwise that look SUPER shweet! I can hardly wait to try these out, and maychance make a bunch of my own.
Well done good sir!
hopefully this will be a good starting place for making sharper hills/mountains.
you can scale them quit a bit, and they're for all areas possble, but Ive only done the generic west gash rock and west gash sediment rock textures so far.
i'll hand these to eloth tomorrow, with the texture, and landscapers can try using them.
To get the sharp edge effect you'll need to try maintain the smoothing groups somehow in nif.
wow they look great i can't wait to see them in game!
You, sir, are a bastion of productivity! The rocks look nice indeed!
Are you reusing the same texture set for all rocks?
i'm getting round to all those all models the landscapers need in my own sweet mystical time.
New Cave and Mine entrances for West Gash
Ignore the steps in the mine door they got lost in the file corruption
.And that torch is just a place holder but theres a wooden plank to hold torches when needed
Wow, that's fantastic. Keep it up! I love all the new models you've given us, it'll really bring Morrowind to life.
So after seeing the Elder Scrolls Online leaked footage, it looks like Skywind is going to be even more epic. After seeing what I call another cartoony WoW clone, it looks like its up to the team hear to bring Morrowind to true life, keep up the brilliant models!
I give you. . . . a useless video showing off all the pictures already on this forum!!!!
http://www.youtube.com/watch?v=BHf3Pq3rBgs
lol
That cave entrance looks so cozy and inviting to explore :)
Awesome job.
ok i uploaded a mass of landscaping textures to eloth not sure if he got them.
They're all developed from eloth's or random ones I found in the data folder.
I made a visual collage of how the textures can blend/morph in the west gash.
There will be a few more to come.
If eloth/hap gives ok these can be main ones.
also made a pretty silver helmet I can share.
in between doing trees i'm working on the alpha textures and rocks for more enbankments and other meshes.
you're awesome. Thats the helmet the imperial guard wears after you get off the boat.
Speaking of which do you guys plan on carrying over the Skyrim armor and tweaking it or going with the ugly morrowind conversion method? The bonemold will go when I download this mod. It lashes with the graphics engine and I don't care how nice you had to be to not hurt the guy's feelings and or why you went with that version. K.I.S.S.
Inwah1408 wrote:
Armour will be remade totally from scratch in the end. Right now there are Morrowind converted pieces. But I am literally working on a piece of armour right now, which I made from scratch and will eventually be put into Skywind.
But isn't a bit redundant to to rework existing armors? Isn't it easier just to make adjustments to existing ones in the sense of more body parts (2x gauntlets , 2x pauldrons, graves ) then rework from scratch? I agree that some armors are unique but others are just variations of existing ones ( a lot of new lore friendly new armors were made from combining existing parts ), a technique which could be applied here as well ... :)
posting this here since chat isnt working.
wanted to show a slightly better method for sheogorad rocks.
can we use caustics on the rocks? think i saw them in skyrim
The jagged rocks would look so much better than those smooth vanilla ones based on the original Morrowind.
Yeah, I'm also voting for the jagged rocks. That was actually my intention to add to Azuras Coast:
http://morroblivion.com/files/Mireneye/images/Mir_Rocksah.jpg
I'm quite confident you can make better rocks than I can. I've always been bad with rocks.. don't know why.
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