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[WIP] Velothi Tombs Interiors

Submitted by Bolt Bunny on

Hi,

I'm currently working on the Velothi Tombs Interiors, as the title says. I haven't done too much yet, but here's what I've done so far:

Tri_In_velothismall_halfhall

Tri_In_velothismall_corner

Tri_In_velothismall_cap_02, the thinner hallway cap

 

That's it for now, more to come in the near future!

Karma: 5 (5 votes)
Last edited by grumpycat on 8 Dec 2014 - 17:34.

It's a fellow blender user! Welcome to the team!

Karma: 0 (0 votes)

Yay! Thank you.

Karma: 0 (0 votes)

Here's some more: 3 more new ones and 2 tweaks!

New:

Tri_In_velothismall_cap_01Tri_In_velothismall_cap_01, the thicker hallway cap

Tri_In_velothismall_3wayTri_In_velothismall_3way, three-way hallway intersection

Tri_In_velothismall_4wayTri_In_velothismall_4way, four-way hallway intersection

Tweaks:

Tri_In_velothismall_cap_02-updatedTri_In_velothismall_cap_02, Made cap more rounded

Tri_In_velothismall_corner_01-updatedTri_In_velothismall_corner_01, made the wall/walkway more rounded

 

That's it for today, I think I might go sleep.. or eat.. or something and get back onto it tomorrow or later today, reaaaaalllly later today, if that.

Karma: 1 (1 votes)

It is great that your doing this model Bolt. But do keep in mind we are trying to iterate not replicate the original models. Which means added detail to the model. I don't want to deter you. But just keep this in mind and you will go far. :)

Karma: 0 (0 votes)

I don't really see how I could change the basic hallway bits, in my opinion. But I'll try to add some pizzazz to the larger pieces and maybe some other things, if I can see something happening there or some kind of feedback towards the piece/s.

Actually, at the moment I'm working on one of the separate columns and when I added all the verts  needed to make it, it was about the same amount as the original, so I might add something cool to that, since it has a lot of leeway.

Karma: 0 (0 votes)

Obviously the architecture is fairly simple, but these are old tombs. Try beating them up a little bit, make them look a little more organic, worn down and aged. Maybe punch some holes and dents in some of the models, make the surfaces more uneven. Those models you posted pics of look about the same as phitt's or silgrad's velothi tilesets, but the thing that struck me about those sets is that they all looked so perfect and symmetrical. That lack of detail really stands out in a modern game like skyrim.

Karma: 0 (0 votes)

You have a point there. After I've finished up the one I'm currently doing, I'll go back and see what I can do with the other ones.

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a lot of damage can be done by making some decor models like we do with exteriors. I'll take a look at the pieces tonight and see what can be done. 

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Here's one more

Tri_In_velothismall_column_01Tri_In_velothismall_column_01

My idea to the lip up the top was it could have the ancient chimeri(?) text adorned on the underside of it.
Maybe it should be bigger? or on a different angle? or is it fine as it is? I'm not quite sure about it. :s

Karma: 1 (1 votes)

Another three:

Tri_in_velothismall_hall_04Tri_in_velothismall_hall_04, longer hall variant of "Tri_In_velothismall_halfhall"

Tri_in_velothismall_hall_03Tri_in_velothismall_hall_03, hallway variant with a window! omg, ikr? ! A window! Wow!

Tri_in_velothismall_hall_01Tri_in_velothismall_hall_01, hallway variant with support beams

Karma: 2 (2 votes)

Only one for now.

Tri_In_velothismall_3way_02, three-way hallway intersection with a window.

And here's some quick ideas for damaged pieces in general.

I'm not really sure about them, they could be a lot better and I'm not sure what else I could do, in terms of ideas. I really only think the floor one is good, if any. What do you guys think?

Karma: 0 (0 votes)

Great progress, nice models :-) one thing you can do is make the pillars more rounded, or what do you guys think?
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This is progressing nicely, but as Eloth said, smooth angles and rounded edges were the main feature of Velothi tomb architecture ;) But at this point it's a bit hard to tell how would it look in-game.

Karma: 0 (0 votes)

Thanks guys.

Yeah, I was thinking about the pillars from the start. I should add at least another 2 verts to the outer radius, I'd think.

And also, I think the original models were using a smoothness modifier, so I'll fix up the pillars and post some pics with smoothness modifier applied.

Karma: 1 (1 votes)

One new one:

Tri_Mesh15, One-quarter of "Tri_In_velothismall_column_01"

Comparisons

top left- original model I made, smoothed

top right- original model I made, flat

bottom- smoothed with extra verts

The extra vert model has about 90% more verts than the morrowind model. The original one I made has about 40% more.

 

The extra vert model has about 100% more than morrowind model. Original one I made has about 40% more. Neither are great in their own way, tbh. The lip up the top could be removed, if need be.

 

The extra vert model has about 100% more than the original morrowind model. Original one I made has 50% more.

 

I tink it has about 50% of the original morrowind model, the original one I made was about the same.

 

So, I'm not really sure what to do.

I bet I added some number together wrong and it's actually all fine, though...

edit: I pressed save on accident rofl

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4 new (pretty simple :s) ones.

Tri_In_velothismall_pittop_01Tri_In_velothismall_pittop_01

Tri_In_velothismall_pittop_02Tri_In_velothismall_pittop_02

Tri_In_velothismall_pitbot_01Tri_In_velothismall_pitbot_01

Tri_In_velothismall_pitd_01
Tri_In_velothismall_pitd_01

Tri_In_velothismall_pittop_01 & Tri_In_velothismall_pitbot_01 above each other

Karma: 0 (0 votes)

8 new ones, although a lot of them were copy/paste of each other with a few tweaks as needed.

Tri_In_velothismall_pitbot_02

Tri_In_velothismall_pitd_02

Tri_In_velothismall_pitd_03

Tri_In_velothismall_pitd_04

Tri_In_velothismall_pitd_05

Tri_In_velothismall_pitd_06_0

Tri_In_velothismall_wall_01

Tri_In_velothismall_wall_02

Karma: 3 (3 votes)

Took me ages, with all the tweaks and random testing I did for rotations and what not, but it's done, with the glorious vert count of just under 1.3k :O

Tri_In_velothilarge_hall_01Tri_In_velothilarge_hall_01, the large basic hallway piece

Karma: 2 (2 votes)

Here's some more

Tri_In_velothilarge_3way_01Tri_In_velothilarge_3way_01, three-way large hallway intersection

Tri_In_velothilarge_4way_01Tri_In_velothilarge_4way_01, four-way large hallway intersection

Tri_In_velothilarge_corner_01Tri_In_velothilarge_corner_01

Karma: 2 (2 votes)

Lots of rotating, twisting and turning.

Tri_In_velothilarge_con_01Tri_In_velothilarge_con_01, large -> small/vice versa connector

Karma: 1 (1 votes)

It's looking great! As you said before, the game models have smooth shading between edges, you can apply the same in Blender by w -> shade smooth for selected faces. I guess you know that already, you seem to be quite adept with Blender so far :)

Karma: 0 (0 votes)

Thanks!

 

Here's one for all you people out there reading [External image]

Tri_In_velothilarge_cap_01Tri_In_velothilarge_cap_01, large hallway cap

A lot less rotating than the last one. lol

Karma: 1 (1 votes)

Tri_In_velothismall_room_01Tri_In_velothismall_room_01, basic room. New vs. Old comparison

Karma: 1 (1 votes)

Lots of rotating, scaling and all sorts of things. A tad bit frustrating (or at least the way I made it), but it was worth it since I can use it as a base for 1 or 2 more pieces.

Tri_in_velothi_curve_02Tri_in_velothi_curve_02

Karma: 0 (0 votes)

Tri_in_velothismall_ramp_03Tri_in_velothismall_ramp_03, curvy ramp. Ooo


Tri_in_velothismall_curve_01Tri_in_velothismall_curve_01

Karma: 1 (1 votes)

Looks like your beavering away nicely. Trust me when you get these done you will be a hero for us all, as it will be one of the first interiors sets to be done and means that we can open up interior cluttering and navigation meshing to a whole bunch people. Lots of exciting things can be done...can't wait.

Karma: 1 (1 votes)

Tilekits are probably one of the hardest and boring task to make, but usually the most important one. Nice job!

Karma: 2 (2 votes)

Tri_In_velothilarge_ramp_01Tri_In_velothilarge_ramp_01

Tri_In_velothilarge_ramp_02Tri_In_velothilarge_ramp_02, about 2x higher than ramp_01.

Karma: 1 (1 votes)

Tri_In_velothismall_ramp_01Tri_In_velothismall_ramp_01

Tri_In_velothismall_ramp_02Tri_In_velothismall_ramp_02, about 2x higher than ramp_01.

Karma: 1 (1 votes)

Tri_in_velothi_platform_01Tri_in_velothi_platform_01

Tri_In_velothismall_column_03Tri_In_velothismall_column_03, a thicker column than column_01.

Tri_In_velothismall_ramplong_01Tri_In_velothismall_ramplong_01, a long ramp.

Tri_In_velothismall_ramplong_02Tri_In_velothismall_ramplong_02, about 2x higher than ramplong_01

Karma: 0 (0 votes)

Tri_In_velothismall_room_02Tri_In_velothismall_room_02

 

A set of stairs I've made so far. Should it stay as it is, slowly scaling in size until it hits the top at full width? Or should I tweak them a bit so that they stay the same width the whole way through?

Karma: 2 (2 votes)

"A prisoner born on a certain day to uncertain parents will tread upon these steps" - Bolt Bunny

Tri_In_velothilarge_stairs_01Tri_In_velothilarge_stairs_01

Tri_In_velothismall_stairs_01Tri_In_velothismall_stairs_01

Tri_In_velothismall_stairsl_01Tri_In_velothismall_stairsl_01, a longer set of stairs.

Karma: 0 (0 votes)

very nice work bolt :) make sure that you are adding extra polys on inside corners, and other places that needs ambient occlusion :)

oh and make sure the steps are compatible with skyrim npcs, just import a skyrim stair mesh and check if the step height is more or less the same :) i think the step height is 13 to 15cm in skyrim.

Karma: 0 (0 votes)

Tri_In_velothismall_pitd_06Tri_In_velothismall_pitd_06

I missed it, because, well.. it has the exact same name as another piece, barring an extra digit lol


Tri_In_velothilarge_stairs_01 with new and improved steps! which I'll also use on the other two stair tiles.

Karma: 0 (0 votes)

More fancy, new stairs.

Karma: 0 (0 votes)

Tri_In_velothismall_pitmid_01Tri_In_velothismall_pitmid_01

Tri_In_velothismall_pitmid_02Tri_In_velothismall_pitmid_02

Karma: 0 (0 votes)

Some revisions:

Tri_in_velothi_platform_01 with more round! And it can be all yours for ten easy payments of $9.95!

Tri_In_velothismall_room_02, more of an oval shape rather than a semi-circle. I like it better, at least.

Karma: 1 (1 votes)

Tri_In_velothismall_room_04Tri_In_velothismall_room_04

Karma: 0 (0 votes)

Tri_In_velothismall_room_10Tri_In_velothismall_room_10

Tri_In_velothismall_room_11Tri_In_velothismall_room_11, larger than room_01.

Karma: 0 (0 votes)

Tri_In_velothismall_room_05Tri_In_velothismall_room_05, little person not included.

Still not complete, need to add more some more faces and tweak some things here and there.

Karma: 0 (0 votes)

Tri_In_velothismall_room_05

One more down.

I also think I'll redo room_04 & 10 later, really didn't like how those turned out, tbh.

Karma: 2 (2 votes)

Tri_In_velothismall_room_09Tri_In_velothismall_room_09, New vs. Old comparisons

Karma: 1 (1 votes)

Tri_In_velothismall_room_12Tri_In_velothismall_room_12, New vs. Old comparisons.

Karma: 0 (0 votes)

Tri_In_velothismall_room_04, Revised model vs. Original MW model.

Karma: 1 (1 votes)

I think its best to keep the original rounded parts in the new models.

Karma: 1 (1 votes)

Tri_In_velothismall_room_10, Revised vs. Original Morrowind.

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Tri_In_velothismall_ws_01Tri_In_velothismall_ws_01

Tri_In_velothismall_fresco_01Tri_In_velothismall_fresco_01

Tri_In_velothismall_fresco_02Tri_In_velothismall_fresco_02, slightly less protruded than fresco_01.

Karma: 1 (1 votes)

Tri_In_velothismall_dj_01Tri_In_velothismall_dj_01

Karma: 0 (0 votes)

Tri_in_velothismall_wall_03Tri_in_velothismall_wall_03

Karma: 1 (1 votes)

Tri_In_velothismall_rail_01Tri_In_velothismall_rail_01, New vs. Old comparison.

Karma: 0 (0 votes)