Blackrose Meshes
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09-04-2010, 11:36 AM,
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62 pieces includes stuff like the well, the steps, the gate - those that have wooden parts still need the wood retextured. Mass retexturing's quite straightforward now I know how to use niftoaster. We have the technology...!
I figured there was no point doing half the job, as it takes ten seconds once started and you never know what the modder will need. Basically, if the wall is in vanilla, it's available as a retex. I'll clean up the paths to match BM standards (it's under Elsweyr atm) and rerun. Probably five minutes' work. You're welcome to change the textures if you want, but I wouldn't recommend just plugging a different texture in. Bear in mind that the stonewall is a composite of the main wall bricks and the capstones. It's used for both the stonewall retex and for the upper half and staircases of the two storey buildings. The capstones and stair treads really won't look right if the stone joints aren't in exactly the same place. I had to improve on the original slightly as it didn't tile vertically which causes odd artifacts along the tops of walls. It also needs to fit properly around the existing UV map of the broken wall sections, but I've yet to do the work on that bit for the forest texture. You might do better sending me the textures you have in mind and I'll see if I can match them. It needs a plain stone for the big sections and the wall caps, and a "bricks" texture for everything else. Deeza will fill you in on the usage, I'm sure, but I think the idea was that this was an ancient marsh cat (?) settlement, hence the Elsweyr tie-in. Blackrose was built on top of it, subsuming the temple and reusing the old annex buildings.
Morcroft Darkes
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09-04-2010, 12:26 PM,
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My only worry is the size of the files at the moment. I have attached the textures that I'm currently using but there are other objects I would certainly consider but which I haven't made yet. The created ones are in 'Blackrose' and appear under blackmarsh-architecture-Blackrose but the others are bits and pieces I am likely to use. I also have a couple of other patterned textures (called aztec 7 and 13, for my own reference purposes) that are too large to post up here directly but which would be good for decorative purposes.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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09-04-2010, 01:23 PM,
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From a quick look, I should be able to retexture in AztecWall5 for the blocks and AztecWall7 for the bricks, with one new 512x512 texture that is a combination of the same two for the stonewalls and other places needing capstones. AztecWall3 could work well for the temple doors, probably depending on whether Deeza's OK with the motif for his lore concept.
Looks like AztecWall7 needs a bit of cleaning for tiling as well - I can do that while I'm at it as it'll be needed for the capstone version anyway. When I come to do interiors as separate models I could use AztecWall4 for the bricks but I'd need to rework it so it tiles horizontally, and of course add one more texture for the capstone version. It'll need floor, roof and ceiling too. I've been using mud for ceilings and interior floors; with moss for the exterior floor and roof but there's nothing clever about the layout for these, you can use anything you like.
Morcroft Darkes
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09-04-2010, 05:33 PM,
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Okay, cheers for the help with the tiling. I just hadn't had time to get that sorted. It all sounds do-able. :yes:
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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09-04-2010, 10:48 PM,
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Well, it's a bit rough at the moment, but this should give you an idea of how it will all look with your textures on.
BTW: if you're worried about the download size of the stonewall meshes, all 62 of them 7-zip to 691KB and will use the same textures as the buildings, so they're not too painful. They're not at all obligatory for the set, either, just an available option.
Morcroft Darkes
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09-05-2010, 09:39 AM,
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Cheers, MD. Those are looking good. And that's certainly a relief about the size. That should be no problem at all. :goodjob:
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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09-05-2010, 09:51 AM,
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Do you have a preferred algae-coated / mossy wood texture I can use for any exposed wood parts - gateposts, well, house doors and the like?
Morcroft Darkes
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09-05-2010, 01:05 PM,
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There's one that I've often (perhaps too often) used featuring planks of wood (the one most commonly used for the watertop huts set that you see at Go-Ja-Morgoa and Kangumabog) but not one that is particularly good as an allround plain wood texture. Given that this is a texture for the middle of BlackMarsh where algae and grime is likely to be more common then a really good all-purpose additional one would be a good find. If you were to come across something then please let me know.
Of course, the Anvil textures include some wood with barnacles creeping up. They could possibly be adapted but you never know how the UV mapping on various models is going to affect the use of the texture. Some ways that the textures are set up make them not very versatile.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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09-05-2010, 10:10 PM,
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Those ruins are looking really good. They'd be just perfect for what I had in mind for Blackrose's central district. If you remember Ibsen, the idea was that the very centre of the town would have these buildings, with newer ones surrounding them.
Core Member of Black Marsh (Lore and Modding)
Retired Editor of Silgrad Tower 77 interiors completed and counting! |
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09-05-2010, 11:00 PM,
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Excellent - good that we're on target for what you're up to! How long 'til you need the meshes?
Morcroft Darkes
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