Rickious: Sorry, I didn't catch your post back when you made it. I'm glad everything turned out alright anyway
The Silgrad Tower team has never really had a direct need for concept art because the visuals of our mod is mostly based on the visuals from the old game, just technically better (more polys and more hi-res textures). At the same time there always
is a need, just not a direct one - a need that is more loosely defined and requires a good deal of imagination on the part of the concept artist. I know you have both a sharp creative mind and artistic skill, so I won't pass up the chance to pitch new concept art. First on my list would be the synthesis machine InsanitySorrow mentioned though, so if you're interested then please go ahead and create the design for it ahead of any of my pitches
Oki then, here is what I've been thinking of.
1. Medieval houses. There's been some concept art created, further up, but it didn't pan out because it looked intrinsically nice - but more fantasy than medieval. I researched it myself, spending hours in the local library - but to no avail. The best concept art I could find there was actually in comic books
Sadly those concepts had very little detail. I found some rather good reference drawings on the net and I've made a few pieces of what could become a modular exterior tileset, but I wouldn't mind starting over from scratch and I would probably do that in either case because it didn't turn out as well as it should have.
Ideally I think the medieval houses should have a German influence to them, to tie in with the name of the town where they'll primarily be used, i.e. Reich Parkeep. They may ultimately be used more widely than that but that won't be determined until the models are finished. When I say German infleunces I don't necessarily mean they should borrow design elements from actual medieval German houses; it might be better if they borrowed design elements that might make the viewer
think of medieval Germany. Or in other words, whichever you think would be best.
The concepts won't have to take into account that the models might be made up of a modular exterior tileset because it can go either way, either a tileset or single models. It depends on what would work best with the design you would create. I think I would need two house types to create the models; more would be great of course, but I should be able to use the two house types as guidance for creating additional house types beyond the first two.
The houses should preferrably be overloaded with details because I'm aiming to make them very hi-poly, though naturally the details - such as a window - could be drawn undetailed on the house concept and more detailed in a separate sketch.
2. It's kinda restrictive to mod a Redoran town that adheres to the style Redoran towns had in Morrowind because they didn't have much variety - and they didn't need it either because they were relatively small, while Soluthis is much larger. What can we create and place in the city exterior (many times over) that didn't exist in TES3 but whose design still matches that of TES3's Redoran towns? One suggestion that comes to mind that I think is both missing and should logically be placed over and over is wells. Could you design both a Redoran and Hlaalu well?