I've taken a look at it
. I must say, you have obviously played Morrowind quite a bit: this interior does have that ancestral tomb feeling to it. I can also see you've had a good chunk of experience with the editor as well. Just a few quick notes:
-The urn you used is called "StRwCryptUrn01". In Morrowind, the developers used something similar to "StRwDeUrn05Tomb". I'm not really sure what Razorwing created StRwCryptUrn01 for, but I'm thinking it's for Imperial- style tombs. See SteadhelmRegion05A as an example.
-Like the urns mentioned above, I think the mummies were also meant for Imperial tombs. The SteadhelmRegion05A tomb also contains these. Of course, it wasn't too unusual to see skeletons laying exposed in Dunmeri tombs, but I believe Dunmer mummification is more of an Ashlander thing.
-The candle StIdLightDunCandle03fireCreepy300 at the entrance to the crypt is bleeding into the wall slightly.
-Some of your urns are floating slightly.
-A piece of scuttle is floating in the first chamber
-A STEDKanathAncestralTombSack1 is floating a little bit above another sack in the second largest room.
-I think the "StRwCryptIncense512" was also meant more for Imperial tombs as well.
-Some of your alters and braziers are bleeding into the ground.
-I counted up eight alters that were completely bare. While a bare alter or two can make a nice statement (these things have been looted over the years, after all), it's usually better to add as much detail as you can. I took a peek into the Morrowind editor, just to remind myself as to what these tombs looked like, and I found that most alters contained at least one item on them (usually a single urn).
-You can alter the overall lighting for you interior under world->cell->lighting. Based on the Morrowind editor, settings such as this were used for ancestral tomb lighting:
Ambient:
R:10
G:10
B:10
Directional:
R:40
G:30
B:20
Fog:
R:50
G:25
B:0
This is just one example of the different light settings used by Bethesda for ancestral tombs. Note that "Directional" was called "Sunlight" in the TES3 editor, and I think you could choose to set Red, Green, and Blue directional values to "0," since it is underground, after all. I usually just go with whatever Bethesda did, however
.
-Your pathgrid is good so far, but you'll want to extend it to cover more of the tomb, including leading up to the entry marker.
Overall, you've done a good job. You obviously know what a Dunmeri tomb is supposed to look like
. Sandor will know more about the Imperial-ness of those items I've mentioned above, so we'll see what he says about them.
Based on this start, I think you'll fit right in here at ST
.
edit: Great use of ash pits, by the way
. The design is interesting, and I'm glad that you knew to use them sparingly, just as Bethesda did.