Silgrad Tower from the Ashes

Full Version: Murkwood Concept art
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If you take the tower outer wall it takes six sections to make the full circle.
Plus the six gate sections. Dunno the rest, I'll have to open up the nif again, plus I've only seen the _far.nif I haven't seen the hi poly model.
Quote:Originally posted by Tlo1048
Quote:Originally posted by DarkAsmodeous
Beautiful.

Agreed. :goodjob:

Me too Big Grin
Quote:Originally posted by Senten
Quote:Originally posted by Tlo1048
Quote:Originally posted by DarkAsmodeous
Beautiful.

Agreed. :goodjob:

Me too Big Grin

And this makes four Wink
Right, spent some time today on the buildings, got 1 hanging building done. This would be a large shop with living area for 2-4, or possibly a Argonian equivalent of a guild. It is pretty fully modelled and i can easily model the inside from this model too. Its on a separate layer so easy to separate. The vines would need to be more realistically hung, a circular platform around the door height of this building (which is the top floor) and then bridges etc linking this to several similar style buildings. Textures are example only (especially the windows) as i have only worked out how to tile textures for render so presume they will not tile on export.

Im also going to open the bottom and curve it out a little for the waste outlet! lol

Let me know what you think!

I will do the entire of Murkwood this way if needed and simply export the models separately for someone to texture (preferably with my guidance) and do the collision.

QUESTIONS
Is it easier to model or CS the interiors? I can model them quick.

Not the obligatory skeleton floating at the door for scale. Big Grin
[Image: f1a94d37.jpg]
[Image: 097f825a.jpg]
Woah there Big Grin Are you making all of this one model (as in adding in models to the existing thing)? Just make seperate models for the houses etc. Then in the CS let the modder (which can be you if the leaders grant you this) place the houses how they see fit. Make a couple of houses (just one model for each) then these can be placed as many times as you want in the CS. And yes the interior should be a separate model, that is placed in Interior Cells in the CS.

And they are looking pretty good.
Quote:Originally posted by Rickious
QUESTIONS
Is it easier to model or CS the interiors? I can model them quick.

i guess it might work either way. But, it has to be at a right geomatry such as if the building is small the intirior cant be the size of a caslte. I read it somewhere. If you want to work intirior its probably best to do it in CS from there you can get default interiors and move them around. Well im not too sure go here and navagate yourself to find what you need for interiors. You should very likly find exactly what your looking for and more.
FLESH, just all together for show. Like i say they are all modelled on separate layers so easy to export seperatly. =) It could be 3 weeks til i get my new laptop yet so CS will have to wait for me. Think how many models i can make in this time though, so if someone does want to take this on for the CS they can. I will be watching though and making sure my designs are done justice, as im sure you all do anyway. :goodjob:

BUSTER, With these buildings and the main tree being very odd shapes i am happy to model the interiors. Once i have 3 hanging house styles and 3 buttress house styles I will model the interiors to go with them and send to someone for texturing, collision etc. this way i can just concentrate on modelling.
Ahh that's fine then. If it were all one model it would be wasteful. There's a specific way to make interiors. They should not be made inside your exterior model as interiors go inside separate cells that are linked together by doors with teleport scripts.
INTERIORS
Yea i remember the int/ext etc from TES3 with the big green arrow. I would model the interior inside my exterior to ensure perfect scale. But again on a different layer on the prog is model with so separating them for export isnt a prob. Heres the interior currently as an actual empty shell...

[Image: 17dfdaf4.jpg]
if i place a slightly re-scaled copy of the ext wall inside, then this, the windows and door would be the interior minus floors and trapdoors.
Only one problem I see with that pic (if it is a problem?), unless thats just how you placed it inside your exterior model. Remove the exterior faces on that interior model as they are not needed. And do the same with the interior faces for the exterior model.
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