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Silgrad Tower from the Ashes
Redoran Buildings Progress Thread (1) - Printable Version

+- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum)
+-- Forum: Modding for Silgrad Tower TES IV (on hold) (https://www.silgradmodding.net/forum/Forum-Modding-for-Silgrad-Tower-TES-IV-on-hold)
+--- Forum: All Categories of Development (https://www.silgradmodding.net/forum/Forum-All-Categories-of-Development)
+---- Forum: Visual Development (https://www.silgradmodding.net/forum/Forum-Visual-Development--72)
+---- Thread: Redoran Buildings Progress Thread (1) (/Thread-Redoran-Buildings-Progress-Thread-1)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46


- Razorwing - 04-05-2006

Nice work on those awings :goodjob:

Could I trouble you to make a huge "Redoran Wall" tileset, with which I could mod the wall that goes around the whole of Reich Parkeep? When I say huge I mean *really* huge, especially height-wise, to hinder the view of the outside world.

And when you find the time I would love to bring in the Redoran exterior house models to the town. Now, they'll have to exported again in the future when we have a proper exporter, but having the non-collision ones right now would allow me to go ahead and set up the Redoran District and then in the future we can just overwrite the NIFs with collision-enabled ones and every house would stay in exactly the same place. Oh, and I'd love to use your low walls and awings and any other asset you create for this culture :goodjob: :goodjob:


- Caligula Superfly - 04-05-2006

horodnicdragos: Thanks man! Moddleing is one of the things I would like to do for a living, I plan on getting at least a minor in it once im in college.

Razorwing: Sure. Keep in mind that most of them still arn't textured, and there were a couple of other things I wanted to model yet, but I don't see any reason why I can't give you the completed models for temp placment. Ill PM you about it later.

Regarding the wall, I will certainly try. Since im really terrible at making things that connect exactly (or at least ive never tried), I could make wall sections that would connect with tower sections, making it easy to tile together.


- Zarf - 04-07-2006

As per request, I've taken to making textures for the Redoran buildings. Smile

Here's my first texture, and an experiment in mapping one of Caligula's small huts has been attatched. Just an experiment to see if I could automaticly map stuff like that without much intervention. Short answer: No. Big Grin

Texture:
[Image: redoran-base.jpg]

I've also made a bump map and a normal map, and both have been PM'd to Caligula. This texture would be primarily used as a base texture for building walls, exteriors, and anything else you can think of. If you want me to make any changes to this texture, or if you would like me to work on anything else in particular, just ask! :cheers:


- Razorwing - 04-07-2006

Cool Big Grin

The huts will need a number of border textures, I imagine? There's some decent ones in Morrowind Visual Pack but I get the feeling you could do way cooler ones. Are you up for it? :goodjob:


- D.Foxy - 04-07-2006

What are the Redoran walls FOR?

If they are merely to mark a boundary a line of stones should be enough. But if they are meant to be fortifications against attack by beasts and especially men, I think they should follow the classic fortress wall pattern of height, platform for defenders, and towers at regular intervals.

So if you go along that route, Caligua, I suggest you should make the redoran walls out of as massive pieces of natural stone as you can for the base, then mortar smaller, more manageable stones on the top to create a fairly smooth-ish surface for archers and sentries. It would still look lumpy and bumpy enough to have a different feel from other walls.


- Deus - 04-07-2006

Cali,

Thats actually some good work... is it possible to make variations?.. like a bigger version.. or a broken down shell?.. also who makes the interior graphs etc? or is that in the planning?.. keep up the good work! :goodjob:


- Zarf - 04-07-2006

Border textures? I can try. Big Grin

If only the Texture Baker in 3D Studio Max worked better. Big Grin

It would be great to make models in Zbrush, export them to Max, and convert the high-poly mesh into a normal/bump/specular map of decent quality. It sure would make life far easier.

[Image: red-brick.jpg]

Should I add something along the top?

Bump
Normal

You can see everything else that I've done here. Not much there yet, but I plan to keep all of my textures there for easy storage. Smile


- Caligula Superfly - 04-07-2006

The stone walls are designed for decoration only, much like the many little hedges found in the new Oblvion cities. I will be constructing a separate set of more traditional high standing walls for the boarders of the cities.

I was not planning on constructing a full interior tileset myself, but after this stuff is finished I would at least like to make a custom interior for each building, possibly with a variation or two.

As for variations of the exteriors, broken or ruined buildings are a possibility, though I was attempting to give CS users some options with my accesory models. The horns are an example of something I hope can add variety to the various buildings.


- batman - 04-09-2006

well i think the walls should be bigger, remember, most of our cities will have to be in their own autonumous regions, so they'll need to have walls surounding them... big walls :yes:

oh, and awesome, awesome job guys! :banana: :bananarock: :banana: :bananarock: :banana:


- Razorwing - 04-09-2006

batman: Yup but the walls Caligula made would be used like Bethesda uses "stonewalls", while the walls around the city (which he hasn't modelled yet) would work like "castlewalls". Smile