- sHAdowgAme - 02-22-2010
Hey I just thought I'd check in, since its been a while. Here is the progress on the main wall peice for the Hist Temple maze, and the Hist Tree trunk.
- Deeza - 02-22-2010
Those are looking great so far!
- Koniption - 02-22-2010
I'm digging the walls and that tree trunk! Awesome work so far!
Koniption
- Ibsen's Ghost - 02-22-2010
Great work! I love the 'tusk-like' branches on the tree trunk. Maybe an 'eye-like' knot in the wood would work well...something that looks a little like a slitted lizard's eye maybe...
- Deeza - 02-22-2010
I don't know if you have seen KuKulza's version of the Hist tree concept art, but he had this idea that there would be large, pulsing spore sacs sprouting out of the roots and the ground around the trees.
Perhaps we could use a retex of those animated meshes Koniption made for Glok-Chuba? It could be an activator which releases Hist spores, which give Argonians bonuses (kind of like visiting a shrine in Cyrodiil), and gives other races hallucinations...
- Ibsen's Ghost - 02-22-2010
Aye, and you can attach them to the tree. If SG is making a normal model here and not a speedtree then it means there wouldn't be any swaying that might cause clipping. We'll look into this as and when SG is done, I think. They should work fine as separate models.
- Deeza - 02-22-2010
Agreed.
- Rickious - 02-25-2010
Woah sHAdowgAme, some brilliant stuff here.
I model, but I cant use anything Niffy or anything. I use Rhino3D which I love as a modeller, and for my purposes of design and stuff its fine. I model in NURBS and gain the majority of my detail from the actual model. So modelling in low-ish poly and getting the details accurately from mapping isnt native to me. I have to rely upon people who are willing and able to take lank models from me and sort them out for the construction kit. I definitely should be able to do UV mapping but have never had the need to spend the time to learn how to.
anyway, kudos! :goodjob:
Without having to read through all the pages in this thread, are you getting the majority of the surface detail from normal maps? Thats my downfall really, Rhino doesnt support these so again, work around them instead. Some bumpmaps, displacement maps and mainly detail in the model.
Much admiration of your skills and looking forward to seeing your end results in-game.
- sHAdowgAme - 03-01-2010
Hey here is the wall with normals and a photo-slap-on diffuse.
Im gonna use this as the basis for the walls in the set. It is 250 tris. texture is 512x 1024.
Things I still need to finish:
stairs sections
totem poles
random ruins
hist tree
Rickious: Thank you I appreciate it! If you are having trouble with normal maps, you should check out this tutorial. It is maya/mudbox centric, but it covers all the basics and gives the general idea. I would start laerning to model in polygons, if I were you too. They are pretty much industry standard now when it comes to games. Many movie studios, however still use NURBS. Personally I think polygon and sub d modeling is easier.
here is that tutorial:
http://www.paultosca.com/makingofvarga.html
- Deeza - 03-01-2010
I'm glad to hear you're making some totem poles. We were discussing this a few days ago, and I was wondering if it might be possible to make a modular totem pole so that the bits could be rearranged to give many different versions for different argonian villages?
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