[title]Finished jobs[/title]
[color=silver][b]RopeHeavy01[/b]
[FONT=arial][i][url=http://files.filefront.com/RopeHeavy01dds/;5453298;;/fileinfo.html]Download DDS reference file[/url][/i][/FONT]
[center][url=http://s11.photobucket.com/albums/a177/SilgradTower/RopeHeavy01_theproblem.jpg][img]http://s11.photobucket.com/albums/a177/SilgradTower/th_RopeHeavy01_theproblem.jpg[/img][/url][/center]
I'd like to request a replacement for the texture "RopeHeavy01", which is in use in Reich Parkeep. The image illustrates the problem with it; it doesn't tile, so there's a noticeable and unrealistic joint. Other than that I don't think there's anything wrong with it, so if you want you might be able to edit the existing texture instead of creating a new one.

The existing texture has a transparant alpha layer. I'm not sure why. At any rate I don't see any use for it to behave like that, so please make your version of the texture flat instead. 256x64 is a good size.

[b]Metallic border texture[/b]
[FONT=arial][i][url=http://files.filefront.com/Tx_metal_strip_02tga/;5372192;;/fileinfo.html]Download reference files[/url][/i][/FONT]
I've come up short trying to find an alternative to TES3's 'Tx_metal_strip_02.tga' texture. Every other alternative I've looked at is either ill-defined, or looks ornamental, and the goal is neither. Case in point is 'Meshes\ST\ContDunmerPot01.nif' (from [url=http://files.filefront.com/Reich_Parkeep_71_update/;5339738;;/fileinfo.html]RP 7.1[/url] update pack) whose appearance suffers because I couldn't get a proper metal border for the lidring and handle.

[strike]512x128 would be perfect,[/strike] but if it's not too much trouble I would very much appreciate alternative versions at [strike]1024x128[/strike] and [strike]2048x128[/strike] for other uses. Not by copy-pasting the same strip two and four times, he he he... it needs to look varied if the additional size is to be of use. But as I said that's just a nice extra. It or they need to tile horisontally but not vertically. // 

[b]Tx_item_pot_bug_01[/b]
[FONT=arial][i][url=http://files.filefront.com/TES3_Reference_Tx_item_pot_bug/;5345714;;/fileinfo.html]Download reference files[/url][/i][/FONT]

I modelled the Dunmer bowl with bug design on it, which was very easy. [url=http://static.filefront.com/images/personal/r/Razorwing/43295/ctwqmqwbrx.jpg]Here's a screenshot[/url] with my model on the left and the TES3 one on the right. As you can see, I had no luck finding a replacement for the complicated texture [i]Tx_item_pot_bug_01.tga[/i], which is included in the archive. 512x256 would be perfect. Please also make a separate 256x256 texture with only the background of the other texture - it'll be perfect for the bottom of the bowl. As you can see on Bethesda's bowl they had to stretch it out on the bottom, which looks bad.

[b]Contain De Crate Logo[/b]
[FONT=arial][i][url=http://files.filefront.com/TES3_Ref_ContainDeCrateLogo/;5339750;;/fileinfo.html]Download reference files[/url][/i][/FONT]

The smuggler crate was one of the rarer object in TES3. The name of the nif file, "contain_DE_crate_logo.nif", gives clues to what it is: A crate with a logo on it that acts as a container and is only used by Dunmer. In TES3 code, DE stands for Dark Elf while Com stands for general OR imperial use. Bethesda's use of the crate in-game reveals that it's used by moon sugar smugglers, and so could be found in bandit hideouts, on shipwrecks, or in skooma dens.

Since the model is exceedingly easy to make, the hard part lies in the textures - which is what this job is about. Please create a 2048x2048 woody texture with a recreated logo, and a 256x1024 woody border-type texture (like a wood plank for instance). Checking out the original textures supplied in the archive, or checking the model out in NifSkope, should give you all the information you need clearer than anything I could write. Save them as DDS DXT1.

I imagine the logo itself would be the hardest part of the job. I wish I could tell you exactly how it should look, but I'm stumped for an answer. Dunmer often use iconographics in their writings, similar to Egyptians or Japanese, so that's probably the angle you want to go for.

It can look either painted or burnt, like someone painted it by hand or singed it with a red-hot iron rod with a symbol at the end.

Normal and specular maps would be a sweet bonus.[/color]

[color=silver][b]Mushroom stem texture[/b]
The Proria mushroom would look a lot better with a proper stem texture. 128x256 would be perfect. It needs to tile horisontally but not vertically.

[b]Retextured broadsheet[/b]
[FONT=arial][i][url=http://files.filefront.com/Reference_texture_Broadsheet/;5342959;;/fileinfo.html]Download reference files[/url][/i][/FONT]
We have our own [url=http://www.silgrad.com/wbb2/thread.php?threadid=2251]broadsheet system[/url] in Reich Parkeep, being added to on the Literature Dev board. So far we've had to make do with the broadsheet from the main game - which just feels wrong. Please design a wholly new texture going by the template in the reference file, with a new logo and title. The title is "Reich Parkeep Courier".[/color]