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The Old Ye Bard
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Dawnstar Architecture Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by Ebonyknight
How big would Dawnstar be like buildings wise?


I'm sorting out an architecture set currently for Dawnstar, it will be decided once it's ready.
02.11.2006 04:15 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Psychotic
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quote:
Originally posted by Ebonyknight
How big would Dawnstar be like buildings wise?

50-ish buildings.
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The Old Ye Bard
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quote:
Originally posted by Psychotic
quote:
Originally posted by Ebonyknight
How big would Dawnstar be like buildings wise?

50-ish buildings.


quote:
I'm sorting out an architecture set currently for Dawnstar, it will be decided once it's ready.


Wink
02.11.2006 04:22 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Siegfried
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quote:
Originally posted by The Old Ye Bard
quote:
Originally posted by Psychotic
quote:
Originally posted by Ebonyknight
How big would Dawnstar be like buildings wise?

50-ish buildings.


quote:
I'm sorting out an architecture set currently for Dawnstar, it will be decided once it's ready.


Wink

Can you clue the rest of us in on this? At least Psych and I?
02.11.2006 04:26 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
Psychotic
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quote:
Originally posted by Siegfried
Can you clue the rest of us in on this? At least Psych and I?

Yes, it would be nice to actually know about these things. :)
02.11.2006 04:28 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
The Old Ye Bard
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quote:
Originally posted by Siegfried
quote:
Originally posted by The Old Ye Bard
quote:
Originally posted by Psychotic
quote:
Originally posted by Ebonyknight
How big would Dawnstar be like buildings wise?

50-ish buildings.


quote:
I'm sorting out an architecture set currently for Dawnstar, it will be decided once it's ready.


Wink

Can you clue the rest of us in on this? At least Psych and I?


The size and shape of the architecture will decide the amount of buildings. Really what Psy was doing before was saying, I want fifty rocks here without knowing the size, some "rocks" could be the size of houses, some the sizes of pebles Wink
02.11.2006 04:29 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Siegfried
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Eek 1 I'm lost...
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The Old Ye Bard
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quote:
Originally posted by Siegfried
Eek 1 I'm lost...


t'was a metaphor Wink
02.11.2006 04:35 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Psychotic
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quote:
Originally posted by The Old Ye Bard
The size and shape of the architecture will decide the amount of buildings. Really what Psy was doing before was saying, I want fifty rocks here without knowing the size, some "rocks" could be the size of houses, some the sizes of pebles Wink

Compare all the OB houses, they are all more or less the same size (only the class makes a difference). Anyway the size of the building is not that important, it's the size of the population that's supposed to live there that IS important

This post has been edited 2 time(s), it was last edited by Psychotic: 02.11.2006 04:37.

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Siegfried
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quote:
Originally posted by The Old Ye Bard
quote:
Originally posted by Siegfried
Eek 1 I'm lost...


t'was a metaphor Wink

So can we know what you're doing? Do you have concepts or anything for the architecture yet? Do you have a modeler?

Your metaphor just gave me a cool idea, what if we had huge longhouses like Thirsk, or what real vikings had. Where you have multiple families living in one, and all sorts of other stuff going on, so a village might only have a few big longhouses, but there is a ton happening inside them.
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Psychotic
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quote:
Originally posted by Siegfried
Your metaphor just gave me a cool idea, what if we had huge longhouses like Thirsk, or what real vikings had. Where you have multiple families living in one, and all sorts of other stuff going on, so a village might only have a few big longhouses, but there is a ton happening inside them.

Ok.
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Siegfried
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Split this thread to the visual dev boards.
02.11.2006 04:40 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
Psychotic
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Thread split.
02.11.2006 04:46 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Siegfried
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Thanks Psych.

@TOYB: whats up with the Dawnstar architecture?
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The Old Ye Bard
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quote:
Originally posted by Siegfried
Thanks Psych.

@TOYB: whats up with the Dawnstar architecture?


As soon as progress is made the Modeler (I'm not saying who yet though will post, but to be sure it is not me) they will post.
03.11.2006 03:36 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Siegfried
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quote:
Originally posted by The Old Ye Bard
quote:
Originally posted by Siegfried
Thanks Psych.

@TOYB: whats up with the Dawnstar architecture?


As soon as progress is made the Modeler (I'm not saying who yet though will post, but to be sure it is not me) they will post.

What are they called on the official forums or wherever you recruited them from? And what were the details of the description you gave for the architecture to look like?
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The Old Ye Bard
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quote:
Originally posted by Siegfried
quote:
Originally posted by The Old Ye Bard
quote:
Originally posted by Siegfried
Thanks Psych.

@TOYB: whats up with the Dawnstar architecture?


As soon as progress is made the Modeler (I'm not saying who yet though will post, but to be sure it is not me) they will post.

What are they called on the official forums or wherever you recruited them from? And what were the details of the description you gave for the architecture to look like?



I'm not going to further talk about the topic until the modeler has something to show, and until then I will be locking this thread.
03.11.2006 03:56 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
SACarrow
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Uh, I guess I was The Modeller To Be Named Later... Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

I just discovered this thread seconds ago, so now the tileset will be referred to as the Dawnstar tileset rather than the Northshore tileset. :) I'll be posting my excessively screener-filled and chatty updates here rather than the "Nord Cottage" thread or the general architecture thread.

As Psychotic noted on the other thread, my first demo really wasn't suited for tileset development. Of course, neither was my first shack. :D , but it gave (I hope) the flavor of how I envisioned the architecture. At least enough to allow people to complain about it. :D

These first screeners are from Max and are samples of my first tileset subset, the ~63.5-degree pitched roof. Why such an odd angle? It's the larger one formed when one of the two sides forming the right angle of a right triangle is twice as long as the other. This makes tiling actually possible. Wink The views are of a roof 512 units (4 X 128) in each dimension; the pieces themselves tile at 128 units V and 64 units H.

After this one is complete and tested ingame, I'll do a set for a 45-degree roof, then the very simple one for the body of the buildings. For the wood-vs-stone question, I'll texture one body set in wood and the other in stone. Since the major supports will come in both wood and stone variants, this should allow a certain degree in mix-n-match for implying the class flavor of a particular building. I'll also do door and window frames, with the doorframes framed around a standard Bruma door and the ones for windows framed around wooden shutters.

As always, I need your opinions and suggestions. In particular, think about small additional pieces to add as grace notes to the buildings. For the NordCore, please think about desired interior layouts; I'm not nearly as far along in that area. Remember, the shack interiors were dirt simple; these won't be.

SACarrow has attached these images (downsized versions):
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WhiteWizard
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I don't really get anything you just said but the first paragraph. Dunce The roofs look really angular. I think thats what you were talking about.

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This post has been edited 1 time(s), it was last edited by WhiteWizard: 20.11.2006 04:11.

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OblivionMon
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Very nice! The Nords would build steep roofs too to keep snow from setting and staying on the roof. Well done. Good job! Good job!

Dancing Banana Rocking Banana Bounce Wasted
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Greybeard
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Good job! Excellent, Sacarrow! Good job! I think we'll all appreciate your modular building pieces. And thanks for the explanation as well.
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SACarrow
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A really tall house... Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

I've made a few preliminary pieces to form one variation of the body of the house. The door is vanilla Bruma straight from OB, while the frame is my attempt at an LC timbered door frame. The Ayleid stone corner pieces form my first attempt at UC "bling". All the textures are placeholders, but I'm not happy with either of the stone textures, so any suggestions would be greatly appreciated.

I'm still having some rotation issues with the body pieces, but shortly after Thanksgiving I hope to release an initial set for people to try and see what they can do with it.

SACarrow has attached this image (downsized version):

Tall House.jpg (161.17 KB)
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WhiteWizard
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Other than the texture, it looks great!
Maybe you should try the farmhouse texture?

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Psychotic
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Good job!

The farmhouse wall textures might work as WhiteWizard suggested. Yes
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SACarrow
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Still around... Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Just wanted to let folks know that I'm still around. The combination of the holidays and the trouble I've been having modelling the Ebbedin lighthouse made me decide to take some time off from active modelling. Now that 2007 has started, it's time to dive back in.

Later,
Steve
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The Old Ye Bard
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Great to hear Good job!
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SACarrow
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Initial shots from the CS Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Here are some new screenshots. Unlike the ones from November, these are from the game itself. Those modellers out there have probably seen that things that look aligned in Max can still look pretty misaligned in the game itself. In other words, the NIFs from November looked hideous in-game. :) Some observations I have:

- You'll see the corner pieces project through the roof; that's first on the to-do list.
- I used mostly Bruma textures this go-around, except for the Ayleid rough stone texture for the corner blocks.
- For anyone thinking of creating textures (please!) for this set, I tried to stay as close to a 1:1 aspect ratio as possible. Also notice that the texes I used don't seem to be designed for truly multiple tiling; repetitive splotchiness can be seen on both the wall and roof. Also suggestions for better textures to represent UC, MC & LC structures would be well-received. :D

Right now, the tileset consists of 10 roof pieces, 1 wall piece and 1 corner piece, designed for both decor and the hiding of the ugly corner joins. :)

There are 5 screeners: 2 basic exterior shots, 1 interior shot (these may form the base of the interior tileset once I get interior ideas), 1 exterior showing the roof and one with Arod the Redguard to show scale. Let me know what you think.

SACarrow has attached these images (downsized versions):

Exterior1.jpg (313.47 KB) | Exterior2.jpg (281 KB) | ExteriorRoof.jpg (294 KB) | Interior1.jpg (241 KB) | ScaleShot.jpg (282 KB)
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Ghogiel
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RE: Initial shots from the CS Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by SACarrow
Those modellers out there have probably seen that things that look aligned in Max can still look pretty misaligned in the game itself.


reset x form before exporting?

all good though. Skyrim will look wicked with the amount of new content thats starting to get push towards a finished state.

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SACarrow
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quote:
reset x form before exporting?


Actually I was talking about getting textures to line up on tileable pieces. No matter how far you zoom in on Max, a half-a-pixel difference can really be obvious in-game. My biggest problem was lining up UV-unwrapped cylinders so that their longitudinal seams matched.

As for resetting xforms, I always do that with my collision meshes before exporting. There's just no way to tell when it's not necessary.

EDIT: Moved the column and roof around so there are no protrusions; new screener enclosed.

SACarrow has attached this image (downsized version):

Exterior2a.jpg (254 KB)

Edit 2007.02.04 05:57:
Not having either the experience nor the artistic flair of achitecture modellers Like Prometheus, Entartet or Zarf, the Dawnstar tileset so far is very regular and geometric; to be fair, tilesets kinda need to be regular and geometric. However, like Jennifer Aniston in Office Space, it certainly needs a little flair. :) I have a couple of ideas along those lines, but the first one to hit me was "It's a fishing port, right? Why not round windows like portholes?" So here we are. :D

The window and its frame are separate pieces to allow for mixing and matching for class indicators. I was thinking:
UC - Stone & Glass
MC - Wood & Glass
LC - Wood & Lattice
All classes could also have a wooden "window", which would be a shutter used during storms. If possible it might be cool to enable or disable shutters based on the weather variable.

For interim textures, I used an Ayleid block texture, a Chorrol window texture, and the old stand-by dark post texture. I did a lot of UV unwrapping for the stone frame, but as long as the replacement texture is a regular repetitive block type, modifying the mapping should be simple. The window texture is not a great match, being designed for a tall & narrow rectangular window.

Screener enclosed; comments and ideas always welcome.

SACarrow has attached this image (downsized version):

Windows.jpg (311.10 KB)

This post has been edited 1 time(s), it was last edited by SACarrow: 03.02.2007 02:14.

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The Old Ye Bard
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Looking good! I think however an over-hanging for the window would be nice, like a circular one. I've included an angled concept (A quick one done in paint so it isn't a master piece Wink ) of what I mean.

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WindowModelConcept01.jpg (10 KB)
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SACarrow
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Wandered over to TR to check out Stirk progress and found this thread on architecture. Once you get past the "My way or the highway" tone, it seemed to me that there were some good ideas about getting ideas. :) In particular, I like the idea of scribbling simple blueprints of sample interiors. I'll be frank; I'm nowhere close to being ready for interiors. But if any of you have thoughts or designs regarding Dawnstar (which I like to think of as the Ebbedin of Skyrim :D ), please feel free to put them here.

TOYB: I'll see what I can do with simple overhangs for the windows.

Later,
Steve
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The Old Ye Bard
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Here is (Basic) Design of a house interior. The first story is set more than half way below ground (To maximise warmth), and the top story would be less than a metre of the ground. I included a corner chimney design in it aswell (I quite like it).

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HouseInteriorConcept01.jpg (66 KB)
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Alasdair
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I like the round windows! they should help too make the town feel very unique, and considering they're separate models, making them shut or open depending on the weather should be possible.
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SACarrow
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New roof pieces Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

I did 6 more pieces for a 45-dgree angled roof. Enclosed are screenshots showing some different roof variants possible by combining the different roof angles, using the top pole sections to hide the joins.

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RoofsAll.jpg (245 KB) | Roof45.jpg (289 KB) | RoofVariant1.jpg (285.33 KB) | RoofVariant2.jpg (256.40 KB)
05.02.2007 22:57 SACarrow is offline Send an Email to SACarrow Search for Posts by SACarrow Add SACarrow to your Buddy List AIM Screen Name of SACarrow: sacarrow YIM Account Name of SACarrow: sacarrow View the MSN Profile for SACarrow
The Old Ye Bard
Princess


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Registration Date: 25.05.2006
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A really like the outer-curved roof, it's really cool (And would be the most practical when snowing, as snow wouldn't build up as easily putting pressure on the roof, in a RL situation).

Cheers,

TOYB

This post has been edited 1 time(s), it was last edited by The Old Ye Bard: 05.02.2007 23:08.

05.02.2007 23:01 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Psychotic
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I agree, the outer-curved roof looks awesome! Good job!
05.02.2007 23:18 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Ghogiel
Inactive ST modder


Registration Date: 16.08.2006
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quote:
Originally posted by SACarrow
quote:
reset x form before exporting?


Actually I was talking about getting textures to line up on tileable pieces. No matter how far you zoom in on Max, a half-a-pixel difference can really be obvious in-game. My biggest problem was lining up UV-unwrapped cylinders so that their longitudinal seams matched.



ah. wasn't sure what you meant. I see.

I'm not so sure about round windows though. I have never built a round window in RL so dunno, but when you are building from brick or stone I speculate its just unnecessary complication. I dunno

I also agree about the outward curve roof. looks good that

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SACarrow
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Registration Date: 26.04.2006
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I did a couple more pieces to allow for a roof to come to a "point". Why did it take a week? The tiling; I'm decent at the equation side of the geometry, but no great shakes at the intuitive visualization. Frown Here are screeners showing the roof on an outbuilding-size structure. Also I need ideas for something to
"top off" this roof, 'cause it looks ugly right now. :)

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PeakShack.jpg (281 KB) | PeakRoof.jpg (239 KB) | PeakRoofTop.jpg (211 KB)
11.02.2007 02:06 SACarrow is offline Send an Email to SACarrow Search for Posts by SACarrow Add SACarrow to your Buddy List AIM Screen Name of SACarrow: sacarrow YIM Account Name of SACarrow: sacarrow View the MSN Profile for SACarrow
Siegfried
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Looks good, howabout for the roof make some kind of a weather vane you can stick on there?
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SACarrow
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Glad this roof stuff is over! The last pointy roof was for the 63-degree set; this is for the 45-degree set; screeners enclosed. At some point, I want to add pieces to allow for a widow's walk on top if desired; seems appropriate for a fishing town. More immediately, here are my plans:

- Do MC and LC corner pieces and frames for LC, MC and UC doors. At this time, I'm not intending to do doors; I'm hoping retexes will be enough.
- After that, I'll retex the building pieces using Bruma LC, MC and UC texes to provide a more complete tileset.
- Then I intend to release the tileset at that point with an ESP with sample buildings so any of you that wish may play with building exteriors.
- I'll then start doing some interior pieces starting from TOYB's interior concept.

As always, ideas and comments welcome.

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PointyRoof1.jpg (276 KB) | PointyRoof2.jpg (317 KB)

Edit 2007.02.17 07:30:
No door frames yet, but corner pieces and MC/LC retexing are pretty much done. I need to add a top corner piece that won't poke through the eaves, but I'm pretty happy so far with the look. It's a little plain, but I have an idea or two to bling it up; suggestions will certainly be listened to. I redid the outhouse-sized shack in LC and the bigger house in mostly MC, though I did a little mix-and-match with the windows and frames.

Do not take the textures as gospel; I used mostly the Bruma MC and LC equivalents as placeholders until a texturer (which I'm not) develops Dawnstar originals. :) Any thoughts?

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DawnstarLC.jpg (262.03 KB) | DawnstarMC.jpg (269 KB) | DawnstarOverall.jpg (271.29 KB)

This post has been edited 1 time(s), it was last edited by SACarrow: 16.02.2007 22:39.

16.02.2007 22:34 SACarrow is offline Send an Email to SACarrow Search for Posts by SACarrow Add SACarrow to your Buddy List AIM Screen Name of SACarrow: sacarrow YIM Account Name of SACarrow: sacarrow View the MSN Profile for SACarrow
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