Dawnstar Architecture |
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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.
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02.11.2006 04:15 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Ebonyknight
How big would Dawnstar be like buildings wise? |
50-ish buildings.
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02.11.2006 04:20 |
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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. |
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02.11.2006 04:22 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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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. |
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Can you clue the rest of us in on this? At least Psych and I?
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02.11.2006 04:26 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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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.
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02.11.2006 04:28 |
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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. |
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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
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02.11.2006 04:29 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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I'm lost...
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02.11.2006 04:34 |
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quote: |
Originally posted by Siegfried
I'm lost... |
t'was a metaphor
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02.11.2006 04:35 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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quote: |
Originally posted by The Old Ye Bard
quote: |
Originally posted by Siegfried
I'm lost... |
t'was a metaphor
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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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02.11.2006 04:38 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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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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02.11.2006 04:39 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Split this thread to the visual dev boards.
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02.11.2006 04:40 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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02.11.2006 04:46 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Thanks Psych.
@TOYB: whats up with the Dawnstar architecture?
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03.11.2006 00:59 |
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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.
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03.11.2006 03:36 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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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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03.11.2006 03:54 |
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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.
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03.11.2006 03:56 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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Uh, I guess I was The Modeller To Be Named Later... |
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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.
, but it gave (I hope) the flavor of how I envisioned the architecture. At least enough to allow people to complain about it.
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.
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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20.11.2006 04:01 |
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OblivionMon
Seigneur
Registration Date: 20.08.2006
Posts: 178
Location: The Abecean Sea
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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.
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21.11.2006 16:06 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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Excellent, Sacarrow!
I think we'll all appreciate your modular building pieces. And thanks for the explanation as well.
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21.11.2006 17:47 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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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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22.11.2006 02:32 |
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WhiteWizard
Count
Registration Date: 15.10.2006
Posts: 629
Location: A place
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Other than the texture, it looks great!
Maybe you should try the farmhouse texture?
__________________ My mage is an honor student at the Arcane University.
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22.11.2006 02:34 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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The farmhouse wall textures might work as WhiteWizard suggested.
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22.11.2006 13:23 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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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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04.01.2007 18:55 |
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Great to hear
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04.01.2007 20:23 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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Initial shots from the CS |
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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.
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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02.02.2007 18:53 |
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Ghogiel
Inactive ST modder
Registration Date: 16.08.2006
Posts: 471
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RE: Initial shots from the CS |
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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.
__________________ AM NOT A TEXTURER
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02.02.2007 20:46 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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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.
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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02.02.2007 21:06 |
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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
) of what I mean.
The Old Ye Bard has attached this image (downsized version):
WindowModelConcept01.jpg (10 KB)
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04.02.2007 06:13 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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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
), 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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04.02.2007 07:06 |
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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).
The Old Ye Bardhas attached this image (downsized version):
HouseInteriorConcept01.jpg (66 KB)
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04.02.2007 08:38 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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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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04.02.2007 13:52 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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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.
SACarrow has attached these images (downsized versions):
RoofsAll.jpg (245 KB) | Roof45.jpg (289 KB) | RoofVariant1.jpg (285.33 KB) | RoofVariant2.jpg (256.40 KB)
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05.02.2007 22:57 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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I agree, the outer-curved roof looks awesome!
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05.02.2007 23:18 |
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Ghogiel
Inactive ST modder
Registration Date: 16.08.2006
Posts: 471
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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.
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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 also agree about the outward curve roof. looks good that
__________________ AM NOT A TEXTURER
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06.02.2007 01:01 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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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.
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.
SACarrow has attached these images (downsized versions):
PeakShack.jpg (281 KB) | PeakRoof.jpg (239 KB) | PeakRoofTop.jpg (211 KB)
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11.02.2007 02:06 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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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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11.02.2007 02:43 |
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SACarrow
The Voice Guy
Registration Date: 26.04.2006
Posts: 1,793
Location: Tampa, Florida, USA
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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.
SACarrow has attached these images (downsized versions):
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?
SACarrow has attached these images (downsized versions):
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.
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16.02.2007 22:34 |
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