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FLESH
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Leafpod Architecture - Door claim! Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Hello everyone, phoenixamon is making the leafpod architecture for us, but he has run into some problems and would like some advice:

quote:
Hi again. I wanted to show you where I'm at with one of your models. I decided to try this one because it stands alone and wouldn't require as much planning as the others. I especially like the tall vine-type houses, but they are really going to take a lot of planning to make pieces that can be stacked up and linked together with bridge vines and all.

What I've got so far is this. I'm not really happy with it. The base doesn't look natural. I'm not sure how to fix that yet. I didn't make a door yet, just the door frame, so that looks weird in this render.

Any suggestions from anyone on your team? I'm pretty out of my element on this, and I'm not sure whether to give up.


As you can see he would like to know what we think.

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Liquid Cheese
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Hey that is great, the only improvement I can think of, is maybe twisting the leaves a bit at the top to make it look a bit more organic and random like in the concept. The texture on the stand looks a bit metallic but that is probably just the far out view.
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Mormacil
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The idea was that one of the "legs" was in front of the door. It had sideways so it could be used as a stairs.
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raggidman
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del

This post has been edited 3 time(s), it was last edited by raggidman: 19.04.2008 17:20.

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FLESH
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An update from our friend:

quote:
Hi again. I've been playing with the leaf pod, and could use some input again. Right now it looks like this. Got rid of the temp textures, for the most part. I'm much happier with the shape of the base this time, but I've gone so far off the orginal concept art that it's sort of embarassing. :D I've made the pod wider overall because of how I imagine furnishings fitting inside. I don't like the current door shape because it looks too man-made.

I'm still sort of stumped about how to get the player up to the door, though. I took a couple of screenshots with an older version of the model just to give you a sense of scale. (The textures are screwy in these shots.)
Third person, standing at base
Distant shot next to my interior tileset pieces

One thought I had was to make a spiral ramp up based on this rough draft. But I don't know if I like it.

Nothing done on the interior yet. I figured I'd wait until I know whether you're all ok with the changed shape. I'll watch your thread on Silgrad's forum to see if there are any new comments or suggestions.


(A note, it may be hard to see but there are many links in there, so just scan with your cursor).

He has strayed a bit from the original concept, but I think we can have variance so this is good. He wants our opinions, so tell him what you think (he will be checking this thread).

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Mormacil
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I love them all :bow: , the spiral is very nice find. Though I would scale it down a little bit.

This post has been edited 1 time(s), it was last edited by Mormacil: 07.10.2006 11:30.

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FLESH
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quote:
Originally posted by Mormacil
I love them all :bow: , the spiral is very nice find. Though I would scale it down a little bit.


I think that is good to know from the person that drew the concept =)
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raggidman
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del

This post has been edited 1 time(s), it was last edited by raggidman: 19.04.2008 17:20.

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Mormacil
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Why is it alwasy so hard to follow you Confused
07.10.2006 13:09 Mormacil is offline Send an Email to Mormacil Search for Posts by Mormacil Add Mormacil to your Buddy List View the MSN Profile for Mormacil
FLESH
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I think it has worked out well. And the base is not flat, if you take a closer look.
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Mormacil
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"cor time running out this am - one think on first"

I mean sentences like this. I need to reread your posts at least one time usually.
07.10.2006 21:33 Mormacil is offline Send an Email to Mormacil Search for Posts by Mormacil Add Mormacil to your Buddy List View the MSN Profile for Mormacil
Mormacil
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I was indeed intended to be green and not wood(the base)
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phoenixamon
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First things first... I'm a she. Wink

Other than that, well, this is depressing. Tongue I have been following the thread, but I wasn't registered and I probably won't continue to follow the site because I have to turn off my firewall to read this forum for some reason.

Anyway, I think raggidman and I have a different perspective. raggidman is making good arguments for what looks like natural growth, and I don't disagree. His ideas about stairs are excellent, and so were the stairs in the concept art.

My perspective in building this has been more focussed on what is playable. It's a house, so inside it has to have a floor, a mostly flat surface to put things on. If there isn't a flat-ish base on the outside, where's the floor come in on the inside? I can make the bottom of the pod more rounded, but you need to be able to see where the floor's going to fit because inside that can't be round.

The concept art did not have a door, just a gap between leaves that the owner could walk through. That's more natural, but the interior in the game is a separate cell, so we need something that separates the outside from the inside. I don't like the door as I have it now and I'm playing with different styles, but there's really no way to make a completely natural object that's hinged. Nature doesn't make hinges. So for me, especially without any concept art to work from, the door is really hard. Any ideas on how to make a door that's functional and yet still natural are appreciated.

The stairs in the concept art are beautiful, but Oblivion surprised me by being very picky about the height and angle of stairs, and that angle just won't play. I don't know why it's so picky, but I guess it must have something to do with the character animations. I don't want to make something with lots and lots of branches because of how many polygons it would cost. Remember you want your computer to be able to render a dozen houses along with trees and rocks and everything at one time.

The textures are the easiest thing to change, so don't worry about those. (Other than that I'm running out of green leaves to scan here in the fall.) Right now I have the blend to green starting right where the base meets the legs. I could make it start lower or make the whole thing green. It just felt like wood to me. I wouldn't suggest making everything the same tone as the leaves, though, because then the leaves aren't distinct enough and it begins to look like a blob instead of a plant.

At any rate, I think I'll keep working on this one and the smaller one. The smaller one will probably have less usable space inside it for furnishings than the player shack in the Imperial City Waterfront, but it may be able to have a loft inside it big enough to put a bed on. I'll see how that goes.

Please let me know if you have ant ideas for doors that are both functional and natural, because right now that's the hardest part for me.
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FLESH
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quote:
Originally posted by phoenixamon
First things first... I'm a she. Wink


My sincerest appologies.

As for the door: Perhaps a cloth, just hangin down and mostly blocking the view inside.

EG: http://i75.photobucket.com/albums/i286/M...8/House1_02.jpg
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phoenixamon
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T'wasn't an ambush... it was... um... something else. Wink

IRT to the shape of the floor, the walls can be round and the shape of the floor can be a circle, but it can not be a cup shape. Or... it could, but you couldn't set objects on it properly. Just in case I wasn't making sense before.

Avoid using transparency as much as possible... overlapping transparent textures cause serious glitches on Oblivion's engine (and Morrwind's). Stand under a waterfall and look at your hair in third person to see what I mean. Chunks of the mesh blink in and out of view in a very ugly way.

The small pod at the moment looks like this. Although you can't see it from that angle, the bottom of the pod is rounded. Both pods are shaped basically like upside-down acorns. The base isn't finished unless you'd want to hide the ends of the stem parts with grass or rocks.

I'm turning over my Max files and textures for someone else to take this up. I use Max 8, and I have no idea if these files will open with previous versions. Sorry to cut and run, but as I said to begin with, I make squares. They're reasonably attractive squares, but they're definitely not organic. :D This is so far the most organic shape I've ever modelled from scratch, and I'm fairly amazed that it doesn't completely suck. But it's frustrating for me and I'm not really up to the task.

You can grab the files here. I'll make the same announcement on your thread on the TES forum in case someone there is interested.
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FLESH
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quote:
Originally posted by phoenixamon
T'wasn't an ambush... it was... um... something else. Wink

IRT to the shape of the floor, the walls can be round and the shape of the floor can be a circle, but it can not be a cup shape. Or... it could, but you couldn't set objects on it properly. Just in case I wasn't making sense before.

Avoid using transparency as much as possible... overlapping transparent textures cause serious glitches on Oblivion's engine (and Morrwind's). Stand under a waterfall and look at your hair in third person to see what I mean. Chunks of the mesh blink in and out of view in a very ugly way.

The small pod at the moment looks like this. Although you can't see it from that angle, the bottom of the pod is rounded. Both pods are shaped basically like upside-down acorns. The base isn't finished unless you'd want to hide the ends of the stem parts with grass or rocks.

I'm turning over my Max files and textures for someone else to take this up. I use Max 8, and I have no idea if these files will open with previous versions. Sorry to cut and run, but as I said to begin with, I make squares. They're reasonably attractive squares, but they're definitely not organic. :D This is so far the most organic shape I've ever modelled from scratch, and I'm fairly amazed that it doesn't completely suck. But it's frustrating for me and I'm not really up to the task.

You can grab the files here. I'll make the same announcement on your thread on the TES forum in case someone there is interested.


I'm sorry to hear that. But I thought you were doing an amazing job, one question, would it be possible to have the interiors made? Because I think the exteriors look fine. And are very high quality.

Thank you,

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That's bad man, you were doing amazing job. Good job!

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phoenixamon
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I already replied on the TES forum, but I'll give the interiors a shot. Don't know how it will go. Since there was no concept art at all for the interiors I'll be going on a mix of my imagination and some parts of the Telvanni architecture from MW... they also lived in plants, though their plants were bonzai tree mushroom that they trained to grown in certain directions through (presumably) alteration magic.

If someone could take over finishing the exteriors... the missing doors and either stairs or ramps... I'd really appreciate it. I've hit a wall on those parts and I think I could stare at it all day without getting any more done on them.
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Mormacil
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Ok let us draw interiors :lmao:
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phoenixamon
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Yeah, if you've seen the inside of one giant lead pod plant house, you've seen them all. Which is to say, I missed the joke.

Unless you just want a shell, in which case you don't need me to do any more. Just have someone invert the normals on the pod part of the mesh and fip the UV coordinates and you're done. If you want it to have features, on the other hand, you're stuck with my imagination.
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FLESH
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quote:
Originally posted by phoenixamon
Yeah, if you've seen the inside of one giant lead pod plant house, you've seen them all. Which is to say, I missed the joke.

Unless you just want a shell, in which case you don't need me to do any more. Just have someone invert the normals on the pod part of the mesh and fip the UV coordinates and you're done. If you want it to have features, on the other hand, you're stuck with my imagination.


You imagination has gotten you this far no? I trust you will make them as good as your exteriors, which were amazing.

We can handle the ramps and door. But so far we have no talented interior builders. The large hut should be two storey, as in divided into two sections. Above and below. Either a ramp or something else for the stairs inside it.

I look forward very much to seeing your work again, even if it will be for a last time.

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phoenixamon
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Ah-ha! Now I understand what you were describing. :D Thanks for the pic. That would make a wonderful animation. But we can't use an animation as a load door, and if we don't put interiors in separate cells the game will choak and die.

I had a similar idea... have one of the large leaves curl over to form a ramp up to the door. Can the Bosmer communicate with the plants? If they can, it would make sense for the plants to animate at their command, making things like lifts feasible without mechanical means.
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FLESH
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quote:
Originally posted by phoenixamon
Ah-ha! Now I understand what you were describing. :D Thanks for the pic. That would make a wonderful animation. But we can't use an animation as a load door, and if we don't put interiors in separate cells the game will choak and die.

I had a similar idea... have one of the large leaves curl over to form a ramp up to the door. Can the Bosmer communicate with the plants? If they can, it would make sense for the plants to animate at their command, making things like lifts feasible without mechanical means.


Yes, to answer your question. The Bosmer can indeed communicate with plants. That is one of the ways their architectre is made. They sing/coax it into a certain shape until they are ready to live there.

And I we can't have an interior in the same cell as an exterior. As Pheonix said, the game will simply die :D

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phoenixamon
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We shall see if someone else takes up those pod exteriors. I'm well and truly done with them for the forseeable future. Maybe something will come to me while I'm modelling the interior and I'll be interested in making more changes myself, but at the moment it's just plain not fun. A hobby that isn't fun isn't a hobby anymore.

Don't expect to see animations that respond to the player's movement. While they'd be possible to a limited extent in the game engine, the amount of work they'd take in mesh work and then coding would be unreasonable.

Also keep in mind that Valenwood, being almost entirely make of natural curved surfaces, is going to be far more GPU intensive than Cyrodill. You need to be careful about extras. It doesn't matter how beautiful it is if your processor can't render more than 1 house without dropping frame rates to near zero.
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Just a first glance at the inner pod so you can see what I've been up to. There's still a lot to be done.

Standing on the lower floor:


This is the large pod, so you can imagine how tight the quarters will be in the small one. So far there's a ramp going up to the second floor, but it may turn into stairs. Some of it's not UV mapped and there's no vertex shading yet. Still some hard corners. The second floor will not be a separate cell. It'll be open with just a banister rather than walls. It would feel too cramped for me if it were closed off.
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Oooo... NICE! Good job!
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Mormacil
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offtopic: why is everyone archer? :lmao:
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quote:
Originally posted by Mormacil
offtopic: why is everyone archer? :lmao:


Because archers are the best Cool

Anyway, looking very good Pheonix, great job. Can't wait to see the finished product. The vine idea is a very nice touch. I got the impression the bigger pod was wider rather than taller though (but still tall enough to fit two sotries, as your comparison picture showed). Also keep in mind Beth's interior are bigger that their exteriors, so I think if it becomes a problem it would be possible to add some space. But it's looking great so far,

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Darn, that's impressive. Good job!

It's the size of a hut, right?

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quote:
Originally posted by Arbiter
Darn, that's impressive. Good job!

It's the size of a hut, right?


It's the size of the bigger leafpod we saw. The smaller one will be almost the size of a shack at the Waterfront, from what I gather :D
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Liquid Cheese
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Wow that is a really top notch interior, I love the vine thing in the middle.
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That interior looks really nice. :)
What is the polycount like?
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phoenixamon
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Here's a render straight from max for a more complete view.



The lower floor has ~1.5x the floor space of the shack in the waterfront district, although less of it may be usable since there aren't square corners you can jam furniture into. The upper floor starts at the widest point in the pod. It would be 2x the size of the waterfront shack except I have to cut away 1/4 of it to make room for the ramp or stairs.

I don't have an accurate poly count now because it's all in pieces, but I'm kind of a polygon nazi, so it's low considering all the curves. The vines are all one piece, and that's ~8300 faces. I got excellent framerates for my machine when taking those screenshots, which is really what I wanted to see when I loaded the game. Plenty of processor time for furnishings and decor. Main thing is, the collision mesh can't include perfect collisions for all those vines or the game will begin to bleed and whine. The collisions for the vines (other than the central stalk) are just bounding boxes.

Yes, indeed, the walls are round. I inverted the outer pod for the basic shape and then started building in. Squaring it out after that wouldn't help much.

Videos.. no, I don't do them. I'm too lazy for that. :D And no, I haven't seen this island mod, but I have heard from others that they flatly refuse to share resources, so I'm not going to pester them.
11.10.2006 01:14 phoenixamon is offline Search for Posts by phoenixamon Add phoenixamon to your Buddy List
FLESH
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Good job! Very very nice. Beth is not the king of optimization, so says their church at an amazing 30k polies. Some UV's need fixing but I know you know that, so I can't see any problems with it :D

Great work,

11.10.2006 09:03 FLESH is offline Send an Email to FLESH Search for Posts by FLESH Add FLESH to your Buddy List AIM Screen Name of FLESH: ArthurMotruk View the MSN Profile for FLESH
Mormacil
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Very nice indeed :D good job
11.10.2006 09:53 Mormacil is offline Send an Email to Mormacil Search for Posts by Mormacil Add Mormacil to your Buddy List View the MSN Profile for Mormacil
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VERY good. I'm glad to hear that you're also an avid supporter of optimization. Wink

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phoenixamon
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I guess "avid supporter of optimization" sounds better than "polygon nazi", eh? :D I've gotten used to being slammed for it.

I have to admit, though, now that I've looked at a lot of Beth's meshes in Max their polycounts aren't as off the wall as they first seemed to me. They made a lot of cut-outs around edges that could have been square planes so that they could put accurate vertex shading around connecting shapes. It's definitely a weird way to work, but since extra polys are lighter than loading extra textures for shading it makes a type of sense. I'd prefer an engine that could handle self-shadowing, mind you... but at least I see the method to their madness (sometimes).
11.10.2006 11:32 phoenixamon is offline Search for Posts by phoenixamon Add phoenixamon to your Buddy List
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quote:
Originally posted by phoenixamon
I guess "avid supporter of optimization" sounds better than "polygon nazi", eh? :D I've gotten used to being slammed for it.


True that. :D But better be carefull with polys than to have needless number of them. Wink

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Beth's tower model (small one I think) is 36k pollies. It's good to be a polly 'Natzi' :D as you so aptly put it, take care with that though, some people may take offence even if none was meant.
11.10.2006 21:00 FLESH is offline Send an Email to FLESH Search for Posts by FLESH Add FLESH to your Buddy List AIM Screen Name of FLESH: ArthurMotruk View the MSN Profile for FLESH
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quote:
Originally posted by FLESH
take care with that though, some people may take offence even if none was meant.


And thus, from now we shall call it avid "supporter of optimization"...... it sounds professional. :lmao:

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Silgrad Tower: Oblivion » Beyond Cyrodiil » Valenwood » Valenwood Development » Valenwood Visual Dev. » Leafpod Architecture - Door claim!