Argonia wip

Post » Fri May 27, 2011 4:57 am

While visiting the TR site i found there a wonderful sketch of argonian treehouse. I was charmed by it, but still had no time for realizing it as a model. So, finally I started working on it. It is about 50% ready and still lacks textures and foliage. I would be grateful if someone could help me with texturizing. I'll try to finish it in a day or so...

http://i626.photobucket.com/albums/tt346/rhymer1987/MGEScreenshot11.jpg
http://i626.photobucket.com/albums/tt346/rhymer1987/MGEScreenshot10.jpg
http://i626.photobucket.com/albums/tt346/rhymer1987/MGEScreenshot5.jpg

P.S.:
It would be 3 separate models - one for door, one for lantern and one for the tree itself. Then I plan to make an interior and continue my work on Ayleid and Gideon set.


I wonder if you considered asking if it was okay to use that concept? ;)
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Spaceman
 
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Post » Fri May 27, 2011 1:44 pm

I wonder if you considered asking if it was okay to use that concept? ;)

Well, I saw somewhere on this forum the discussion of using some of TR concepts, so I supposed that using it is not a crime, if I make a reference. However, if I hurt someone's feelings, I apologize for my using it.

Zackg, I think I could try to make some Argonian Furniture & Clutter after finishing the current models.
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Darrell Fawcett
 
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Post » Fri May 27, 2011 3:31 am

Well, I saw somewhere on this forum the discussion of using some of TR concepts, so I supposed that using it is not a crime, if I make a reference. However, if I hurt someone's feelings, I apologize for my using it.

Zackg, I think I could try to make some Argonian Furniture & Clutter after finishing the current models.


No worries, I'm just being difficult. Prometheus (TS) isn't active anymore anyway, I don't think.
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Shaylee Shaw
 
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Post » Fri May 27, 2011 1:55 pm

Well, I saw somewhere on this forum the discussion of using some of TR concepts, so I supposed that using it is not a crime, if I make a reference. However, if I hurt someone's feelings, I apologize for my using it.

Zackg, I think I could try to make some Argonian Furniture & Clutter after finishing the current models.



Feel free.
Be realistic, but have fun with it and be creative. =-)
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Ana Torrecilla Cabeza
 
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Post » Fri May 27, 2011 11:32 am

I've made a first variant of the Roothouse interior. Here are two pictures, http://i626.photobucket.com/albums/tt346/rhymer1987/1.jpg and http://i626.photobucket.com/albums/tt346/rhymer1987/MGEScreenshot13.jpg.

So, I have two problems:
1. The exported models are too big, they are almost twice larger than it supposed to be, though I've checked the size while modeling, matching it with the original meshes from the game.

2. I'm too unskillful and too lazy to make a texture for the model. The matter is that I cant make a proper unwrap for it. So, I need help.
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Vincent Joe
 
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Post » Fri May 27, 2011 6:51 pm

I've made a first variant of the Roothouse interior. Here are two pictures, http://i626.photobucket.com/albums/tt346/rhymer1987/1.jpg and http://i626.photobucket.com/albums/tt346/rhymer1987/MGEScreenshot13.jpg.

So, I have two problems:
1. The exported models are too big, they are almost twice larger than it supposed to be, though I've checked the size while modeling, matching it with the original meshes from the game.

2. I'm too unskillful and too lazy to make a texture for the model. The matter is that I cant make a proper unwrap for it. So, I need help.

I could uvmap it for you just send me the file, though I not sure what to do about #1 but I'll see what I can do.
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Luis Reyma
 
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Post » Fri May 27, 2011 3:18 am

I found argonia concept art for a similar mod for oblivion.

http://theblackmarshproject.weebly.com/concept-art.html
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Peter lopez
 
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Post » Fri May 27, 2011 7:15 am

I've made a first variant of the Roothouse interior. Here are two pictures, http://i626.photobucket.com/albums/tt346/rhymer1987/1.jpg and http://i626.photobucket.com/albums/tt346/rhymer1987/MGEScreenshot13.jpg.

So, I have two problems:
1. The exported models are too big, they are almost twice larger than it supposed to be, though I've checked the size while modeling, matching it with the original meshes from the game.

2. I'm too unskillful and too lazy to make a texture for the model. The matter is that I cant make a proper unwrap for it. So, I need help.


I can handle number one. Blender has a scale when you export and import, these can easily be scaled down upon either and its more reliable then scaling inside of blender because all the models get scaled to a universal number.


I found argonia concept art for a similar mod for oblivion.

http://theblackmarshproject.weebly.com/concept-art.html


Ive seen these concepts many times. They are a tad too...idk colorful. We want deadly =-)
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Rachie Stout
 
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Post » Fri May 27, 2011 8:50 am

Depending on how nightmarish the mesh is to uvmap, I might have a go at it and see what I can do. 'Course only if you need the help.
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Kelly Osbourne Kelly
 
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Post » Fri May 27, 2011 11:27 am

I found argonia concept art for a similar mod for oblivion.

Linky


This is concept of Silgrad Tower project, and firstbl, i think, someone should ask permission to use those images.

2 Rhymer:
Good job, keep it.

2 zackg:

You maked strange models, imho, firstbl you should implove your modeling skills.

WfS~
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Stu Clarke
 
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Post » Fri May 27, 2011 6:02 pm

Depending on how nightmarish the mesh is to uvmap, I might have a go at it and see what I can do. 'Course only if you need the help.

I'm currently uvmapping the models for him and yeah they are nightmarish. Oh God help me with them plz. :cold:
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Lady Shocka
 
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Post » Fri May 27, 2011 4:57 am

I'm currently uvmapping the models for him and yeah they are nightmarish. Oh God help me with them plz. :cold:

Send them my way. I won't be able to take a look at them tonight... Waking up early tomorrow so that I can get my hands on a PS3 game releasing tomorrow 10AM.
I will however have time tomorrow, so send them my way and I'll have a look, I have uvmapped lots of stuff in my time, hopefully I can apply some of that knowledge now. =)
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Invasion's
 
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Post » Fri May 27, 2011 6:12 pm

I'd rip the mesh into different pieces first, then UV map the seperate parts, that will make the whole process a lot easier imo (then you can attach them back together if you want, or leave them detached from each other, doesn't make a difference either way).
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Chenae Butler
 
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Post » Fri May 27, 2011 6:36 am

I'd rip the mesh into different pieces first, then UV map the seperate parts, that will make the whole process a lot easier imo (then you can attach them back together if you want, or leave them detached from each other, doesn't make a difference either way).

It's possible to "rip" the mesh apart only in the uv without breaking the model. One thing that becomes more difficult is matching color between the pieces of the uvs. I'm going to try some other things before I resort to that. Probably I will try a peltmap first and if that does not work then I will move on to doing some morpher magic, if all else fails then I will what you said.
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Sunny Under
 
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Post » Fri May 27, 2011 2:54 pm

You maked strange models, imho, firstbl you should implove your modeling skills.

Positive, be POSITIVE.
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Logan Greenwood
 
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Post » Fri May 27, 2011 6:00 pm

Yes, you can with Unwrap UV just select the faces and UV map them seperately, unfortunately in my version of max, at times this method proves... hehe, unreliable and ulitmately slower.
It depends on personal preferences I guess, and you are probably much more experienced at UV mapping than me.

I'm not sure a pelt map would work on the interior, you might be able to apply the pelt map then edit the UV map created, though are you sure you shouldn't just make the UV from scratch? And is it all going to use the same texture? (If not mesh ripping needs to be done anyway).
And before UV mapping it, I'm wondering if there should be edits made to the model first, I mean shouldn't you create a tileset of some sort, maybe link it to an underground cave tilest or have Pods like the telvanni, except they grow under the roots.
Otherwise all the interiors in this style become boring clones of each other.

edit: You could make a blank pod (which would be easy enough to model, and would also make it easier to UV map), then have seperate static walls which you can place in it, allowing the pods to be unique to some extent.
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Calum Campbell
 
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Post » Fri May 27, 2011 7:21 pm

Depending on how nightmarish the mesh is to uvmap, I might have a go at it and see what I can do. 'Course only if you need the help.


Go for it, the more people getting it done the better. Thank U.

This is concept of Silgrad Tower project, and firstbl, i think, someone should ask permission to use those images.

2 Rhymer:
Good job, keep it.

2 zackg:

You maked strange models, imho, firstbl you should implove your modeling skills.

WfS~


This is how I improve my modelling skills. Hands on is a good way to learn, the models can always be altered....aaaand they have to be. With the curvy design the way that it is its pretty hard uvmapping this thing without the texture looking dumb. I might have to go for a different look then the curvy thing.

With that said, if nayone wants to turn imagination on and toss me some ideas, most appreciated.
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Sara Lee
 
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Post » Fri May 27, 2011 11:06 am

Yes, you can with Unwrap UV just select the faces and UV map them seperately, unfortunately in my version of max, at times this method proves... hehe, unreliable and ulitmately slower.
It depends on personal preferences I guess, and you are probably much more experienced at UV mapping than me.

I'm not sure a pelt map would work on the interior, you might be able to apply the pelt map then edit the UV map created, though are you sure you shouldn't just make the UV from scratch? And is it all going to use the same texture? (If not mesh ripping needs to be done anyway).
And before UV mapping it, I'm wondering if there should be edits made to the model first, I mean shouldn't you create a tileset of some sort, maybe link it to an underground cave tilest or have Pods like the telvanni, except they grow under the roots.
Otherwise all the interiors in this style become boring clones of each other.

edit: You could make a blank pod (which would be easy enough to model, and would also make it easier to UV map), then have seperate static walls which you can place in it, allowing the pods to be unique to some extent.

All good ideas I think. It's all up to Zackg & rhymer.

I'm guessing that one texture for the entire pod is a bit of a stretch so there will be multi-texturing involved, probably. It's been a while since I used the pelt map. My line of thought was to devide the mesh with the pelt map seams and then use some tools.

Of course I would edit it as well to get a good end result.

You seem pretty knowledgable tho. My knowledge is at best making uvmap for heads/more complex organics, or rather the most advanced I have ever delved into. Altho, one could argue meshes with insides might be a level above that. hehe.
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Nicole Kraus
 
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Post » Fri May 27, 2011 7:24 pm

OK I attempted to uvmap these nightmarish meshes and here is the result. As well to uvmapping them I fixed the scale issues you had and removed some 7804 vertices(Whoa that's a big number) you had extra in the treehouse interior and added collision to both meshes. Though the meshes need to be scaled up a bit more cause the interior is hard to get around in and the extrior too small to even have an interior, but I fix that later.

INTERIOR
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot6-1.jpg?t=1243381639
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot3.jpg?t=1243381660
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot4-1.jpg?t=1243381602
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot5.jpg?t=1243381623
EXTERIOR(contains some problems)
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot10-1.jpg?t=1243381681
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot7-1.jpg?t=1243381703
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot8-1.jpg?t=1243381720
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot9-1.jpg?t=1243381752
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot11-1.jpg?t=1243381565

C_Mireneye do you want me to send you what I have done so you can improve the uv's?
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Ilona Neumann
 
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Post » Fri May 27, 2011 3:39 pm

Yes, you can with Unwrap UV just select the faces and UV map them seperately, unfortunately in my version of max, at times this method proves... hehe, unreliable and ulitmately slower.
It depends on personal preferences I guess, and you are probably much more experienced at UV mapping than me.

I'm not sure a pelt map would work on the interior, you might be able to apply the pelt map then edit the UV map created, though are you sure you shouldn't just make the UV from scratch? And is it all going to use the same texture? (If not mesh ripping needs to be done anyway).
And before UV mapping it, I'm wondering if there should be edits made to the model first, I mean shouldn't you create a tileset of some sort, maybe link it to an underground cave tilest or have Pods like the telvanni, except they grow under the roots.
Otherwise all the interiors in this style become boring clones of each other.

edit: You could make a blank pod (which would be easy enough to model, and would also make it easier to UV map), then have seperate static walls which you can place in it, allowing the pods to be unique to some extent.


I think the idea of an empty pod with seperate um "root"statics, or whatever theyd be, natural support beam-type stuff, would be best.
Outta, curiosity, whats pelt mapping? I dont know if blender has that..
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Mandy Muir
 
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Post » Fri May 27, 2011 4:57 pm

OK I attempted to uvmap these nightmarish meshes and here is the result. As well to uvmapping them I fixed the scale issues you had and removed some 7804 vertices(Whoa that's a big number) you had extra in the treehouse interior and added collision to both meshes. Though the meshes need to be scaled up a bit more cause the interior is hard to get around in and the extrior too small to even have an interior, but I fix that later.

INTERIOR
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot6-1.jpg?t=1243381639
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot3.jpg?t=1243381660
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot4-1.jpg?t=1243381602
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot5.jpg?t=1243381623
EXTERIOR(contains some problems)
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot10-1.jpg?t=1243381681
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot7-1.jpg?t=1243381703
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot8-1.jpg?t=1243381720
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot9-1.jpg?t=1243381752
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot11-1.jpg?t=1243381565

C_Mireneye do you want me to send you what I have done so you can improve the uv's?

Try a cilindrical map maybe?
and do you test the UV map with a checkered texture?
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Richus Dude
 
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Post » Fri May 27, 2011 6:43 am

Try a cilindrical map maybe?
and do you test the UV map with a checkered texture?

I'm using the textures Rhymer sent me which are tiled. I'll try cylindrical map, but what I really did was was select certain faces of the mesh and did project from view which the end result is usually good on blocky meshes and not on organic meshes. It would be extremely hard to try to unwrap it cause the shear number of edges which makes it hard to tell if your doing it right.
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Laura
 
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Post » Fri May 27, 2011 3:25 pm

OK I attempted to uvmap these nightmarish meshes and here is the result. As well to uvmapping them I fixed the scale issues you had and removed some 7804 vertices(Whoa that's a big number) you had extra in the treehouse interior and added collision to both meshes. Though the meshes need to be scaled up a bit more cause the interior is hard to get around in and the extrior too small to even have an interior, but I fix that later.

INTERIOR
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot6-1.jpg?t=1243381639
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot3.jpg?t=1243381660
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot4-1.jpg?t=1243381602
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot5.jpg?t=1243381623
EXTERIOR(contains some problems)
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot10-1.jpg?t=1243381681
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot7-1.jpg?t=1243381703
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot8-1.jpg?t=1243381720
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot9-1.jpg?t=1243381752
http://i585.photobucket.com/albums/ss296/taroustheslayer/MGEScreenshot11-1.jpg?t=1243381565

C_Mireneye do you want me to send you what I have done so you can improve the uv's?

We could try that first, sure =)

ZackG:
Pelt mappin is a technique developed by the 3dsmax folks to make it easy to uvmap complex geometry such as creatures, faces etc.
http://www.youtube.com/watch?v=NjqY8i_-Xe0
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jason worrell
 
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Post » Fri May 27, 2011 8:51 am

This is my first test:
http://i39.tinypic.com/28ri8a9.jpg

There's a bunch of issues and I only worked on the lower level.
This is probably next to hardest thing I ever tried to uvmap haha.

Good practice =)
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Adam
 
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Post » Fri May 27, 2011 7:20 am

Well, I'll quit my rant for now, it's just that I'm REALLY REALLY picky with textures, they gotta be top notch!

There is a difference between top notch and Uninformed. You make great textures this is true. Morrowind engine is hard cored to down size any texture above 1024 X 1024. I've seen people make high resolution textures the size of 4096 x 4096. Just so people understand a 512 x 512 dds textures is 4 times the file size of a 256 x 256. So you can quickly see how above 1024 is just plan making your graphic card work it's but off for no reason other than slowing down a game.
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michael danso
 
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