[WIP]Kinscavion - Dedication

Post » Sat May 28, 2011 1:51 pm

Now fully textured (just two minor things left), and pretty much final for everything except technical details:
http://i53.tinypic.com/ax1zq1.jpg


I get the "The page isn't redirecting properly" error, is it only me?
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Justin Hankins
 
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Post » Sat May 28, 2011 2:36 pm

I get the "The page isn't redirecting properly" error, is it only me?

Sorry, it's only you. :(
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Jonathan Montero
 
Posts: 3487
Joined: Tue Aug 14, 2007 3:22 am

Post » Sat May 28, 2011 10:07 pm

Sorry, it's only you. :(


Yeah it was my whole net connection yesterday <_<

Anyway, Mireneye, my man! That castle's interior SCREAMS Diablo :hehe: I totally wanna get in there and berserk some Reanimated Hordes :D I know that's probably not what you plan to do with it, but if that ever comes out as a resource, I know I will :D
Great stuff, keep it up! :clap:
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Brittany Abner
 
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Joined: Wed Oct 24, 2007 10:48 pm

Post » Sat May 28, 2011 1:43 pm

Now fully textured (just two minor things left), and pretty much final for everything except technical details:
http://i53.tinypic.com/ax1zq1.jpg
Cool, but what's the stonehenge-thingy in the square room?
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Lloyd Muldowney
 
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Post » Sat May 28, 2011 12:11 pm

Cool, but what's the stonehenge-thingy in the square room?

Duel ring in the armory =) Isn't it cool?
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Roy Harris
 
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Post » Sat May 28, 2011 9:27 am

http://i51.tinypic.com/30cpylh.jpg

Very cool design. I was just thinking about making a new private house for myself. I think I'll wait until that gets rel. :tops:
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Solène We
 
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Post » Sat May 28, 2011 1:00 pm

Skip to end for new art / resource.

So I'm thinking pretty hard about scrapping the landscape that is now. It's pretty bland and lacks the sense of feeling that I wanted. Also some things went wrong in the beginning when I mostly generated the thing that I just can't seem to fix at this point. No fear, I can only see good things coming from this decision. Another reason is Id'ing meshes. Right now they are all a prety big mish mash and I'd like to begin keeping things consistent. This is also a good thing for any future co-operation. There is a growing interest in people who want to help out and I want their experience with this project to be the best so I have to make some amends.

There will be some some-what major location redesigning. Honestly I was just chasing old plans and dreams while they just felt like they were fading further and further away, no reason to do that. I'm now in control of my own artisticism and I it tells me to redesign some areas to fit the vision of now.

This is not as huge a stepback as it is a new way of making progress.

Some of the redesigning is because you simply can't do certain things with Mw default landscape. Not only were overhangs a problem but there's just so few effects that can be used with it. Which is why some of the crystal-ridden areas will use completely custom meshes.

Another issue was vertex paint difference between terrain and meshes. With the imported landscape vertex color map, terrain looked awesome but meshes that used the same texture to blend into the ground looked totally off. Finally some huge meshes had loading issues, still thinking about how to fix that one.

Anyhow you came here to see this so here it is, a new landscape mesh to hone this new direction:
http://i51.tinypic.com/264jjh4.jpg
(featuring another really huge texture to fill an entire mesh with non tiling detail).
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Kat Lehmann
 
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Post » Sat May 28, 2011 12:16 pm

Duel ring in the armory =) Isn't it cool?
Depends on if there will be any duelling :P
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Jessie Butterfield
 
Posts: 3453
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Post » Sat May 28, 2011 9:48 pm

Skip to end for new art / resource.

So I'm thinking pretty hard about scrapping the landscape that is now. It's pretty bland and lacks the sense of feeling that I wanted. Also some things went wrong in the beginning when I mostly generated the thing that I just can't seem to fix at this point. No fear, I can only see good things coming from this decision. Another reason is Id'ing meshes. Right now they are all a prety big mish mash and I'd like to begin keeping things consistent. This is also a good thing for any future co-operation. There is a growing interest in people who want to help out and I want their experience with this project to be the best so I have to make some amends.

There will be some some-what major location redesigning. Honestly I was just chasing old plans and dreams while they just felt like they were fading further and further away, no reason to do that. I'm now in control of my own artisticism and I it tells me to redesign some areas to fit the vision of now.

This is not as huge a stepback as it is a new way of making progress.

Some of the redesigning is because you simply can't do certain things with Mw default landscape. Not only were overhangs a problem but there's just so few effects that can be used with it. Which is why some of the crystal-ridden areas will use completely custom meshes.

Another issue was vertex paint difference between terrain and meshes. With the imported landscape vertex color map, terrain looked awesome but meshes that used the same texture to blend into the ground looked totally off. Finally some huge meshes had loading issues, still thinking about how to fix that one.

Anyhow you came here to see this so here it is, a new landscape mesh to hone this new direction:
http://i51.tinypic.com/264jjh4.jpg
(featuring another really huge texture to fill an entire mesh with non tiling detail).


Very nice stone.

As for your vertex paint issue, I've managed to get closer to solving that by simply using similar colors for the ground paint. There is still a bit of a mismatch, but I can get fairly close for most things. Just note the dominant color in nifskope, manually dial it in the terrain editor in the CS, and spray a bit of that color around your mesh.

Of course, I'm working primarily with snow at the moment, so I'll have to see how that goes when I return to the valley floor.
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James Shaw
 
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Post » Sat May 28, 2011 3:28 pm

snip

Well, the thing is that the entire landscape was already vertex painted with Tesannwyn with.. ehum mostly appropriate colors. Meddling with it turns destroys some of the illusions that the vertex paint i used does. Oh well. As I said I'm considering redoing the landscape.


Update:
http://i53.tinypic.com/16qbya.jpg
http://i54.tinypic.com/33ms7sn.jpg

In other news, I have now decided how to do the landscape. I think people will find it interesting =)
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Hannah Barnard
 
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Post » Sat May 28, 2011 8:09 am

Well, the thing is that the entire landscape was already vertex painted with Tesannwyn with.. ehum mostly appropriate colors. Meddling with it turns destroys some of the illusions that the vertex paint i used does. Oh well. As I said I'm considering redoing the landscape.


Update:
http://i53.tinypic.com/16qbya.jpg
http://i54.tinypic.com/33ms7sn.jpg

In other news, I have now decided how to do the landscape. I think people will find it interesting =)


You may just want to watch out, if you'll make all the landscaping in objects too much detail will need higher end PCs to run them as well (especially if we're talking MGE here).

Anyway nice, I'm more and more eager to open the next resource pack of yours :clap:
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Charity Hughes
 
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Post » Sat May 28, 2011 4:00 pm

You may just want to watch out, if you'll make all the landscaping in objects too much detail will need higher end PCs to run them as well (especially if we're talking MGE here).

Anyway nice, I'm more and more eager to open the next resource pack of yours :clap:

True. Dunno my new direction will kind of require me to do a bunch of the things with terrain objects. It will be costly but I think it will be worth it.. + the whole thing is supposed to show off MGE so I suppose people will just have to take that. I will try to include low poly variants of many meshes in the future. That's the plan anyhow.
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Samantha Pattison
 
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Post » Sat May 28, 2011 6:14 pm

True. Dunno my new direction will kind of require me to do a bunch of the things with terrain objects. It will be costly but I think it will be worth it.. + the whole thing is supposed to show off MGE so I suppose people will just have to take that. I will try to include low poly variants of many meshes in the future. That's the plan anyhow.


Many things can actually be achieved with normal landscaping options, it's just that rarely anyone fully takes the advantage of it.

Tho yeah, I'll assume many people with low machines will want to play trough your mod as well, so that's a very good idea. :)
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Bitter End
 
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Post » Sat May 28, 2011 6:35 pm

Still tinkering with how to approach some things. Keltrock will be revised starting now:
http://i53.tinypic.com/fy1lbr.jpg
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Connie Thomas
 
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Post » Sat May 28, 2011 12:16 pm

^^ :ahhh: that is a render isn't it? That looks AMAzing!!!
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Harry Hearing
 
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Post » Sat May 28, 2011 11:20 pm

^^ :ahhh: that is a render isn't it? That looks AMAzing!!!

Indeed it is, with some post editing.

At work now with old laptop. Only suitable for doing low poly stuff so I'm doing some misc objects. Modelling every mesh anew is a daunting task but It's going pretty well.
http://i51.tinypic.com/1610uvm.jpg
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CRuzIta LUVz grlz
 
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Post » Sat May 28, 2011 6:41 pm

http://i54.tinypic.com/15ojg9v.jpg
http://i55.tinypic.com/2vbpf95.jpg
http://i53.tinypic.com/r1fryb.jpg
http://i53.tinypic.com/esu6x2.jpg

To some these screens might not look perhaps as good as some old stuff. The main difference is that the older screens were inconcistent. They were the summary of areas thrown together without the idea behind the design. Like children playing with legos. Now there will be a design phase before working on a new area so that I can avoid this. And so that every are can be unique and have interesting features. The other thing is that I've decided against making the entire landmass. The mod will still be exterior but it will be made mostly like "levels" with connections to each other. I have some really cool ideas how this will turn out.

Tune in for more in the coming days =)
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kiss my weasel
 
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Post » Sat May 28, 2011 1:05 pm

I for one shall mourn the loss of levitation, but I guess the environmental update is worth it.
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Stephani Silva
 
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Post » Sat May 28, 2011 9:40 pm

http://i54.tinypic.com/15ojg9v.jpg
http://i55.tinypic.com/2vbpf95.jpg
http://i53.tinypic.com/r1fryb.jpg
http://i53.tinypic.com/esu6x2.jpg

To some these screens might not look perhaps as good as some old stuff. The main difference is that the older screens were inconcistent. They were the summary of areas thrown together without the idea behind the design. Like children playing with legos. Now there will be a design phase before working on a new area so that I can avoid this. And so that every are can be unique and have interesting features. The other thing is that I've decided against making the entire landmass. The mod will still be exterior but it will be made mostly like "levels" with connections to each other. I have some really cool ideas how this will turn out.

Tune in for more in the coming days =)


Looks epic, can't wait to see this area finished!
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Chris Jones
 
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Post » Sat May 28, 2011 7:43 am

I for one shall mourn the loss of levitation, but I guess the environmental update is worth it.

I think I can saftely let you levitate in some areas.

Looks epic, can't wait to see this area finished!

Me either.

On that note. I Ventured further down crystal lane and cooked up this:
http://i53.tinypic.com/qs5lxg.jpg
It's not done yet but this look is more realistic and a bit closer to what I want to archive with crystals.

In other news I have began writing a new design document. It's shaping up really nicely.

Cheers.
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Pants
 
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Post » Sat May 28, 2011 3:19 pm

That is just.... breathtaking.
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Spencey!
 
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Post » Sat May 28, 2011 6:13 pm

On that note. I Ventured further down crystal lane and cooked up this:
http://i53.tinypic.com/qs5lxg.jpg
It's not done yet but this look is more realistic and a bit closer to what I want to archive with crystals.

Wow. The addition of snow in that shot along with that new crystal coloration gives your work a hand drawn animated cartoon look - simply fantastic! :nod:
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Marguerite Dabrin
 
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Post » Sat May 28, 2011 7:44 am

I think I can saftely let you levitate in some areas.


Me either.

On that note. I Ventured further down crystal lane and cooked up this:
http://i53.tinypic.com/qs5lxg.jpg
It's not done yet but this look is more realistic and a bit closer to what I want to archive with crystals.

In other news I have began writing a new design document. It's shaping up really nicely.

Cheers.


Hah, this keeps getting better and better. I made black and white versions of your crystals, but this one looks so much better! And as tetchy mentioned, all that wrapped in snow looks fantastic.
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Silencio
 
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Post » Sat May 28, 2011 5:35 pm

Hah, this keeps getting better and better. I made black and white versions of your crystals, but this one looks so much better! And as tetchy mentioned, all that wrapped in snow looks fantastic.

Looking at it now I realize it need to be a bit more crisp. I have a great idea on how to get the maybe final look now!

I worked some on my tree-making skills. I have found a pretty fluent way for me to make trees that look ok. (trunk and branches) no leaves yet.
http://i52.tinypic.com/29x7qf8.jpg

http://i56.tinypic.com/2itpp9d.jpg

Cheers!
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Allison Sizemore
 
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Post » Sat May 28, 2011 8:39 am

Original post updated with new screenshots =) Check it out it's looking better then ever!
Today I've made big progress, mostly tidying up the meshes and textures folder and I
made a bunch of variations to meshes that's already in there so they can be used for
different areas.

The redesign is coming along well. The design document is looking sleek and I have
good faith that the new direction will make something fun and playable much
faster then my bold original goals (I still adhere to those as well but they will
come in a far distant future).

Cheers!
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Jah Allen
 
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