[WIP]Kinscavion - Dedication

Post » Sat May 28, 2011 11:36 am

This is looking really, really good. As it should, considering how much time and effort you've put into it!


I've got to say... some of those screenshots just... well... they nearly made me cry. This is a thing of beauty, mate... a real work of art. I'm definitely adding it to my list of 'things I pray don't lose enthusiasm and die off like so many other amazing ideas that never quite saw the light of day'. And I'll be watching it like a hawk. ^_^

Cheers.
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Markie Mark
 
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Post » Sat May 28, 2011 4:49 pm

Those new crystals are awesome :drool:
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TOYA toys
 
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Post » Sat May 28, 2011 9:43 am

Those new crystals are awesome :drool:

Yes, It's not done just yet. But I'm beginning to feel pretty happy with them =)
http://i56.tinypic.com/2yn0yzn.jpg
http://i56.tinypic.com/15cfxao.jpg
http://i56.tinypic.com/33vj4ah.jpg

@Tetchy Thank you good sir. I was aiming a bit towards some kind of fantastical realism but If you like it I'm not to argue about it! =)

In general I'm kind of envious right now, I want to attain the same graphic brilliance as some of the new games out there. I'm not perfectly sure how but It's on the right track I think.
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louise tagg
 
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Post » Sat May 28, 2011 7:34 am

Yes, It's not done just yet. But I'm beginning to feel pretty happy with them =)
http://i56.tinypic.com/2yn0yzn.jpg
http://i56.tinypic.com/15cfxao.jpg
http://i56.tinypic.com/33vj4ah.jpg

@Tetchy Thank you good sir. I was aiming a bit towards some kind of fantastical realism but If you like it I'm not to argue about it! =)




Absolutely amazing... holy hell... I've never seen anything quite so... painting-esque.

I would love to bribe someone into making me some paintings for Morrowind... with some screenshots from this mod as the picture...

I just wish I could use these resources for anything. I svck with that sort of thing, though. T_T Maybe one day... maybe one day...
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Brittany Abner
 
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Post » Sat May 28, 2011 12:31 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

Wow! It reminds me of the canyon area in TLoZ: The Majoras Mask. That's always a good thing.
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tannis
 
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Post » Sat May 28, 2011 8:17 pm

http://i56.tinypic.com/15cfxao.jpg

Is it just me or are the UVs on some of those rocks a little stretched? :unsure:

The crystals really feel like a part of the landscape now though, before they stood out a bit too much.
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Darren Chandler
 
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Post » Sat May 28, 2011 3:53 pm

Is it just me or are the UVs on some of those rocks a little stretched? :unsure:

The crystals really feel like a part of the landscape now though, before they stood out a bit too much.

It's probably just you. MGE can give that feeling in the distance when a texture has a lot of detail up close. There's also some stretching in the default MW landscape in that picture. Nothig I can do anything about.

Thanks. Well I still have the colourful ones in store for more magical areas. But those areas will purely spew color and awesomenesss so they will fit =)
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Juan Cerda
 
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Post » Sat May 28, 2011 12:34 pm

Two new screens for ya:
http://i56.tinypic.com/2ahhd1l.jpg
http://i55.tinypic.com/9lbb6g.jpg

Update:
*I crushed a bunch of collision bugs I had because of big meshes by splitting them up, this took some time to figure out. Now everything is running smooth.
*Aside from a few new meshes, alternative meshes with new textures were also added. Some meant for a warmer climate, some meant for freezing action.
*Drew some concept art in my sketch-book. Will definitely tinker with getting some of these concepts into the mod.

Wow! It reminds me of the canyon area in TLoZ: The Majoras Mask. That's always a good thing.

I would be lying if I didn't say that TLoZ is one of my inspirations. But so is also a bunch of other games. Most of them are more recent and especially more graphically advanced then any TLoZ game. I have yet to attain such quality in all of my work but I continuously strive towards it always pushing myself. Thanks!
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CYCO JO-NATE
 
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Post » Sat May 28, 2011 3:12 pm

http://i55.tinypic.com/9lbb6g.jpg

Is that a cable lift?
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kirsty joanne hines
 
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Post » Sat May 28, 2011 2:27 pm

Is that a cable lift?

Actually those cables simply help hold up the structure. But a cable lift could be possible. for some more interesting designs using these kinds of meshes.

Been hard at work today. Switching out the castle mesh for a more detailed and finished product. First quarter exterior of the castle is done as far as modelling goes, no textures yet:
http://i52.tinypic.com/kcgjt2.jpg
http://i51.tinypic.com/317cppj.jpg
(size is not final)

Cheers!
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Kate Schofield
 
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Post » Sat May 28, 2011 9:31 am

Actually those cables simply help hold up the structure. But a cable lift could be possible. for some more interesting designs using these kinds of meshes.

Been hard at work today. Switching out the castle mesh for a more detailed and finished product. First quarter exterior of the castle is done as far as modelling goes, no textures yet:
http://i52.tinypic.com/kcgjt2.jpg
http://i51.tinypic.com/317cppj.jpg
(size is not final)

Cheers!


Nice, I'm curious how will this look textured! :)
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Lawrence Armijo
 
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Post » Sat May 28, 2011 3:50 pm

Nice, I'm curious how will this look textured! :)

Texturing commenced:
http://i51.tinypic.com/mhq0z9.jpg
http://i55.tinypic.com/9gjc5j.jpg

Ill make a more detailed dark brick texture for it. And I'll throw a bunch of other similar texture in there to make it all seem much more real then the quick test I did above. Before that I have to uvmap it all properly this is just testing because I'm having some problems.

1, It did not want to export at all but I finally solved it.
2, MGE renders some vertices that's not even on the mesh. It looks like some weird stretching triangles. It's definietlya graphical artifact of some kind.

Now I can get back to uvmapping/properly texturing the thing =) Then I'll move on to make the second half of the castle.
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Cesar Gomez
 
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Post » Sat May 28, 2011 10:18 pm

Texturing commenced:
http://i51.tinypic.com/mhq0z9.jpg
http://i55.tinypic.com/9gjc5j.jpg

Ill make a more detailed dark brick texture for it. And I'll throw a bunch of other similar texture in there to make it all seem much more real then the quick test I did above. Before that I have to uvmap it all properly this is just testing because I'm having some problems.

1, It did not want to export at all but I finally solved it.
2, MGE renders some vertices that's not even on the mesh. It looks like some weird stretching triangles. It's definietlya graphical artifact of some kind.

Now I can get back to uvmapping/properly texturing the thing =) Then I'll move on to make the second half of the castle.


wow! this mods awesome. isnta DL much?
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Lalla Vu
 
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Post » Sat May 28, 2011 8:42 pm

Cool castle :celebration:
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naome duncan
 
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Post » Sat May 28, 2011 10:23 pm

I think I have just fallen in love! Those are great! :goodjob:
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Elina
 
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Post » Sat May 28, 2011 5:55 pm

wow! this mods awesome. isnta DL much?

Cool castle :celebration:

I think I have just fallen in love! Those are great! :goodjob:


Chucks your too daym kind peeople =) Thanks.
http://i54.tinypic.com/257ndw4.jpg

There's still some bugs to iron out and stuff to do.
I checked the location ingame and it seems I only have to make one more quarter of the castle. The rest would be redundant to my cause.
When that is done I'll texture it and pose it all together. I also have to fix some collision problems. These things are common with big complex (er) meshes. I know how to fix it so no worries.
There's still the weird MGE shooting out graphical artifacts in the distance. Maybe I should post in MGE thread about it.

With that being said I'm starting to feel pretty happy with this mesh and I should be able to move on to other things soon. Which include making the transitional area between this place and Sylvin. And begin conceptualizing Sylvin.

Cheers!
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James Wilson
 
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Post » Sat May 28, 2011 11:23 am

Chucks your too daym kind peeople =) Thanks.
http://i54.tinypic.com/257ndw4.jpg

There's still some bugs to iron out and stuff to do.
I checked the location ingame and it seems I only have to make one more quarter of the castle. The rest would be redundant to my cause.
When that is done I'll texture it and pose it all together. I also have to fix some collision problems. These things are common with big complex (er) meshes. I know how to fix it so no worries.
There's still the weird MGE shooting out graphical artifacts in the distance. Maybe I should post in MGE thread about it.

With that being said I'm starting to feel pretty happy with this mesh and I should be able to move on to other things soon. Which include making the transitional area between this place and Sylvin. And begin conceptualizing Sylvin.

Cheers!



I'm still rooting around through the resource pack released here... but I have to say that, so far, it looks like all the most amazing work to date on this mod is -still- coming out. Every time you upload a picture here, Mireneye, it's better than all the last. I've never seen someone so consistently and steadily out-do themselves on something like this.

... now all I need is a crack at those houses and buildings and such. >.> ... I would love to make a nice little nightmare village using those.


Anyways! Epic! Purely epic!
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Kat Stewart
 
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Post » Sat May 28, 2011 6:43 pm

I'm still rooting around through the resource pack released here... but I have to say that, so far, it looks like all the most amazing work to date on this mod is -still- coming out. Every time you upload a picture here, Mireneye, it's better than all the last. I've never seen someone so consistently and steadily out-do themselves on something like this.

... now all I need is a crack at those houses and buildings and such. >.> ... I would love to make a nice little nightmare village using those.


Anyways! Epic! Purely epic!

I'm sorry that the old resource pack svcks :P haha. It's a good measure stick to see how I'm slowly learning how to 1, Model and texture for games and 2, Just how to become better at what I do.

Meshwise this next model is really simple to make, just another pillar among the many needed:
http://i55.tinypic.com/4hv7dv.jpg

The main differance is that this pillar has good uvmapping and it uses a pretty darn big texture. Actually I think it's very probably to big.
Now it's all trying to mash all texture into to little space hence why it looks a bit blurry in the render. Hmm.
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keri seymour
 
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Post » Sat May 28, 2011 11:15 am

Did some work tonight. Been a while since I updated. I'm mostly testing some things, this may or may not be included in Kinscavion. Either way it will be in the resource pack:
http://i51.tinypic.com/2j3fx2p.jpg
http://i54.tinypic.com/15xlb7n.jpg
http://i53.tinypic.com/2qnw5du.jpg
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Louise Andrew
 
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Post » Sat May 28, 2011 10:58 am

Looks absolutely stunning C_Mireneye! Gorgeous work!
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Erich Lendermon
 
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Post » Sat May 28, 2011 6:25 pm

looks really, really nice!
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Avril Louise
 
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Post » Sat May 28, 2011 1:11 pm

Cool castle :celebration:

Yeah, is that on Hvitkald Peak? Because that might be a conflict.
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glot
 
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Post » Sat May 28, 2011 7:55 am

Yeah, is that on Hvitkald Peak? Because that might be a conflict.

:rofl:

someone might want to make a patch.....


And that looks awesome!! 100 times better than some stuff that was there! :)
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Chloe Lou
 
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Post » Sat May 28, 2011 12:11 pm

Did some work tonight. Been a while since I updated. I'm mostly testing some things, this may or may not be included in Kinscavion. Either way it will be in the resource pack:
http://i51.tinypic.com/2j3fx2p.jpg
http://i54.tinypic.com/15xlb7n.jpg
http://i53.tinypic.com/2qnw5du.jpg


Looks crazy, like from some high end new game! Beautiful :drool:
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Damian Parsons
 
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Post » Sat May 28, 2011 8:59 pm

Did some work tonight. Been a while since I updated. I'm mostly testing some things, this may or may not be included in Kinscavion. Either way it will be in the resource pack:
http://i51.tinypic.com/2j3fx2p.jpg
http://i54.tinypic.com/15xlb7n.jpg
http://i53.tinypic.com/2qnw5du.jpg
Very cool, bit under vegetated though.
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Eilidh Brian
 
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