Holy bajeebers, that is some absolutely incredible work. I don't pass out praise that kind of praise freely, either, because my standards are fairly high. However, these last set of screenshots are absolutely astounding. I really feel this is what Vivec should have looked like. It truly does have a 'city of a god' (or, in this case, daedra) written all over it. At the very least, this should have been somewhere in the original game - it fits in that nicely. Probably the best use of stock meshes and textures I have ever seen.
I can only imagine what it would look like with a good texture replacer. The islands already look great with vanilla textures, and in a way, I appreciate the use of vanilla textures, because it will allow for a seamless experience if you do use them. I would be so tempted to use some modern grass textures on the landscape, though.
As for the cloud mesh, I dunno. On the one hand, it does simulate greater height by obscuring the water; but on the other hand, it leaves nasty lines on the rocks. I'm also not sure what it does for frame rate. I tried using some of Mireneyes meshes in a narrow canyon area, and my frame rate dropped to the single digits. It's nice work, but the poly count is way too high for casual use.
Thanks Morovir. I've put a lot of work into trying to make this mod stand out and yet fit in. Using stock meshes and textures has always been a pleasure of mine, to see what new things can be done with them!
The isles hopefully should transfer to texture replacers fairly well. Other than a few custom textures I have made. But for the most part, when I retexture something, its with a vanilla texture .
As for other meshes, yes they are rather high-poly. Especially the landscape ones.
It's mostly because there are pretty few tricks that I can use to get the same sense of detail, suffice to say tho, if I took time to model the detail more individually i could cut off a few hundred to a few thousand polygons.
Mind telling me which meshes are giving you trouble? All meshes are to be considered as tests and are a subject to change so any input on that is valuable to me. PM thanks?
Grand work here! I adore the use of stock-statics that you make so good use of to make something familiar yet so unique!
Mireneye,
The cloud mesh I had used was certainly fine for my FPS. The comments I would have for it are that: it looks great from above and below but you can see all the slices from the side. The other thing is that it has collision...my test char was walking on the clouds, lol. I had tp tcl to explore the area properly.
Thanks for the comments guys, hopefully in the weeks to come i can pull myself away from city-building and get some landscaping done!
-Melchior Dahrk