New Dwemer tileset

Post » Mon May 07, 2012 6:52 pm

I posted about this project here quite some time ago under a different username, to which I have apparently forgotten my logon info. No matter, I just came here to show you guys this. http://i18.photobucket.com/albums/b105/shannon1978/Dwemer%20tileset/MGEScreenshot2-2.jpg?t=1325525308
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Mon May 07, 2012 7:29 pm

Looks great :D Are you releasing it as a resource or what?
User avatar
Eoh
 
Posts: 3378
Joined: Sun Mar 18, 2007 6:03 pm

Post » Tue May 08, 2012 2:32 am

I'm glad to see you're working on this again. I really liked the old screens, too; it's an interesting tileset with a healthy dose of steampunky goodness. :-)
User avatar
Miss K
 
Posts: 3458
Joined: Sat Jan 20, 2007 2:33 pm

Post » Mon May 07, 2012 5:34 pm

I really like the top half of these. I would like the bottom marble part to be tweaked though. It feels like it's too detailed to me (if that makes sense?). However, I really like them and can live with just how they are too :)
User avatar
naana
 
Posts: 3362
Joined: Fri Dec 08, 2006 2:00 pm

Post » Tue May 08, 2012 3:09 am

Looks great :biggrin: Are you releasing it as a resource or what?

Actually Id rather make a playable mod from it instead and then people can use it afterward. Im considering adding a bunch of new dungeons in this style to the game. Ive got an idea of how to explain their sudden appearance...

I'm glad to see you're working on this again. I really liked the old screens, too; it's an interesting tileset with a healthy dose of steampunky goodness. :-)

Thanks! The old version was mostly a copy of the lobby of Oakley sunglasses inc...lol. I tried to make it more 'my own' but instead it gradually started to look like a case of plagiarism from the Oblivion Ayelid dungeons (completely unintentional on my part). I wanted the set to look at least somewhat grounded in reality and not just a collection of way-cool shapes made into walls.

I really like the top half of these. I would like the bottom marble part to be tweaked though. It feels like it's too detailed to me (if that makes sense?). However, I really like them and can live with just how they are too :smile:

Do you mean the pillars are too detailed or the walls? Theres no way Im changing the pillars lol but the walls are definitely up for improvement and not by making them less detailed either! Intricacy is the name of the game here, its the only way.
User avatar
Darrell Fawcett
 
Posts: 3336
Joined: Tue May 22, 2007 12:16 am

Post » Tue May 08, 2012 6:49 am

call it high dwemer. Make a more noble type dwemer ruin. Like an abandoned noble house. Instead of a refinery or mine. They would have those. And this tileset looks to fill that hole nicely.
User avatar
Jonathan Braz
 
Posts: 3459
Joined: Wed Aug 22, 2007 10:29 pm

Post » Tue May 08, 2012 4:04 am

"High Dwemer" - I like that. :smile:

Might not be a refinery but Im still going to make machines for it :P
User avatar
josie treuberg
 
Posts: 3572
Joined: Wed Feb 07, 2007 7:56 am

Post » Tue May 08, 2012 6:38 am

call it high dwemer. Make a more noble type dwemer ruin. Like an abandoned noble house. Instead of a refinery or mine. They would have those. And this tileset looks to fill that hole nicely.

Yes, that makes sense. Skyrim, too, features elaborately detailed Dwemer ruins, after all.
User avatar
butterfly
 
Posts: 3467
Joined: Wed Aug 16, 2006 8:20 pm

Post » Tue May 08, 2012 2:44 am

One of the toughest things about this tileset making buisness is getting the scale right. ive always felt that most of MW's interiors felt a bit cramped and its always bugged me that nothing is ever more than two stories. Almost every exploration heavy games has huge, sprawling environments with lots of vertical space and narrow bridges while MW is mostly a bunch of boring tunnels. But, make something too large and it feels as if you are walking very slowly-until you add small details.

Another problem is that Im making this up as I go along and have no blueprints to follow about what the final product should look like. Ive taken to downloading concept art from the net. Theres a ton of really cool looking stuff in Linage2.
User avatar
Kellymarie Heppell
 
Posts: 3456
Joined: Mon Jul 24, 2006 4:37 am


Return to III - Morrowind