Official 150 Meshes Replacement overhaul

Post » Sat May 28, 2011 12:30 pm

I'd get rid of the "flaring" on the lamp. keep it more practical looking and less... Asian. Don't really get the "asian" thing going from Morrowind

Good work on the other stuff though
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DeeD
 
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Post » Sat May 28, 2011 7:32 am

I'd get rid of the "flaring" on the lamp. keep it more practical looking and less... Asian. Don't really get the "asian" thing going from Morrowind

Good work on the other stuff though


don't worry, there won't be any alternative changes, only chances that makes things seem more appealing, since the new model wouldn't look good if it was entirely made of iron, making it has been built with no heart.

but I'll keep that in mind, however, there are some lanterns and street lights that was originally created with the asian feel to it. such as paper lanterns. :3
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-__^
 
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Post » Sat May 28, 2011 4:32 am

Personally, I would love to see more improved misc item meshes, other than the ones Armed Defender has already done in "Mesh Improvements." Hopefully not too improved (that is, not too different in style from vanilla) since that is why I don't use a lot of the other misc item replacers. Good luck, and I look forward to seeing what you come up with.
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Strawberry
 
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Post » Sat May 28, 2011 7:31 pm

update! http://clip2net.com/clip/m14405/1265089815-clip-388kb.png
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Charleigh Anderson
 
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Post » Sat May 28, 2011 8:11 am

Looks good. Wish I could use Blender like that; I'm just starting to learn.
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Robyn Howlett
 
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Post » Sat May 28, 2011 8:28 am

third object done, there won't be any updates untill I complete 5 objects. http://clip2net.com/clip/m14405/1265095613-clip-155kb.png
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CArla HOlbert
 
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Post » Sat May 28, 2011 1:53 pm

Very nice. Makes Beth's meshes look cheap & rushed.
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Natalie Harvey
 
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Post » Sat May 28, 2011 8:47 am

I want everyone's opinions on this object's new shape, textures are subject to change during testing with other texture replacers, for best results when published.

http://clip2net.com/clip/m14405/1265332732-clip-317kb.png, I'll have the rest of the model viewable by tonight.
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Nichola Haynes
 
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Post » Sat May 28, 2011 5:16 am

I want everyone's opinions on this object's new shape, textures are subject to change during testing with other texture replacers, for best results when published.

http://clip2net.com/clip/m14405/1265332732-clip-317kb.png, I'll have the rest of the model viewable by tonight.



I personally don't like the pointed bits that sticks out from the top of the base. I think they might look better at the bottom as more of a support or taken out completely. They aren't very aesthetic in my opinion.
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WTW
 
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Post » Sat May 28, 2011 12:45 pm

I personally don't like the pointed bits that sticks out from the top of the base. I think they might look better at the bottom as more of a support or taken out completely. They aren't very aesthetic in my opinion.


I'll put some thoughts to it, since the original looked abit dull like a twig, but I'll try to weight it down lower to see how that would look, though I'd imagine it would drift farther away from what the original looked.

so I'll make two versions, one weighted down closer to the ground, while the other would be slightly rounded off, but still have that thickness to it at the base.
:3 I awaite for more opinions from others. thanks.
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ILy- Forver
 
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Post » Sat May 28, 2011 1:25 pm

http://clip2net.com/clip/m14405/1265337144-clip-142kb.png shape #1
http://clip2net.com/clip/m14405/1265336797-clip-116kb.png shape #2
http://clip2net.com/clip/m14405/1265336972-clip-140kb.png shape #3

I think I like # 3 best.
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Dale Johnson
 
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Post » Sat May 28, 2011 7:55 am

*snip* view more links at the main header.
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Ellie English
 
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Post » Sat May 28, 2011 8:57 pm

Looks awesome but...

These objects aren't needing proper reworking as badly as others, especial the armors and the rocks. I know that hedgehog guy makes high quality armors, but they don't even resemble the vanilla armors at all. You, my friend appear to have a talent for improving the meshes without changing the overall design significantly. If you used that skill on the armor meshes you would be my hero.

Anyways, good work so far; I am anticipating the potential release!
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Niisha
 
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Post » Sat May 28, 2011 2:40 pm

Looks awesome but...

These objects aren't needing proper reworking as badly as others, especial the armors and the rocks. I know that hedgehog guy makes high quality armors, but they don't even resemble the vanilla armors at all. You, my friend appear to have a talent for improving the meshes without changing the overall design significantly. If you used that skill on the armor meshes you would be my hero.

Anyways, good work so far; I am anticipating the potential release!


true, armor, terrain rocks, and weapons are three big things that needs replacing however. hardly any of the other objects such as lights, static buildings and many other objects haven't gotten much focus as many modders find it quiet tiresome and timeconsuming to recreate each object and UV mapping them from scratch, those objects are some of the most vital parts of gameplay in morrowind. and if those gets improved other then just armors and weapons, imagine the improvement! :D

right now I'm just working on the lights commonly seen ingame of morrowind for now.

________________

thanks everyone for the great comments and I will do my best to keep the glory of morrowind's original world.
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clelia vega
 
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Post » Sat May 28, 2011 4:12 pm

keep an eye on the updates at the lower part of the header of this forum :3 here's my latest completed model http://clip2net.com/clip/m14405/1265358453-clip-177kb.png
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Amanda Leis
 
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Post » Sat May 28, 2011 7:01 am

Looking really good, this will certainly be a welcome addition to the game - keep it up (I am new paging it up all over the place)
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Christie Mitchell
 
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Post » Sat May 28, 2011 2:04 pm

looks awesome. A way to upgrade, without making all the other objects seem low-res.
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phil walsh
 
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Post » Sat May 28, 2011 4:49 pm

http://clip2net.com/clip/m14405/1265337144-clip-142kb.png shape #1
http://clip2net.com/clip/m14405/1265336797-clip-116kb.png shape #2
http://clip2net.com/clip/m14405/1265336972-clip-140kb.png shape #3

I think I like # 3 best.

You are right, sir.
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Rachael
 
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Post » Sat May 28, 2011 10:12 am

after I create 25 or 50 objects in total I'm going to need testers with different texture replacement then one other. sign up and show some screen shots in my message or here in this forum. you may sign up for beta testing anytime from now to in the next 2 or 3 weeks. give or take, depending on when I finish a number of objects!

testers with dynamic difference in texture replacement from one other will be given full access to testing throughout the half the remodeling overhaul. about untill I reach 100 objects, there will be no testing untill official release :3
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Kortknee Bell
 
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Post » Sat May 28, 2011 9:12 pm

Assuming that I have my DVD drive back up and running here soon, I'd be willing to test things for you.
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Mandy Muir
 
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Post » Sat May 28, 2011 6:29 pm

looks nice. I suggest make replacement for some unrealistic mesh, such as the big steps meshes at Balmora. the steps are too big[so few and so high] compare to npc, you may like to add more lower steps to the mesh for realism.
example 2: the big candles[the candles without a metal base and cann't be pick up.], they looks like may burn the desk after exhaust itself.

And that's a thing nobody have done before.
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Heather beauchamp
 
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Post » Sat May 28, 2011 1:27 pm

I do really like the idea of this. It's about time someone remade all teh lights and misc objects, and i must say your doing a very good job of it too.
It would be interesting to see the difference in poly count too. Not that it matters ofcourse, but id be interested to see the difference :)

Keep up the good work
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Mylizards Dot com
 
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Post » Sat May 28, 2011 8:29 am

looks nice. I suggest make replacement for some unrealistic mesh, such as the big steps meshes at Balmora. the steps are too big[so few and so high] compare to npc, you may like to add more lower steps to the mesh for realism.
example 2: the big candles[the candles without a metal base and cann't be pick up.], they looks like may burn the desk after exhaust itself.

And that's a thing nobody have done before.


yeah some of the building meshes like vivic's cantons needs an update as well since lighting system doesn't go well with low poly objects. though not dangerously high poly either, it would cause a framerate. balmora steps do need an upgrade.


I do really like the idea of this. It's about time someone remade all teh lights and misc objects, and i must say your doing a very good job of it too.
It would be interesting to see the difference in poly count too. Not that it matters ofcourse, but id be interested to see the difference :)

Keep up the good work


I might include poly count for each objects in the read me. though thats a good curiosity.
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FABIAN RUIZ
 
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Post » Sat May 28, 2011 7:12 am

To be honest, I think Morrowind's models (aside from NPC Bodies) have aged incredibly well for a game of its time. This is definitely thanks in no small part to the varied and detailed textures. I never once really regarded lanterns or anything of the sort as particularly outdated-looking, and indeed I feel as if Bethesda's artists held texture variety/emphasis in higher priority than polygon count/model detail.

I think it was a very wise design choice, as, again, there are just so many intricacies compared to Oblivion - like comparing Morrowind armor to Oblivion's, I feel as though Oblivion's armor is really dull looking (most of them look like alternate sets of pajamas). They put their effort into that amazing high poly sash, whereas in Morrowind they put their effort into those distinct horse details on an Imperial cuirass.

I'm rambling - this is a welcome addition to any installation of the game regardless. Particularly looking forward to architectural remodels! :)
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Melanie
 
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Post » Sat May 28, 2011 9:43 am

I disagree, I don't think the two are mutually exclusive, and I honestly prefer several of Oblivion's armor designs to those in Morrowind (fur, ebony, and Dwarven in particular stand out). I don't like a lot of Oblivion's art direction (chainmail and glass look like poo-poo, and, of course, NPCs :P). It's true that a good texture goes a lot further than a high poly model in terms of aesthetics, but why not strive for both?

I like the models that Solidfire has made so far-- a definite improvement.
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Taylor Thompson
 
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