Show us what you're working on #55

Post » Wed Mar 02, 2016 7:40 am


http://www.gamesas.com/topic/1583454-show-us-what-youre-working-on-54/page-8

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Pawel Platek
 
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Post » Wed Mar 02, 2016 6:20 am

http://imgur.com/a/79cAz

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Ashley Tamen
 
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Post » Wed Mar 02, 2016 11:14 am

For those from the other thread asking if we could make custom ground meshes - I'm definitely not skilled enough, but I http://i.imgur.com/rsFiiCs.png stopping others from doing so.


Obviously you'd have to know your way around UV mapping, but thanks to Yacoby we've had the tools for importing/editing ground meshes for a long time. All my project does is let you get the cell's objects into blender as well.


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Ricky Meehan
 
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Post » Wed Mar 02, 2016 8:42 am

Can you explain a bit more about "ground meshes" ? From what I can understand from the CS, the ground is one single huge mesh, right ? What do you mean by "editing it" ?

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Harry Leon
 
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Post » Wed Mar 02, 2016 2:09 am

Yes, there is the terrain which is basically a giant height-mapped mesh, with the vertex points evenly distributed on the horizontal plane, with individual heights. This is pretty much standard for large terrains and still used in later TES games, but it does not allow overhanging parts, only hills and valleys. A custom-made terrain mesh would make more diverse terrain forms possible, but as I wrote in the old thread, there are other problems, especially with the texturing, because Morrowind does not allow texture blending on meshes. So either the whole mesh would have to be of one texture or there would have to be sharp transitions between different textures which would both not look very good. Creating special textures for smooth transitions would also be possible but a lot of work to look right.



Also, I'd imagine there is a limit as to how big objects can be in Morrowind, so if a terrain mesh was covering several cells there might be a point at which collision might stop working or maybe the object would no longer be displayed at all. But I don't know for sure.

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Melanie Steinberg
 
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Post » Wed Mar 02, 2016 12:23 am

I started to replace all the meshes and textures of the Azura's Coast and Sheogorad Region with high quality, PBR-based versions. I already completed the menhirs and a few landscape textures. Disregard the shiny landscape textures, they are buggy and from an older project.



Menhirs: http://i.imgur.com/Gk1Q8B3.jpg http://i.imgur.com/RmGcSOz.jpg http://i.imgur.com/Mquy4ur.jpg



Gravel: http://i.imgur.com/DltxjYn.jpg



The albedo and normals are 2k, the materials are 1k.



Edit: Making steady progress. I just finished the coastal rocks. The textures are still unbearably bland and nowhere near finished: http://i.imgur.com/cJgtb9U.jpg http://i.imgur.com/Bw7pQfv.jpg http://i.imgur.com/PiU9QR1.jpg

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Becky Palmer
 
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Post » Wed Mar 02, 2016 9:35 am

Morrowind Rebirth: Ghostgate WIP: http://media.moddb.com/images/mods/1/17/16542/GhostgateWIP.jpg

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Rob Smith
 
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Post » Wed Mar 02, 2016 2:59 am


Best version I've seen yet. You going to add a lot more guards?

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TOYA toys
 
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Post » Wed Mar 02, 2016 2:16 am


Yes. It's still very much a WIP. I began working on it just 2 hours ago :P

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James Shaw
 
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Post » Wed Mar 02, 2016 8:08 am

https://imgur.com/a/kLx44
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Nick Swan
 
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Post » Wed Mar 02, 2016 2:33 am


Excellent.

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Alycia Leann grace
 
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Post » Wed Mar 02, 2016 12:14 pm

I'm happy with http://www.nexusmods.com/morrowind/Images/2367/?. What do you guys and gals think?

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Steve Fallon
 
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Post » Wed Mar 02, 2016 7:26 am

Morrowind Rebirth: Red Mountain Overhaul WIP: http://i.imgur.com/XLFWnu0.jpg

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Karen anwyn Green
 
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Post » Wed Mar 02, 2016 2:08 am

Love! :D

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Dina Boudreau
 
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Post » Wed Mar 02, 2016 12:10 pm

https://gyazo.com/2d0c9830f0ae469fdc2fe3bfb74044f1



Preview screenie from my CS as I'm working~

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Lexy Corpsey
 
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Post » Wed Mar 02, 2016 12:02 am

Everything there looks intriguing. The cuirass retexture and the new layout.


What's that door overhang doing on top of the tavern? :D

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Neko Jenny
 
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Post » Wed Mar 02, 2016 2:21 pm

PBR glass texture upgrades specifically for Melchiors Skeleton Berserker creation, helmet about half done:

http://imgur.com/a/0ssna

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CxvIII
 
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Post » Wed Mar 02, 2016 5:01 am

http://imgur.com/a/0AbWN


1. New Flesh Dremora (http://i.imgur.com/teVHncB.png and http://i.imgur.com/Kc2bOwM.png)


2. New Dremora Valkynaz (http://i.imgur.com/MvAFJ5Q.png and http://i.imgur.com/e5dYyXH.png)


I wanna replace allmost every humanoid-like daedras in Creatures X with like posted ones.



P.S. I think, I can make a BB or Robert's based replacer for ash servants of GH Dagoth. I just need someone, who added them animation.

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Auguste Bartholdi
 
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Post » Wed Mar 02, 2016 12:32 am

I hate rigging stuff, but if there are no takers, I could get to it eventually...



Your other stuff looks really interesting too. I've always thought the flesh dremora were kinda strange from plx, but using Westly's textures look better conceptually anyway.

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Sheila Reyes
 
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Post » Tue Mar 01, 2016 11:23 pm

Thanks, I will start replace ash-creatures as soon as I can.



Everyone hates flesh-dremoras by PLX - they are:


1. Ugly as [censored]


2. Scary as [censored]


3. Unkillable


4. What the NUMINIT-mind create it?



But Westly long time ago release V'Kai race, who look like fresh biomechanoids. And I think, why not?

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chirsty aggas
 
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Post » Wed Mar 02, 2016 11:11 am

wow, tyddy! looks amazing as always! do you think there is any chance of getting a flesh atronatch like we see in the shivering isles expansion?!?!
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Colton Idonthavealastna
 
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Post » Wed Mar 02, 2016 8:01 am

Solved

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Mario Alcantar
 
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Post » Wed Mar 02, 2016 8:19 am

Looks like you're lacking a bounding box there, Tyddy.

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CHANONE
 
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Post » Tue Mar 01, 2016 10:49 pm

I just need to add Bounding Box and all 3 problems will solve?



YES, IT WAS! THANK YOU, Melchior!


http://imgur.com/a/kr88k.

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James Wilson
 
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Post » Wed Mar 02, 2016 12:06 am

You're welcome. :)

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Matt Bigelow
 
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