The Bloodmoon Landscape Overhaul

Post » Thu Dec 15, 2011 6:06 pm

It has been a few years since i first released version 1.0 of the Bloodmoon Landscape overhaul , i have recently done a lot of work to the mod adding /changing textures fixing models etc so i have opened a thread to explain more about the mod and my reasoning for way the mod is being developed.There is a lot of ground to cover which i expect to go over in ensuing posts.

In version 1.1 i am going for a darker colour scheme than 1.0 which was too vibrant for most people , including me , i am sticking with most of the rock textures that were present in 1.0 primarily because i haven't found a good set of textures that match to replace the originals with , My rock textures were all taken on the same day in the same location , same camera etc and from the same rock bed so like them or not , they do match despite being quite different in appearance, however i have significantly reduced the brightness and saturation. I need to adjust the UV maps on most rock meshes whether to get the scale right or simply to get rid of some quite horrific distortions.as unfortunately the uv mapping is quite bad on many of the Bloodmoon meshes because the wrong UV mapping techniques had been applied to them.

http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot144.jpg

http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot149.jpg

I will be changing all the green land textures for new ones that i think look better than the old , i am still tweaking a few of them but look quite promising -

http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot162.jpg

Version 1.1 will also include some textures for the Bloodmoon buildings , i don't think there are replacers for some of them as yet but this mod should rectify that,

These are very much wip , subject to change etc neverthess here is some of the stuff i have made so far,

Approximately 15 seperate pieces( thus far still not finished) had to have UV maps unwrapped in Blender and redone on the blue longhouse to get rid of seams and distortions, also had to rotate a corner mesh that had been incorrectly positioned as you can't see the carving on one of the corner posts as it was facing into the model.

http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot186.jpg

I have gone for a rustic look with the

http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot190-1.jpg

http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot158-1.jpg

Some other scenes

http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot171.jpg

http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot145.jpg

http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot187.jpg

Feel free to discuss.
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Adam Kriner
 
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