[WIP]?

Post » Thu Dec 02, 2010 2:48 am

True, true.

Spent the majority of the day to rethink Keltrock. Addmitably I never gave the area much thought. Only thing for certain was that it's the home of the (snow)Leotaur race...

With all the recent mytherin? lore I've been conjuring, I'm testing some things with Keltrock, it's looking really cool right now =)
http://i39.tinypic.com/2aims77.jpg

I also drew three more concept art pictures, mostly character heads but also some weapon designs etc.
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Harry Leon
 
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Post » Thu Dec 02, 2010 12:15 am

This has come along really nicely since I last looked. I really like the lava river's.

Keep up the good work! :goodjob:
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Motionsharp
 
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Post » Wed Dec 01, 2010 9:39 pm

This has come along really nicely since I last looked. I really like the lava river's.

Keep up the good work! :goodjob:

Thanks mate, update to Keltrock crystals:
http://i39.tinypic.com/dnghoz.jpg
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Calum Campbell
 
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Post » Thu Dec 02, 2010 2:50 am

dumdi di dum, work, work:
http://i40.tinypic.com/dfiuxu.jpg

Updated:
http://i44.tinypic.com/2b9rux.jpg
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Ana
 
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Post » Wed Dec 01, 2010 10:38 pm

What a beautiful piece of work you are crafting here . I look forward to the completed mod !
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Emmi Coolahan
 
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Post » Wed Dec 01, 2010 4:50 pm

Very nice detail on the crystals!

(cool, we have quick reply now!)
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Marion Geneste
 
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Post » Thu Dec 02, 2010 1:34 am

Looking magnificent. :D
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Chris Guerin
 
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Post » Wed Dec 01, 2010 11:20 pm

Looking magnificent. :D

Thanks =)

New Canyon model, now looking much better:
http://i43.tinypic.com/2ldyjqu.jpg

I'm also fixing some uvmapping of my older meshes so I might use them =)
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Lynne Hinton
 
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Post » Thu Dec 02, 2010 2:22 am

Canyon ingame:
http://i43.tinypic.com/2m3h74w.jpg
http://i44.tinypic.com/1551dup.jpg

I'm not sure if there will be these kind of canyons in Kinscavion, I might just throw these meshes into a pack. We'll see.
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Marnesia Steele
 
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Post » Thu Dec 02, 2010 1:38 am

shnipity snip

That canyon mesh looks a bit too chunky for it's size, but otherwise, nice job! I like the lava rivers and crystals too.
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Sophie Morrell
 
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Post » Wed Dec 01, 2010 8:46 pm

That canyon mesh looks a bit too chunky for it's size, but otherwise, nice job! I like the lava rivers and crystals too.

Made the mesh a bit smoother, some custom smoothing still needed =). I also successfully experimented with multiple UVs and Dark maps. Dark maps can be used as lightmaps basically, but the other way around. What you see in the next picture is the same Canyon mesh, a a bit smoother with two separate UV channels one with a nice tiling texture that tiles around 8 times across the model and then you have a properly uvmapped dark map untop of it that kind of bakes some shadows atm but can be used for some nice major details as well, but however not a detail map.

http://i41.tinypic.com/fk7f2g.jpg

and more
http://i42.tinypic.com/sg33ie.jpg
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Leanne Molloy
 
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Post » Wed Dec 01, 2010 7:33 pm

http://i39.tinypic.com/22dbhd.jpg
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ImmaTakeYour
 
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Post » Wed Dec 01, 2010 9:18 pm

So yeah, last stuff svcked. I updated that texture a bit but meh... Probably not gonna be in this WIP.

I'm getting better and better at landscape meshes which is great =) This next image may look like the textures tile a lot but have in mind that it's an ENTIRE mountain so you are looking at it as if it would have been far away and really tiny. If you would actually stand on this thing you would look like a small dot, so the textures are probably to big even now.

http://i43.tinypic.com/opcvau.jpg

I also mean to make a lot of other details added to the mesh, pathways, climbers routes etc. This is just the base mesh.
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Ells
 
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Post » Wed Dec 01, 2010 5:19 pm

hey, someone mentioned that you had made a mesh for them, for a lightning strike mod. how about changing the "shock bullet " mesh to a suitable lghtng bolt, such as lightning strike? shouldnt need too much work, can same keep contact shock animat, etc, burst of light at contact, all pretty much the same stuff, just replace projectile anim/mesh with streak of lghtng. a few requests;


modest bolt, nothing too fancy, nt too many branches
NOT rats nest pipe cleaner
simple animation IF ANY, maybe 1 or 2 shifts AT MOST
NOT string cheese or confetti wild jolt jumping around
cast n forget animation, hangs in the air then either fades or just dissates quick
does NOT trail casters hands etc

ideas:
nice CRACK sound fx, NOT sizzle pop etc
render single static bolt, then rotate randomly a few degrees each time OR
segmented bolt randomly assembled/swapped to simulate jolting animation (whichever is simpler, no anim DEMANDED per se...)

then reply with dwnld link wen finished--something i can just plug into any mod, whatever needed. ive no talent for this, but you obviosly have the resources etc. if not, could you refer me to someone that can? thks
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Suzie Dalziel
 
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Post » Wed Dec 01, 2010 11:43 pm

hey, someone mentioned that you had made a mesh for them, for a lightning strike mod. how about changing the "shock bullet " mesh to a suitable lghtng bolt, such as lightning strike? shouldnt need too much work, can same keep contact shock animat, etc, burst of light at contact, all pretty much the same stuff, just replace projectile anim/mesh with streak of lghtng. a few requests;


modest bolt, nothing too fancy, nt too many branches
NOT rats nest pipe cleaner
simple animation IF ANY, maybe 1 or 2 shifts AT MOST
NOT string cheese or confetti wild jolt jumping around
cast n forget animation, hangs in the air then either fades or just dissates quick
does NOT trail casters hands etc

ideas:
nice CRACK sound fx, NOT sizzle pop etc
render single static bolt, then rotate randomly a few degrees each time OR
segmented bolt randomly assembled/swapped to simulate jolting animation (whichever is simpler, no anim DEMANDED per se...)

then reply with dwnld link wen finished--something i can just plug into any mod, whatever needed. ive no talent for this, but you obviosly have the resources etc. if not, could you refer me to someone that can? thks

While true that I have made a lightening mesh I at this time do not have the ambition to do any more work on it for now. One thing I could do with it is make the texture animate, fade in and fade out, real quick.

Thank you for bringing ideas to the table tho, but at this point I'm not going to be making any changes. It should be fairly simple to download nifskope and with some help from those tutorials I'm sure it will be pretty simple and fun if you take a bit of time and just change around my base mesh as you feel like. It's free for anyone to edit and use as they see fit.

In more Kinscavion related news, again I hit a small roadblock with how things are supposed to look, but it's getting better. I'm trying to incorporate really huge mountains, note that this is only a base mesh, I intend to carve some fine detail into this, but this will feature as the FAR-mesh that mge renders.

http://i44.tinypic.com/kbrjhy.jpg
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Elea Rossi
 
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Post » Thu Dec 02, 2010 7:39 am

Your screenshots looks really nice. The mountain and rocks look a bit blocky though. Maybe you could add some individual rock models to scatter around and break up some of the overly hard edges? Also the mapping on the mountain doesn't look so uniform, stretching and pinching in some areas.

Hopefully you understand what I mean about the rock/mountain models, not sure how to explain. :S

Good luck with things. I hope to see your vision complete some day. I know you have had these ideas and stories and so on locked away for years. :goodjob:
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Undisclosed Desires
 
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Post » Wed Dec 01, 2010 11:56 pm

Your screenshots looks really nice. The mountain and rocks look a bit blocky though. Maybe you could add some individual rock models to scatter around and break up some of the overly hard edges? Also the mapping on the mountain doesn't look so uniform, stretching and pinching in some areas.

Hopefully you understand what I mean about the rock/mountain models, not sure how to explain. :S

Good luck with things. I hope to see your vision complete some day. I know you have had these ideas and stories and so on locked away for years. :goodjob:

I know exactly what you mean. The mesh in the front is going to be reworked. It was my first dive into detail textures and how I could use them. And I also tested some uvmapping stuff on it, I have much better one one the way.

The one in the background will as I said in previous post be updated with lots of fine detail when you get close, some in the actual model (I'm gonna subdivide and edit it later) and some other, mostly my own rocks and some crystals etc will be added to it.

the mapping is like 90% complete of the mesh in the background, I have a few problem areas but i'm using multiple uv channels so there is actually a shadowmap and a detail map and stuff but MGE is bad at rendering those, or something is wrong with the .NIF settings.

And yeah.. As for now I'm gonna make the landscape, anything more then that will just be extra nice =) The stories might come or may not, I'm keeping this project purely as a means for having fun. which is I think why it's progressing nicely.
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Lisa
 
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Post » Thu Dec 02, 2010 1:02 am

http://i43.tinypic.com/apenti.jpg

I also started updating some of the other meshes, adding the knowledge I have amounted working on the project so far, first off was an overhaul of the waterfall, which is looking excellent now! No texture seams, smooth mesh, fresh water:
http://i44.tinypic.com/2rfq6wl.jpg

I have one more update to do to that mesh, which includes adding another layer of "water" much less water that will run at a slightly higher speed, this adds unprecedented variety. Trick taken from FFXIII =)
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Pumpkin
 
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Post » Wed Dec 01, 2010 5:46 pm

http://i43.tinypic.com/apenti.jpg

I also started updating some of the other meshes, adding the knowledge I have amounted working on the project so far, first off was an overhaul of the waterfall, which is looking excellent now! No texture seams, smooth mesh, fresh water:
http://i44.tinypic.com/2rfq6wl.jpg

I have one more update to do to that mesh, which includes adding another layer of "water" much less water that will run at a slightly higher speed, this adds unprecedented variety. Trick taken from FFXIII =)

That waterfall looks yummy. :liplick: Once you get it finished, I'd love to see video footage.
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Nienna garcia
 
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Post » Thu Dec 02, 2010 2:38 am

http://i43.tinypic.com/apenti.jpg


I love the wispy look over those blue things (plants, crystals? :shrug:)
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Joey Bel
 
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Post » Wed Dec 01, 2010 5:42 pm

I love the wispy look over those blue things (plants, crystals? :shrug:)

Yeah, it's something organic and yet crystal like =) It's all Mytherin'e lore stuff. Thanks =)
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benjamin corsini
 
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Post » Thu Dec 02, 2010 8:12 am

Been working on reducing the tiling ground textures, also introduced some new meshes, and placement of main-meshes is final, the meshes however is not. Weather has yet to be added, expect light snow and 3d clouds in the sky (animated possibly through grass shader).

http://i40.tinypic.com/502jgw.jpg

Also, chrystal talons; (I finally found a good technique to make really nice chrystals so expect an update of old meshes) This effect is what will be expected:
http://i42.tinypic.com/2ahiouv.jpg
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Samantha Mitchell
 
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Post » Wed Dec 01, 2010 7:34 pm

:eek: wow...

come to think of it.. that's all I have to say...
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Christie Mitchell
 
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Post » Wed Dec 01, 2010 9:00 pm

I remember this one, nice to see you are still working on this, and the meshes looks amazing the lava mesh is great.
Looks very off-worldish :thumbsup: wish you best of luck on the road :) hope to play it one day.
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Sista Sila
 
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Post » Wed Dec 01, 2010 7:16 pm


Also, chrystal talons; (I finally found a good technique to make really nice chrystals so expect an update of old meshes) This effect is what will be expected:
http://i42.tinypic.com/2ahiouv.jpg
Beautiful :wub:
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willow
 
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