WIP New Ald' Ruhn

Post » Wed Feb 16, 2011 2:31 pm

Wooo... the new screenies are very crabby! Thumbs up! :goodjob:
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Robert
 
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Post » Wed Feb 16, 2011 8:39 pm

I wonder how this will look with forested morrowind...
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john page
 
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Post » Wed Feb 16, 2011 10:20 am

OMG !!! the crab looks gorgeous !!!
And great works !!! :D
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Catharine Krupinski
 
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Post » Wed Feb 16, 2011 12:08 pm

OMG, can't stand this anymore, here you got that dang crab thingy, now shut up please!!! :facepalm: Now you lore freaks owe me one: No discussion on the next thing I do, which isn't lorefriendly, that's the deal!!!:D

http://img522.imageshack.us/img522/6671/skar01.jpg
http://img704.imageshack.us/img704/5869/skar02.jpg
http://img710.imageshack.us/img710/6791/skar03.jpg


TheDaywalker :rock:


Actually, that's pretty cool. It fits in with Morrowind's absurdity.
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phillip crookes
 
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Post » Wed Feb 16, 2011 1:12 pm

What are you talking about TheDayWalker! It looks better with the dang crab thingy than without it!
Awesome work on Ald-Skar, I'll definitely download this mod. :D
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Jade Muggeridge
 
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Post » Wed Feb 16, 2011 8:46 am

Yeah, it doesn't look that bad, but I originally wanted to do a whole new concept and not compromise again. But I guess I can live with the crab as it is now, isn't as disturbing the scene as I thought first!!! :)

Btw, was that emperor crab the only of its kind, or were there more of it or maybe some smaller exemplars? I would like to cut some parts of the model off in Blender and make some special housings of it, which will be spread across the near regions.


TheDaywalker :rock:
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Jeffrey Lawson
 
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Post » Wed Feb 16, 2011 7:08 pm

See, wasn't so hard now was it? :) Wonderful news btw.
As for the Emperor Crab, yes, it's likely there were more, and you could design smaller, younger versions which could fit in as housing.
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Rob
 
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Post » Wed Feb 16, 2011 10:57 pm

Yeah, it doesn't look that bad, but I originally wanted to do a whole new concept and not compromise again. But I guess I can live with the crab as it is now, isn't as disturbing the scene as I thought first!!! :)

Btw, was that emperor crab the only of its kind, or were there more of it or maybe some smaller exemplars? I would like to cut some parts of the model off in Blender and make some special housings of it, which will be spread across the near regions.


TheDaywalker :rock:


Emperor crabs were supposed to be really rare, and I think there was only supposed to be one in Ald-ruhn.
But if it turns out there was only supposed to be one, you could change the colour, make it smaller, and say it's a different type of crab (lore doesn't say they didn't live in other types of crabs, so who cares).

There's a redoran councilor's house, http://www.uesp.net/wiki/Morrowind:Ald%27ruhn_Homes#Morvayn_Manor, just outside Ald-Skar usually, seeing how it's such an important house, and that it's near Ald-Skar, you could turn it into a crab house. :)
I'd just stick with Ald-Skar for the crab and maybe that manor though, too much of a good thing is a bad thing, as they say.
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Javier Borjas
 
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Post » Wed Feb 16, 2011 7:10 am

Nice emperor crab TDW fits well with the rest of the city. And I certainly think that splitting off parts of it for housing/decor would help blend everything together :)
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Stryke Force
 
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Post » Wed Feb 16, 2011 5:06 pm

I don't think I'd like to see a ton of crabs in the area, but it might be interesting to make some different variants and giant skeletons (perhaps based off the slaughterfish or something) and litter the Ashlands with the remains of primordial maritime beasts :D
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Solène We
 
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Post » Wed Feb 16, 2011 11:09 pm

For those Desert-Argonains, have you taken a look at this?
http://www.tamriel-rebuilt.org/?p=conceptart§ion=15262
The third picture might be of inspiration to you ;)
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Liv Brown
 
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Post » Wed Feb 16, 2011 8:32 pm

I will make some further crab parts as housings, but I'll keep the number small and distribute them on a large area, so everything will stay decent!!! ;)


@Evilwizardington: I will keep that Morvayn Manor in mind and make a unique house model at a later stage!!! ;)

@Krovosos: Nice concepts, but I already have something in mind. Made a custom race called CREA long long ago, at a time when I couldn't even make real 3D models. That race had never been released for EV of Morrowind and I wanna give them a complete makeover. I will build some tent village outside the canyon, where they'll dwell. Would be nice to have some small sidequests to introduce them. If someone is interested, please let me know!!! I sadly don't know how to make quests and dialogues, but I'd help with storywriting!!! ;)

Here are some screens of the Crea-race, will have to make a desert version though!!!

http://pic.leech.it/i/9f402/2a413ee2screenshot.jpg
http://pic.leech.it/i/1dfce/0d64d22screenshot.jpg

http://pic.leech.it/i/65972/078aaf46screenshot.jpg
http://pic.leech.it/i/ef939/d25fb01fscreenshot.jpg


TheDaywalker :rock:
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Stephanie I
 
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Post » Wed Feb 16, 2011 12:55 pm

Interesting looking race. :)
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Rowena
 
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Post » Wed Feb 16, 2011 12:20 pm

Am I right in assuming that there will be a better beast bodies version?
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Damien Mulvenna
 
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Post » Wed Feb 16, 2011 10:21 pm

You're right!!! ;) When I made that race I didn't even know, how to use better bodies, lol!!! :)


TheDaywalker :rock:
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Penny Flame
 
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Post » Wed Feb 16, 2011 9:40 pm

Here is beta head of the new desert argonians. Textures are still vanilla ones, I'll make custom ones soon. I animated the feathers on the head and synchronized them with the facial animation!!! :)

http://img85.imageshack.us/img85/2999/crea1.jpg
http://img683.imageshack.us/img683/9661/crea2.jpg

TheDaywalker :rock:
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Matthew Barrows
 
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Post » Wed Feb 16, 2011 1:56 pm

http://pic.leech.it/i/ef939/d25fb01fscreenshot.jpg


Great screen! Very cool stuff, DayWalker
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Rob Davidson
 
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Post » Wed Feb 16, 2011 11:05 am

oh man!
imagine what he looks like with a dai katana XD
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Cassie Boyle
 
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Post » Wed Feb 16, 2011 4:51 pm

Hi guys, after a little pause I'm back with some new stuff again!!! :) Had a PC crash yesterday while working in CS and after restart CS told me my .esp wasn't a valid file anymore. Had to dump it and start again from what I'd saved some weeks ago. That really svcked, cause I had already done a good amount of work. Well, this morning I made some new models and started rebuilding the scene.

I have decided to change the concept a bit and fill the canyon with more vegetation as I had planned first. Can't help myself, but those green plants just look great paired up with the cracky rocks. Oh yes, I made some new mushrooms too. As they are special tar-eating-and-poison from-the-ground-svcking Desert-Shrooms they should be 100% lorefriendly!!! ;)

Tested my plugin with "Leafy Forrested MW" and it causes several conflicts, I can tell yet. I have altered the height of the land and erased various objects like rocks, plants and what else. Seems there'll be some additional work to do once this WIP is finished. I can't make this mod compartible with any single mod that involves this area, but maybe take care for the 2-3 most important and most often played mods. Could need some help on this once I get to that stage!!! :)

http://www.youtube.com/watch?v=S624wAQXBo0
http://www.youtube.com/watch?v=Hlhqx2O9EbM


TheDaywalker :rock:
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brian adkins
 
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Post » Wed Feb 16, 2011 9:47 am

Wow the city is simply beautiful TDW! I couldn't take my eyes off of youtube the whole time! :lol:

Incredibly artistic work!

edit: two suggestions: 1) I really think that you should retexture those imperial doors. They don't match the alien enviroment very well.
2) I also think that the cable-boat should have its oars removed. The don't seem too necessary ;)
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Joanne
 
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Post » Wed Feb 16, 2011 10:14 am

Seriously, you are probably one of the best modders that are around here.
That's no longer Morrowind, it's a new game!
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c.o.s.m.o
 
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Post » Wed Feb 16, 2011 1:32 pm

Thx a lot guys!!! ;) The imperial doors are just statics, which I had quickly placed so you can see, where the entry later will be. I will make custom doors lateron!!! The oars of the cableship will be removed and some sidewings added for the final version. :)

Btw, does someone know how to get rid of that stupid beast roars. They come so often, it really drives you nuts!!! Only thing I have placed is sound activators making that crumbling rock sound. No beast roars at all. Does the game have an environment sound for each region that is hardcoded, or is there a way to change it??? :(


TheDaywalker :rock:
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Rachel Briere
 
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Post » Wed Feb 16, 2011 11:18 pm

Looks great, I like the mushrooms. :D
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Rachael
 
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Post » Wed Feb 16, 2011 6:12 pm

Btw, does someone know how to get rid of that stupid beast roars. They come so often, it really drives you nuts!!! Only thing I have placed is sound activators making that crumbling rock sound. No beast roars at all. Does the game have an environment sound for each region that is hardcoded, or is there a way to change it??? :(


IIRC it's something in the region setting.
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Crystal Clarke
 
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Post » Wed Feb 16, 2011 6:33 pm

@NazoX9: Yap. you're right!!! Thx!!! ;)


Made some further shrooms and worked on the lighting inside the canyon. Best can be seen at clear nights. My Ald' Ruhn yet has become a real oasis, I think I'll have to write some new books, to explain all the new stuff!!! :)

http://img411.imageshack.us/img411/7800/25552286.jpg
http://img705.imageshack.us/img705/3712/59935843.jpg
http://img268.imageshack.us/img268/1699/16384193.jpg
http://img34.imageshack.us/img34/9418/87724637.jpg
http://img94.imageshack.us/img94/7079/26829601.jpg
http://img30.imageshack.us/img30/5158/30979240.jpg


TheDaywalker :rock:
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NeverStopThe
 
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