(WIP) Pandora?, thread 2

Post » Sun Jul 25, 2010 9:44 pm

Alright, I finally have the island mapped. :violin: It is far from perfect but it is good enough as far as I am concerned. There are several seams but we will be making rocks and plant life that will hide them for the most part.

http://img199.imageshack.us/i/mainisland01.png/
http://img199.imageshack.us/i/mainisland02.png/

It will look much better when all the other junk is in place......I hope. :D
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Ricky Meehan
 
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Post » Mon Jul 26, 2010 4:36 am

Texture is looking great, but seems a bit low resolution from first view. What resolution is it? Just one thing, I had textured the upper plains with a mossy texture, so it is believeable if you plant vegetation like trees on it and we won't need high amounts of additional undergrowth meshes, which means much polygons again. Wouldn't it be better to mix in some more mss an grass on that plains? :)

Can you please send me the textures you are using for rocks, bark and so on, so that I can try to get a better result with UV-mapping on my models and you won't have to rework so much lateron!!! ;)


PS: I yesterday took a look at some of the armor meshes of Hedgehog 12, which are really great and detailed. In fact he just jused standard textures and applied an environment map plus bump map to it. We should try that on some unique models too. Isn't that difficult to do!!!


TheDaywalker :rock:
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ZzZz
 
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Post » Sun Jul 25, 2010 7:47 pm

Texture is looking great, but seems a bit low resolution from first view. What resolution is it? Just one thing, I had textured the upper plains with a mossy texture, so it is believeable if you plant vegetation like trees on it and we won't need high amounts of additional undergrowth meshes, which means much polygons again. Wouldn't it be better to mix in some more mss an grass on that plains? :)

Can you please send me the textures you are using for rocks, bark and so on, so that I can try to get a better result with UV-mapping on my models and you won't have to rework so much lateron!!! ;)


PS: I yesterday took a look at some of the armor meshes of Hedgehog 12, which are really great and detailed. In fact he just jused standard textures and applied an environment map plus bump map to it. We should try that on some unique models too. Isn't that difficult to do!!!


TheDaywalker :rock:


The texture is 1024 and probably looks low res because it is only tiled a few times. The texture is not final. The plains are not finished either, suppose I should have mentioned all this, there will certainly be a different texture for those areas.

I can send the textures but most of them aren't finished.

As for ref and bump.... That really only works well for wet surfaces, metal, water, and stuff like that.
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Natalie J Webster
 
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Post » Sun Jul 25, 2010 7:49 pm

last night AVATAR got the award for best picture and James Cameron got the award for best director on the Golden Globes!
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Emilie Joseph
 
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Post » Mon Jul 26, 2010 4:08 am

I have come upon a a rather strange yet interesting problem.

I was testing the fern model in game to make sure the alpha's render properly and they do for the most part except one little issue. When I paned around the fern in the CS I noticed some strange lines coming through the fern model. I was thoroughly confused until I realized that what I was seeing was the lower portions of the models in the area that are beneath the ground level. Basically what was happening was the alpha textures on the model were essentially giving me a sort of x-ray vision. :D

Anyway, just thought I would share that because its interesting and amusing.


Progress is a bit slow atm, waiting on TDW to send me a working copy of the island in quads rather then tris because the tri's confuse my eyes when trying to map it. :S Once the island is mapped and ready to go we should have some pretty pictures to show off soon there after. :)
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gandalf
 
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Post » Sun Jul 25, 2010 7:15 pm

Sry mate, send youthe wrong file, check PM for new one!!! ;)

Ps: Can you post a screen of that texture bug please, wanna see!!! :)


TheDaywalker :rock:
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Wane Peters
 
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Post » Mon Jul 26, 2010 1:57 am

Not really progress on my part (as I had shown this to TDW a while back),
but here is a look at the "alpha" stages of the Na'vi inspired male body/textures
(I say alpha as I have a great deal left to do by way of overpainting and
underpainting to add subtle shades of gree to blue as well as fading the
stripes a bit more :) ).

http://i57.photobucket.com/albums/g235/Wesadam/Extra%20Pics/WAR_NAVI_SKNTEST01.jpg

Again, this is just the first stages, as I have more left to paint. Also, once
I am satisfied with all the layers, I will do the same to the head that TDW
provided me :) .

*just to keep the thread rolling onward ;)

Take Care :wave:
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April D. F
 
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Post » Sun Jul 25, 2010 10:43 pm

Looking great Westly, take your time, we all have accomplished a whole lot sofar. Landmesh, diverse plants, roots, trees, scripted animations, new race, banshee...

I'm completely optimistic concerning this WIP!!! ;)


TheDaywalker :rock:
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rolanda h
 
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Post » Mon Jul 26, 2010 1:42 am

Not really progress on my part (as I had shown this to TDW a while back),
but here is a look at the "alpha" stages of the Na'vi inspired male body/textures
(I say alpha as I have a great deal left to do by way of overpainting and
underpainting to add subtle shades of gree to blue as well as fading the
stripes a bit more :) ).

http://i57.photobucket.com/albums/g235/Wesadam/Extra%20Pics/WAR_NAVI_SKNTEST01.jpg

Again, this is just the first stages, as I have more left to paint. Also, once
I am satisfied with all the layers, I will do the same to the head that TDW
provided me :) .

*just to keep the thread rolling onward ;)

Take Care :wave:


Don't forget the tails. Basically it is like a furless and blue khajiit tail.

And as for the hair I would probably go for something with more of a braided or dreadlock look. They didn't have straight hair, so please don't just throw on all your hair textures in mutilple colors like I have seen before in other mods. Those hairs are great, but they wouldn't fit IMHO.
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Lauren Denman
 
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Post » Mon Jul 26, 2010 2:03 am

Don't forget the tails. Basically it is like a furless and blue khajiit tail.

And as for the hair I would probably go for something with
more of a braided or dreadlock look. They didn't have straight
hair, so please don't just throw on all your hair textures in
mutilple colors like I have seen before in other mods. Those
hairs are great, but they wouldn't fit IMHO.



Of course there will be tails :P .
I am a pretty keen observer, so all of the obvious details
are considered well beforehand (before acknowledging the
more subtle nature of stylisation and other carefully adapted
and scrutinised design elements before showing anything at all).
So no worries: everything will be both appropriate and as
as accurately inspired as possible ;) .

:ninja:
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Bloomer
 
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Post » Sun Jul 25, 2010 11:15 pm

Of course there will be tails :P .
I am a pretty keen observer, so all of the obvious details
are considered well beforehand (before acknowledging the
more subtle nature of stylisation and other carefully adapted
and scrutinised design elements before showing anything at all).
So no worries: everything will be both appropriate and as
as accurately inspired as possible ;) .

:ninja:


I am glad you are the one working on them. You are good at making races. I have tried a few of yours, and the only reason I didn't stick with them is because I am still trying to play a file all the way through and decided to go with a vanilla race. maybe once I beat it. I liked the V'kai, Kheran, and the Unseen from Hellboy 2.
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Gavin Roberts
 
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Post » Mon Jul 26, 2010 1:06 am

Not really progress on my part (as I had shown this to TDW a while back),
but here is a look at the "alpha" stages of the Na'vi inspired male body/textures
(I say alpha as I have a great deal left to do by way of overpainting and
underpainting to add subtle shades of gree to blue as well as fading the
stripes a bit more :) ).

http://i57.photobucket.com/albums/g235/Wesadam/Extra%20Pics/WAR_NAVI_SKNTEST01.jpg

Again, this is just the first stages, as I have more left to paint. Also, once
I am satisfied with all the layers, I will do the same to the head that TDW
provided me :) .

*just to keep the thread rolling onward ;)

Take Care :wave:

Looks very nice. :) Too bad Morrowind doesn't have the capability for the muscular prehensile tails like those in the film. :(
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Rodney C
 
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Post » Mon Jul 26, 2010 7:05 am

Not really progress on my part (as I had shown this to TDW a while back),
but here is a look at the "alpha" stages of the Na'vi inspired male body/textures
(I say alpha as I have a great deal left to do by way of overpainting and
underpainting to add subtle shades of gree to blue as well as fading the
stripes a bit more :) ).

http://i57.photobucket.com/albums/g235/Wesadam/Extra%20Pics/WAR_NAVI_SKNTEST01.jpg

Again, this is just the first stages, as I have more left to paint. Also, once
I am satisfied with all the layers, I will do the same to the head that TDW
provided me :) .

*just to keep the thread rolling onward ;)

Take Care :wave:


that is really good incredible... did you use the bb male underwear mesh?
before I found all this I made my own female Na'vi texture and modified the size of the race in the cs it's not very good and it keeps having collision problems but its the best I can do with my feeble knowlage of image editing http://img200.imageshack.us/img200/8365/navipic.jpg
pretty crap I'm working on a better one but it's gunna take longer oh well no matter my contribution is irrelivent and I will probadly be more of a hinderance than a help... don't know why I put this up actualy.. lol
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Rhiannon Jones
 
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Post » Mon Jul 26, 2010 8:22 am

Looks like a good start Westly. :goodjob:



Sorry I haven't been around much. I have been trying to work on something nice for my portfolio. I am going to visit my cousin's studio on the 20th of next month and I want to have something to show him in hopes of possibly getting an internship. :D Short of that I will at least have something nice for my portfolio...hopefully. :S


I will probably focus a bit on this portfolio piece but I will work on this project as well whenever I get tired and frustrated with that. :D
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Robert Devlin
 
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Post » Mon Jul 26, 2010 4:24 am

Just something that was in my DeviantArt watch file today. Thought it might give some more ideas for flora.

http://iririv.deviantart.com/art/Swamp-Flora-152341100

Some of them, like the Blooddrops, could give ingredient drops unique to Pandora. Because I don't think you guys have enough to do. :hehe:
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Kira! :)))
 
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Post » Mon Jul 26, 2010 3:02 am

Just something that was in my DeviantArt watch file today. Thought it might give some more ideas for flora.

http://iririv.deviantart.com/art/Swamp-Flora-152341100

Some of them, like the Blooddrops, could give ingredient drops unique to Pandora. Because I don't think you guys have enough to do. :hehe:

Whoa... http://img199.imageshack.us/img199/6292/35246078.jpg...
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Laura Cartwright
 
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Post » Mon Jul 26, 2010 3:37 am

Just something that was in my DeviantArt watch file today. Thought it might give some more ideas for flora.

http://iririv.deviantart.com/art/Swamp-Flora-152341100

Some of them, like the Blooddrops, could give ingredient drops unique to Pandora. Because I don't think you guys have enough to do.


Whoa... Inspiration...


Hey, this is concept art for our project - Unique Landscapes Morrowind, drawed by our concept-art disaigner. In first, you should ask permission to do something from it.
Flora for Bitter Coast region.
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Carys
 
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Post » Sun Jul 25, 2010 9:24 pm

Hey, this is concept art for our project - Unique Landscapes Morrowind, drawed by our concept-art disaigner. In first, you should ask permission to do something from it.


Oops. Sorry if I stepped on any toes by posting the pic. I was unaware it was for any actual modding project, as it came from Deviantart and didn't state anything about game concept art. Permissions should, of course, have been sought before any actual work was done using the art, something I should have noted in my previous post. I was just kind of pointing the crew of this mod in your general direction. Nice concept work, by the way.
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Your Mum
 
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Post » Mon Jul 26, 2010 12:31 am

I've ask IRIRIV to add permission on image.
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Betsy Humpledink
 
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Post » Mon Jul 26, 2010 4:13 am

I am making my own (lower quality) na'vi mod and I need higher resoloution bodies than the BB defults, I would lke to know If you would grant me permissions to use your fit body textures (for males) and your extra High resoloutiion female textures for better bodies for females to edit and make bluer and stripe and stuff.
as you said on the thread your standards are incredibly high and I've kinda already made the na'vi body and face textures and glow mapped the face, all I need is the permissions to post it on pes
http://img194.imageshack.us/img194/9353/neytiri7.jpg
http://img716.imageshack.us/img716/7126/neytiri6.jpg
http://img194.imageshack.us/img194/578/navi2o.jpg
not close to as good as yours but it's really one of the first textures I edited
not sure how to pose this queston now
please grant me the permissions to post the edited versions of your files on pes?..
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CORY
 
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Post » Mon Jul 26, 2010 7:50 am

I like the idea of a modular setup. maybe one flying mod without MGE, and one with. I have flown with a custom race that had a CE item for 300 pts levitate and I didn't have a lot of issues with loading screens. The animation was terrible because I was a dragon like race waddling rapidly through the air LOL, but it is an example of fast flying in relation to loading areas.

Also, I figured MGE would be hard on weaker graphics cards because I originally had been using my laptop with a built in 64MB graphics card and morrowind was rather choppy. Playable, but mildy irritating. With MGE giving infinite view distance I could see a major bog down given that my laptop had trouble with the vanilla max view distance.

oh, and earlier I brought up making a bow modeled after the ones in a movie and I was wondering if it would be possible to toggle them between bow and blunt weapon because they used them like beating sticks to great effect in the movie.


In the Wii Game (which I own :dancing: ) The Na'vi actually have a staff they use (although I can't get a decent picture of the full thing) one end is a club, and the other end is a blade... Just an idea?
http://au.wii.ign.com/dor/objects/952446/the-avatar/images/avatar-the-game-20091021020123030.html
http://au.wii.ign.com/dor/objects/952446/avatar-the-game/images/avatar-the-game-20091021020139108.html

Also there is a picture of them riding a banshee if you still aren't sure about placement
http://au.wii.ign.com/dor/objects/952446/avatar-the-game/images/avatar-the-game-20091021020117452.html

Actually, I would just recommend buying the game if you get stuck for ideas. Things like vines, moss and tree stumps you could probably get away with editing the stock meshes/textures, and the same goes for the rocks. When it comes to dialogue and names, I'll be happy to help out, although I'm afraid that's about all I can do, owing to the fact that I only own CS.
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Jesus Sanchez
 
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Post » Mon Jul 26, 2010 2:35 am

Not really progress on my part (as I had shown this to TDW a while back),
but here is a look at the "alpha" stages of the Na'vi inspired male body/textures
(I say alpha as I have a great deal left to do by way of overpainting and
underpainting to add subtle shades of gree to blue as well as fading the
stripes a bit more :) ).

http://i57.photobucket.com/albums/g235/Wesadam/Extra%20Pics/WAR_NAVI_SKNTEST01.jpg

Again, this is just the first stages, as I have more left to paint. Also, once
I am satisfied with all the layers, I will do the same to the head that TDW
provided me :) .

*just to keep the thread rolling onward ;)

Take Care :wave:


Westly these look great, but I think the stripes are a bit odd. in the movie they are bigger, fainter, spread out more and cover the whole body, not just the "outside" of it... There's no bits without stripes. Just a bit of constructive criticism there
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Daniel Brown
 
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Post » Mon Jul 26, 2010 4:35 am

Is the project dead? what is going on? where is everyone?
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Vicki Gunn
 
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Post » Mon Jul 26, 2010 4:59 am

The project isn't dead, but sometimes you have to take care of RL first. AOL is working on some kind of portofolio at the moment as he already said, me is doing some side projects until he's back and Westly is working on the textures!!! ;)


TheDaywalker :rock:
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james reed
 
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Post » Mon Jul 26, 2010 3:16 am

okay, i know we all have real lives. I had just heard of worries of this project getting dropped like others have and then I saw the thread go dead. just checking.
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Becky Palmer
 
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