Infragris' Workshop

Model, texture and sound development of P:C
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R-Zero
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Re: Infragris' Workshop

Post by R-Zero » Fri Apr 08, 2016 8:29 pm

Infragris wrote:Got bored today, made a little doodle for a Hermaeus Mora shrine. I don't know how readable this picture is, sorry. Sort of kind of based on depictions of Ganesha.

For the Daedra statues, I'd like to get away from the classical standing pose that the other statues all use. I picture them as old, bronzed shrines in an Indian or Japanese fashion, only approachable from the front, with ornate, brightly colored backdrops.
Very nice direction! These would fit much better in Nibenay, and maybe the shrines in Colovia could be more classical-looking?

Other than East and South Asian, some Middle Eastern stuff could be a good inspiration too: Image
Image

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Re: Infragris' Workshop

Post by Anumaril » Sat Apr 09, 2016 4:33 am

Infragris wrote:For the Daedra statues, I'd like to get away from the classical standing pose that the other statues all use. I picture them as old, bronzed shrines in an Indian or Japanese fashion, only approachable from the front, with ornate, brightly colored backdrops.
I love that design and your idea behind the shrines. I'd like to assume many are relics of the Ayleid, so perhaps some of their design and materials might suit that possible origin, being of Meteoric Iron and Glass. Some would be newer and of bronze or other materials, I'm sure, but I'd think it interesting for at least a few to reflect Ayleid culture.

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Re: Infragris' Workshop

Post by Saint_Jiub » Sat Apr 09, 2016 5:54 am

I like this- the Mehrunes Dagon concept I posted before is more to hammer down the appearance of the deity himself, we can definitely stylize it into a manner like what you're talking about.

Speaking of Ganesha, does anybody remember what entity this MK picture was supposed to be? It's called The Head of the All-Muhks, and I remember speculation (possibly fueled by MK himself?) that it was supposed to be Clavicus Vile. I know dog imagery is his thing, but it would be kind of cool to incorporate some of the obscure lore here. Otherwise, maybe a Marukhati spirit or guardian of some sort?

[hsimg=]http://www.pearltrees.com/s/pic/or/-100477138[/hsimg]

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Re: Infragris' Workshop

Post by Anumaril » Sat Apr 09, 2016 6:02 am

Saint_Jiub wrote:The Head of the All-Muhks
As far as I know, it's supposed to be Clavicus Vile. At least, that's what the majority of people I've seen speaking about it have said. Apparently, Vile is the head and Barbas is the elephant-thing.

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Re: Infragris' Workshop

Post by Infragris » Sat Apr 09, 2016 9:04 am

It was your Dagon concept that gave me the idea: it reminded me a lot of depictions of Kali, another god of destruction and energy. That and Oblivion's statue of Mephala with all the skulls.

I also remember that picture being identified as Clavicus. It seems a bit over the top for mainstream cults, but one maybe of the deepwood Nibenese cults could worship All-Muhks.

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Re: Infragris' Workshop

Post by R-Zero » Sat Apr 09, 2016 2:32 pm

Saint_Jiub wrote: Speaking of Ganesha, does anybody remember what entity this MK picture was supposed to be? It's called The Head of the All-Muhks, and I remember speculation (possibly fueled by MK himself?) that it was supposed to be Clavicus Vile. I know dog imagery is his thing, but it would be kind of cool to incorporate some of the obscure lore here. Otherwise, maybe a Marukhati spirit or guardian of some sort?
There's also a Mephala concept by MK, in the same bizarre vein, but it's kinda NSFW so I dunno if I may post it here.

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Re: Infragris' Workshop

Post by Infragris » Sat Apr 09, 2016 7:15 pm

We don't have major reservations against posting NSFW stuff, as long as it is clearly labeled as such in the link or uses the Spoiler2 thingo.

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Re: Infragris' Workshop

Post by R-Zero » Sat Apr 09, 2016 7:24 pm

Oh, okay, here it is then: [hsimg=]http://forum.wiwiland.net/uploads/galle ... 2_1088.jpg[/hsimg] Pretty interesting imagery this one.

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Re: Infragris' Workshop

Post by Infragris » Sat Apr 09, 2016 8:01 pm

...

Nice use of the spider theme. The legs and such. For the rest of it, I'm going to propose a small social experiment: why don't we try to find out what exactly happens if we never speak of it again for the rest of our lives?

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Re: Infragris' Workshop

Post by vrolok » Sat Apr 09, 2016 8:13 pm

Hahaha! :lol: I personally think it's not bad, quite demonic. But too much for any TES game published yet :P

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Re: Infragris' Workshop

Post by Ted » Sat Apr 09, 2016 8:31 pm

This is good and unic stuff. Stuff like that made morrowind realy uniqle game and tes lore deep. This is horrible but I like it.

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Re: Infragris' Workshop

Post by R-Zero » Sat Apr 09, 2016 9:30 pm

Infragris wrote:Nice use of the spider theme. The legs and such. For the rest of it, I'm going to propose a small social experiment: why don't we try to find out what exactly happens if we never speak of it again for the rest of our lives?
While I would totally love to see a statue of this in the game, I think I understand your point :lol:

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Re: Infragris' Workshop

Post by Moritius » Sat Apr 09, 2016 9:48 pm

Infragris wrote:...

Nice use of the spider theme. The legs and such. For the rest of it, I'm going to propose a small social experiment: why don't we try to find out what exactly happens if we never speak of it again for the rest of our lives?
But that's cute piece of art. If you are blind :lol:.
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Re: Infragris' Workshop

Post by Saint_Jiub » Tue Apr 12, 2016 5:54 am

Infragris wrote:It was your Dagon concept that gave me the idea: it reminded me a lot of depictions of Kali, another god of destruction and energy. That and Oblivion's statue of Mephala with all the skulls.

I also remember that picture being identified as Clavicus. It seems a bit over the top for mainstream cults, but one maybe of the deepwood Nibenese cults could worship All-Muhks.
Ha, that's exactly what I was going for! It was all I could do to refrain from giving him a kilt of severed arms.

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Re: Infragris' Workshop

Post by worsas » Sat Apr 23, 2016 9:57 pm

By the way, I found the knight- of the lillly armor on my hd lately, apparently having forgotten to add it to the data files. Is it still up-to-date, so I can add it after the data merge?

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Re: Infragris' Workshop

Post by Saint_Jiub » Sun Apr 24, 2016 4:21 am

My understanding was that we were scrapping the knightly orders, so we might want to think about current uses for the armor before we add it to data.
The knightly orders, as they are present in design documents and planning up until now, need some rethinking. The current knightly orders are based on two sources: the old Daggerfall lore which had an order per Divine with its own quests and progression, and the Oblivion knightly orders like the Knights of the White Stallion etc. Implementing the Daggerfall knights was, in hindsight, maybe not such great idea: this concept of knighthood is very much based in the Breton/medieval Europe setting which we wish to move away from, and has little relevance for Cyrodiil. The Oblivion knights draw from the same inspiration, and were (in my opinion) not the most relevant addition to the game. If possible, I would like to scrap these factions in favor of more culture-specific groups.

There are a couple of other mentions of Cyrodiilic knights, like the upper ranks of the Legion, the Blades, and the Red Templars. These have a more military identity, and in the case of the Blades adhere more to a far eastern/samurai aesthetic - no problems with these.

My proposal would be to cut any ties with the knights as depicted in Daggerfall, and retool the knightly orders as circles/lodges of nobility dedicated to a saint or multiple saints. This would give these groups a more overt Imperial identity, focus on fleshing out the Saints of Cyrod, and (if we add them mostly in Colovia) counterbalance the weird Nibenese totem-spirits with a typical western type of religiosity.

Opinions?

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Re: Infragris' Workshop

Post by Infragris » Sun Apr 24, 2016 8:03 am

Not in its current shape, either: it's still pretty WIP if I remember. Without the knight angle, we can retool it as generic variations of normal silver armor, that can be used anywhere, for anyone. Making nine unique armor sets for these minor factions was kind of dumb, in retrospect.

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Re: Infragris' Workshop

Post by Saint_Jiub » Sun Apr 24, 2016 5:24 pm

I wouldn't say dumb, but maybe more ambitious than we need to be. Sorry I never got a chance to play with the textures btw- once we decide its fate I'll take another look at it.

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Re: Infragris' Workshop

Post by Infragris » Mon Apr 25, 2016 4:19 pm

Wouldn't really need new textures in the new scheme - unless if you want to make silver armor variants with different colors and emblems (like the Duke's Silver Armor from Morrowind). That could be cool.

Attached here are some crude attempts to make Ayleid furniture. Never really went anywhere, and I'm in no mood to continue working on them.
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Ayleid furniture.7z
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Re: Infragris' Workshop

Post by Infragris » Wed Apr 27, 2016 3:07 pm

The galleon models always annoyed me, so I took out some time to mess with them: shaved off a ton of polys, flattened the decks, removed some (imho) unimportant details. This should make the model less resource-intensive and easier to use. Also working on the interiors and a shipwreck version.

I think this version could also be used as a base for a new warship model, since the current one is utterly useless. Thoughts?
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Re: Infragris' Workshop

Post by worsas » Wed Apr 27, 2016 3:34 pm

I think this version could also be used as a base for a new warship model, since the current one is utterly useless. Thoughts?
The current warship is also a tad too big. I have always been wondering what they are used for, being these obviously resource-intensive beasts. Are the imperials involved in any kind of open sea conflict?

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Re: Infragris' Workshop

Post by Leon » Wed Apr 27, 2016 8:09 pm

Infragris wrote:The galleon models always annoyed me, so I took out some time to mess with them: shaved off a ton of polys, flattened the decks, removed some (imho) unimportant details. This should make the model less resource-intensive and easier to use. Also working on the interiors and a shipwreck version.

I think this version could also be used as a base for a new warship model, since the current one is utterly useless. Thoughts?
The galleon model had very bad collisions on the stairs, which was a pain in the ass to walk on, not to mention the NPC's.
Looks good, Infragris. :)
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Re: Infragris' Workshop

Post by Infragris » Wed Apr 27, 2016 10:54 pm

worsas wrote:
I think this version could also be used as a base for a new warship model, since the current one is utterly useless. Thoughts?
The current warship is also a tad too big. I have always been wondering what they are used for, being these obviously resource-intensive beasts. Are the imperials involved in any kind of open sea conflict?
A couple of them are used in Anvil. But yeah, they are too big, ugly, lack detail, etc, etc. I think it useful to have something like them around, since the Imperials do have a navy and the galleon feel too much like merchant ships. But if we can't supply a better model, they should be removed entirely.

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Re: Infragris' Workshop

Post by worsas » Thu Apr 28, 2016 7:51 am

I've been thinking that these warships could, in in-universe-terms, be used to carry a larger amount of legionaries, should ever the need arise. This would justify this huge scale a bit. But I'd downscale them, nevertheless.

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Re: Infragris' Workshop

Post by Infragris » Sat May 07, 2016 6:00 pm

Straightened and lower poly ships. Models are untested, but I thought I'd post them here in case anyone wants the have a look. I'll post them in data contributions once I find the time to make the shipwreck and interiors. This should make a serious difference in performance.
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Re: Infragris' Workshop

Post by Saint_Jiub » Sat May 07, 2016 6:21 pm

Well, my framerate at the stirk docks is gonna be a trainwreck regardless (4 FPS with the existing meshes), but installing these meshes seemed to give me a 1-2 FPS boost :D

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Re: Infragris' Workshop

Post by worsas » Sat May 07, 2016 6:39 pm

Those are much better than the old ones. If you need my help at making collision objects for them, let me know. You should ideally be able to climb those stairs in the final version.

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Re: Infragris' Workshop

Post by Leon » Sat May 07, 2016 8:41 pm

worsas wrote:You should ideally be able to climb those stairs in the final version.
[hsimg=]https://dl.dropboxusercontent.com/u/670 ... dImage.jpg[/hsimg]
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Re: Infragris' Workshop

Post by Infragris » Tue May 10, 2016 10:01 am

Update: trying to use ship stairs will now delete your savegame.

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Re: Infragris' Workshop

Post by achanguitar » Fri May 27, 2016 7:33 am

Infragris wrote:Made another statue, based on TR concept art. This one can serve as Talos/Tiber Septim, but it can also be added here and there in the world. If there's one dude the Imperials should have a lot of statues of, it's ol' Tiber. Think I'll see if TR want to use it for Ebonheart.

I still suck at texturing, though.

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Damn, that Talos is amazing. Love to see him in Cyrodiilic (legion) armor style. But i agree the texture is to "clean" if someone want to place the thing in College of Voice in Markarth.
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