Armors of Cyrodiil

Model, texture and sound development of P:C
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vrolok
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Re: Armors of Cyrodiil

Post by vrolok » Sat Apr 16, 2016 4:38 pm

I think we should put county's name + armor name together. That would imply that its origin is the county, but also would explain why the guards are using it. For instance, Chorrol Chainmail armor will primarily be used by guards, but it will also be sold in shops as well as used by people around the region. Later we can use the armor to imply person's background.

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Infragris
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Re: Armors of Cyrodiil

Post by Infragris » Sun Apr 17, 2016 12:22 am

Hmmm. I don't know.

In general, I was hoping to imitate the way in which bonemold armor is treated in-game: you have the basic set (boots etc.) along with culture-appropriate variations. Though, seeing that the guard armor sets will be made from different materials, it might be better not to treat them as similar sets at all and keep that approach for the iron, steel and leather sets (as in the OP).

I don't like using the county or city names for these armor sets, because it limits their use to these areas or people who are associated with them. Compare this to something like Gah-Julan ("great fortune") or Oloman (referring to Bendu Olo). Still very specific names, but more flexible in usage. We should perhaps try to design names based on the Colovian vocabulary, or referring to famous kings and heroes of Colovia.

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R-Zero
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Re: Armors of Cyrodiil

Post by R-Zero » Sun Apr 17, 2016 7:13 am

This could work nicely too, I just thought that word "Oloman" was reserved for the steel set.
West Weald armor could be named after Rislav I guess.
Colovian vocabulary
Do we have any resources on this one?

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Infragris
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Re: Armors of Cyrodiil

Post by Infragris » Sun Apr 17, 2016 10:16 am


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R-Zero
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Re: Armors of Cyrodiil

Post by R-Zero » Sun Apr 17, 2016 10:18 am

Infragris wrote:*cough*
Oh orc. Sorry, will read.
A suggestion - what if we name these in plain English? We're using Gold Coast and West Weald English names instead of their supposed Colovian ones anyway. This would give a nice contrast to Morrowind's alien culture and it's unintelligible location/style names.
Something like "Brave Company Chain Cuirass" or "Weald Warden Scale Helmet".

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Saint_Jiub
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Re: Armors of Cyrodiil

Post by Saint_Jiub » Sun Apr 17, 2016 5:32 pm

R-Zero wrote:
Infragris wrote:*cough*
Oh orc. Sorry, will read.
A suggestion - what if we name these in plain English? We're using Gold Coast and West Weald English names instead of their supposed Colovian ones anyway. This would give a nice contrast to Morrowind's alien culture and it's unintelligible location/style names.
Something like "Brave Company Chain Cuirass" or "Weald Warden Scale Helmet".
I like these for the guard armors, but I agree with Infragris for the naming conventions of other sets.

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Saint_Jiub
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Re: Armors of Cyrodiil

Post by Saint_Jiub » Thu May 05, 2016 4:36 pm

[hsimg=]http://www.globaleffects.com/C_pages/Re ... uit_hi.jpg[/hsimg]

What do people think about something like this for ancient Colovian armor, either dated from the time of the First Empire, or the Colovian Estates? I remember once upon a time that was something on the agenda. It'd make good loot for barrows too.

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Leon
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Re: Armors of Cyrodiil

Post by Leon » Thu May 05, 2016 4:40 pm

Saint_Jiub wrote:What do people think about something like this for ancient Colovian armor, either dated from the time of the First Empire, or the Colovian Estates? I remember once upon a time that was something on the agenda. It'd make good loot for barrows too.
Yes! There's an ancient Imperial tomb in claim PC_i2-27 with a mummy inside which can wear that kind of armor, looks awesome Saint_Jiub.

EDIT: I was also thinking of an Imperial-like face mask: https://www.google.nl/search?q=roman+fa ... CQ#imgrc=_
Lead Interior Designer & Quality Assurance at Province: Cyrodiil

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Saint_Jiub
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Re: Armors of Cyrodiil

Post by Saint_Jiub » Thu May 05, 2016 4:48 pm

Cool, I can start on that once I'm done with the West Weald scale armor (or whatever we decide to call it, haha). I'll go as far as I can texturing details onto the BB resource mesh, and from there I'll need some help from the modelling department.

EDIT: Speaking of the West Weald armor..... have an update!
[hsimg=]http://i.imgur.com/VJOYyZN.png[/hsimg]

EDIT II: Example of what a Kvatchi variant armor could look like?
[hsimg=]http://i.imgur.com/sGYdKdW.png[/hsimg]

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Ted
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Re: Armors of Cyrodiil

Post by Ted » Fri May 06, 2016 10:14 am

Amazing work! It reminds me of an armor of third person from the image

[hsimg=]http://i.imgur.com/n5pQ6we.jpg[/hsimg]

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worsas
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Re: Armors of Cyrodiil

Post by worsas » Fri May 06, 2016 11:17 am

They look great, as always. For Kvatch, can't we use a chainmail design to go along with the chain coif EJRS made?

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Re: Armors of Cyrodiil

Post by Saint_Jiub » Fri May 06, 2016 3:09 pm

Under the current plan, the helm that EJRS made will be part of the Kvatch steel (Pinderi Steel?) set equivalent to the Oloman set for the Gold Coast- this is just for the guards. The Kvatch guards will use that plumed helm with purplish-grey and black stripes.

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Saint_Jiub
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Re: Armors of Cyrodiil

Post by Saint_Jiub » Fri May 06, 2016 8:52 pm

https://www.dropbox.com/s/d6yukn2iuy6ai ... d.zip?dl=0" onclick="window.open(this.href);return false;

Cuirass and pauldrons- If somebody could take a look this weekend and fix the meshes, I would really, really appreciate it :)

[hsimg=]http://i.imgur.com/Y54QQiS.png[/hsimg]

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Infragris
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Re: Armors of Cyrodiil

Post by Infragris » Fri May 06, 2016 11:27 pm

I'll have a look at it, but it probably won't be before the end of the weekend.

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Re: Armors of Cyrodiil

Post by Saint_Jiub » Fri May 06, 2016 11:57 pm

OK, if nothing else I just need the open ends closed up (neck, sleeves, and belt area) and the extra alpha regions trimmed away so I can set these up as standard armor pieces in game.

EDIT: Started work on the West Weald guard helm, retexturing the existing Colovian Iron helm (which again, I'd eventually like to see replaced by the iron sets in the OP). Plumage will change color based on the county, so this screen shows Skingrad and Kvatch colors:

[hsimg=]http://i.imgur.com/ClM9t9N.png[/hsimg]

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Ted
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Re: Armors of Cyrodiil

Post by Ted » Sat May 07, 2016 7:27 am

And what about this old concepts? I like kvatch helm from this picture
[hsimg=]http://36.media.tumblr.com/0f361227a100 ... 4_1280.jpg[/hsimg]

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worsas
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Re: Armors of Cyrodiil

Post by worsas » Sat May 07, 2016 8:01 am

Yes, we do have that helmet actually, and it will be part of a separate armor set, also related to Kvatch.

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Infragris
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Re: Armors of Cyrodiil

Post by Infragris » Sat May 07, 2016 9:23 am

One thing we need more of is trashy armor, I think. The current sets are all a bit too clean, which makes it difficult to dress up bandits, mercs, etc.

EDIT: like this?
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worsas
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Re: Armors of Cyrodiil

Post by worsas » Sat May 07, 2016 11:22 am

EDIT: like this?
The right and left sleeve should be made left- and right upper arm, respectively. Otherwise you'll have intersection problems, when the armor gets combined with shirts.

In my opinion, the belt and the pauldron would still benefit from being extruded from the mesh. They are a bit flat right now.

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Infragris
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Re: Armors of Cyrodiil

Post by Infragris » Sat May 07, 2016 2:13 pm

I'd like to put more detail on the mesh later, but right now I don't have the time to mess around with extrusions and the UV corrections it entails.

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Saint_Jiub
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Re: Armors of Cyrodiil

Post by Saint_Jiub » Sat May 07, 2016 4:29 pm

Actually, if you could cut off the bottom row of tassels where it has that little jog, that would let me get rid of the alpha channel and crop it down to a 1024x1024 texture. Looks good Infragris :)

EDIT: Here I mean:
[hsimg=]http://i.imgur.com/Zes6Y5J.png[/hsimg]

EDIT II: Quick CS test shot:
[hsimg=]http://i.imgur.com/21CjsAB.png[/hsimg]

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Infragris
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Re: Armors of Cyrodiil

Post by Infragris » Sat May 07, 2016 5:56 pm

Ah, ok, I thought you wanted to keep those.
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Saint_Jiub
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Re: Armors of Cyrodiil

Post by Saint_Jiub » Sat May 07, 2016 6:08 pm

Lol, I did at first but looking at it now it's just not necessary, this'll make it less resource intensive with almost no visual trade off.

Oops, can you close up the armpits as well? Sorry, should have specified- but once we split this up into armor slots the sleeves won't be attached anymore so those holes will be more apparent.

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Saint_Jiub
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Re: Armors of Cyrodiil

Post by Saint_Jiub » Mon May 09, 2016 12:52 am

[hsimg=]http://i.imgur.com/I7ScJCn.png[/hsimg]

Update on the Gold Coast guard armor, bringing it up to the same level of quality as the newer guard sets- showing Stirk colors here.

EDIT: In-game test-
[hsimg=]http://i.imgur.com/cUNhXG3.jpg[/hsimg]

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Infragris
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Re: Armors of Cyrodiil

Post by Infragris » Tue May 10, 2016 9:58 am

Special armpit update.

That chainmail looks very nice. One thing I am a little concerned about is that it might be a bit too generic, not really bound to Colovia in specific (although that's the case for most Imperial armors). I don't have any suggestions yet, I'm just wondering in what ways we could best identify Colovia's material culture.
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Saint_Jiub
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Re: Armors of Cyrodiil

Post by Saint_Jiub » Tue May 10, 2016 6:47 pm

Perfect, last thing then is separating out the pauldrons from the cuirass as worsas mentioned, and extruding out some of the details whenever you get time, definitely no rush on this since we're so far off from West Weald development.

https://www.dropbox.com/s/oz737idiyimqr ... 1.zip?dl=0" onclick="window.open(this.href);return false;

I adjusted the texture size and UV maps, the main cuirass is now 1024x1024 and the pauldron pieces are both 1024x512, with alpha channels removed. Use this version for future mesh updates, please :)

With the chainmail, I'm always definitely open to suggestions if any specifics do come to mind- I designed it in line with my aesthetic for the Colovians so to me it looks right, but I might just be too close to see it lol.

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worsas
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Re: Armors of Cyrodiil

Post by worsas » Tue May 10, 2016 7:34 pm

I think that chainmail is principially a good idea for Colovians. Looking at the picture of the guard, the belt feels very thin and fragile, maybe. But other than that it seems fine to me.

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Saint_Jiub
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Re: Armors of Cyrodiil

Post by Saint_Jiub » Wed May 11, 2016 7:17 am

Yeah, I kind of agree with you on the belt - that's something that would need to be adjusted at the mesh side at this point though, since the belt is modeled on :\

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worsas
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Re: Armors of Cyrodiil

Post by worsas » Wed May 11, 2016 9:06 am

I'd say, just make it thicker and let it be to me or Infragris to modify the mesh accordingly.

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R-Zero
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Re: Armors of Cyrodiil

Post by R-Zero » Sun Oct 02, 2016 9:08 pm

Made a helmet some time ago, based on vanilla Imperial steel helmet and roman cavalry mask:
[hsimg=]https://dl.dropboxusercontent.com/u/100 ... helmet.jpg[/hsimg]

Could it be useful for P:C?

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