Direnni Clutter

Model, texture and sound development of SHotN
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worsas
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Re: Direnni Clutter

Post by worsas » Thu Jul 16, 2015 6:02 pm

One more update. This is the last batch of furniture objects I've done for these ruins. Everything that's left are items, except that I'll also make loose stairs and a ladder for trapdoors.

[hsimg=]https://dl.dropboxusercontent.com/u/223 ... _stool.jpg[/hsimg][hsimg=]https://dl.dropboxusercontent.com/u/223 ... gtable.jpg[/hsimg]

And... something I've been thinking a lot about: The Magus Console. A large magical, sci fi-style apparature to be placed in glass domes:
[hsimg=]https://dl.dropboxusercontent.com/u/223 ... sole_2.jpg[/hsimg][hsimg=]https://dl.dropboxusercontent.com/u/223 ... nsole1.jpg[/hsimg]

The magus console, by intention, looks very different from everything else. My idea for its function so far is that it absorbs magicka from sky and powers the magical lamps and doors of the fortress. The part with the glowing letters matches the dwemeri starmap from Redguard, except that it uses modified Ayleid letters. The white peaky objects held by the adamantium pylon are a variant of Varla Stones known as star teeth that due to their shape are suited to canalize magicka. I'm retconning shadowkey where there only exist 7 star teeth in total, at the moment, but I might turn them into horn-shaped welkynd- or culanda stones instead to avoid any trouble.

The biggest question is what function the magus console can take for the player. Can it restore magicka or teleport him/her between the fortresses?

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roerich
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Post by roerich » Thu Jul 16, 2015 7:17 pm

That looks awesome, impressive work as usual.

The magus console.. Restoring magicka sounds like the best solution for now, if you ask me. Or we should think up a whole new function. I don't want us to mirror vanilla in these aspects, though teleportation could be justified here.

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berry
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Post by berry » Mon Jul 20, 2015 3:20 pm

All of them looks fantastic. Great concept with the console, that's a fitting design in my opinion, I'm not sure about the textures on it though. At least on these screenshots some of them - the yellow crystals, the pillar and the springs - look too clean, plastic-like to me, MJY's modern resources style. I cannot help much with the lore behind it, but regarding the way it works I agree with Roerich it would be cool not to copy vanilla game here. How about Absorb Magicka and/or Fortify random magic skill? We could also have a series of quest (concerning Azra or Markarth wizard guy - I've always imagined it would be cool to make him a Direnni freak, to mirror TES V's concept for a local court's mage) that would lead player to discovering it's real potential.

Some time ago I stumbled upon this resource set for Oblivion, perhaps it can be of some inspiration when working on miscellaneous items. It's not exactly the same style plus we have most of that items done already, but for example that oil lamp I like a lot.

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Post by worsas » Mon Jul 20, 2015 4:24 pm

berry wrote:All of them looks fantastic. Great concept with the console, that's a fitting design in my opinion, I'm not sure about the textures on it though. At least on these screenshots some of them - the yellow crystals, the pillar and the springs - look too clean, plastic-like to me, MJY's modern resources style. I cannot help much with the lore behind it, but regarding the way it works I agree with Roerich it would be cool not to copy vanilla game here. How about Absorb Magicka and/or Fortify random magic skill? We could also have a series of quest (concerning Azra or Markarth wizard guy - I've always imagined it would be cool to make him a Direnni freak, to mirror TES V's concept for a local court's mage) that would lead player to discovering it's real potential.

Some time ago I stumbled upon this resource set for Oblivion, perhaps it can be of some inspiration when working on miscellaneous items. It's not exactly the same style plus we have most of that items done already, but for example that oil lamp I like a lot.
You are not completely wrong on the textures. The yellow glowing spheres and letters could be made less neon lamp like, at least. The glass pillar could use a better texture aswell. All the other textures look sufficiently noisy, in my opinion.

The elven furniture you mention looks a bit too grazile compared to the furniture we already have. I would like to only worry about some items and weaponry right now. Also, I don't envision Direnni having used oil lamps, when there are already magical lamps, glass lanterns or even welkynd stones.

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Post by worsas » Sun Jul 26, 2015 4:56 pm

Another dump of smaller objects. These are a bit cruder in design than the previous creations, due to their size.

What is currently still missing for completion:
- the weapons
- the armor set
- direnni embellishments, rings in particular.
- half-decayed books filled with elven letters

All of these are slightly bigger topics of their own. I definitely want to take care of the armor. For the weapons there might be suitable modder resources.

[hsimg=]https://dl.dropboxusercontent.com/u/223 ... dlocks.jpg[/hsimg]
[hsimg=]https://dl.dropboxusercontent.com/u/223 ... i_keys.jpg[/hsimg]
[hsimg=]https://dl.dropboxusercontent.com/u/223 ... chests.jpg[/hsimg]
[hsimg=]https://dl.dropboxusercontent.com/u/223 ... elkynd.jpg[/hsimg]
[hsimg=]https://dl.dropboxusercontent.com/u/223 ... i_coin.jpg[/hsimg]

[hsimg=]https://dl.dropboxusercontent.com/u/223 ... stairs.jpg[/hsimg]

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Lord Berandas
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Post by Lord Berandas » Sun Jul 26, 2015 6:00 pm

Those are looking damn good!
I just added the new direnni flasks to my download section.

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Post by spineinside » Mon Jul 27, 2015 4:31 pm

brilliant work worsas ! ! !

additionally i attach files from my latest render
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TR_direnni_misc.rar
(2.08 MiB) Downloaded 96 times
Last edited by spineinside on Tue Jul 28, 2015 2:31 pm, edited 1 time in total.

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roerich
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Post by roerich » Tue Jul 28, 2015 2:05 pm

Can't wait for the next data update!

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Post by worsas » Thu Jul 30, 2015 1:21 pm

For his lordship (ladyship possibly coming later)... Only slightly affected by the millenia of non-use. Other armor parts will follow
[hsimg=]https://dl.dropboxusercontent.com/u/223 ... uirass.jpg[/hsimg]

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Post by roerich » Thu Jul 30, 2015 1:42 pm

Shor's balls! That is just perfect.

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berry
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Post by berry » Sat Aug 01, 2015 2:34 pm

Yeah, "perfect" describes it accurately. I love our Direnni assets, can't wait to see more.

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Melchior Dahrk
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Post by Melchior Dahrk » Sat Aug 01, 2015 3:00 pm

Fully agree with berry. The Direnni stuff is looking terrific! The style direction is right on.

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Post by worsas » Sat Aug 01, 2015 4:15 pm

Thanks guys. I'm happy you like it all. I've had some doubts in between, but I have stubbornly kept working regardless. The armor makes good progress, even if it takes some patience, like everything you want to make exquisite in look.
https://dl.dropboxusercontent.com/u/223 ... update.jpg" onclick="window.open(this.href);return false;

AR 18-20 (like dwemer?)
but highly enchantable and of light weight. Though I might shift this to AR 30, only in order to offer an alternative to that hilarious DB armor. I usually play with armor rebalancing mods and find it annoying having to accomodate to beths odd armor stats. But there is no way around it in a rebalancing-mod-agnostic environment like ours.

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Post by worsas » Tue Aug 04, 2015 10:06 pm

Apart from some minor bone weight corrections, ground meshes and icons, this armor is finished.

A few screenshots from the test journey (because we can't live without them):
https://dl.dropboxusercontent.com/u/223 ... 34.463.jpg" onclick="window.open(this.href);return false;
https://dl.dropboxusercontent.com/u/223 ... 46.832.jpg" onclick="window.open(this.href);return false;
https://dl.dropboxusercontent.com/u/223 ... 03.454.jpg" onclick="window.open(this.href);return false;

Now that I think about it, I might have to add a helmet yet, but I'm happy to have a working armor for now. Also, a female version with slight pronouncement of the chest part, maybe?
Next are some weapons and maybe a shield, too.

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Post by Melchior Dahrk » Wed Aug 05, 2015 12:34 am

Love that set. Don't know how I lived without seeing it in all its glory.

I think that a female cuirass like you describe would work well.

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spineinside
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Post by spineinside » Wed Aug 05, 2015 8:46 am

this is damn beautiful, very prestigious, especially in the screens from game

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Lord Berandas
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Post by Lord Berandas » Sat Aug 08, 2015 8:49 pm

I updated the whole bottle set, now including broken pieces. I also fixed some flawed UVs, now it should be all cool.
Use the same link in my download section.

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Post by Yeti » Tue Aug 18, 2015 6:48 pm

These new assets look incredible. Thanks for keeping the ball going around here, Worsas.

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worsas
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Post by worsas » Sat Aug 22, 2015 8:31 pm

I'm happy to say that we now have a basic range of direnni weapons, too:
https://dl.dropboxusercontent.com/u/223 ... eapons.jpg" onclick="window.open(this.href);return false;
https://dl.dropboxusercontent.com/u/223 ... ordman.jpg" onclick="window.open(this.href);return false;

I was originally going to make some embellishments aswell. They would surely make sense and some additional weapons have been requested, aswell, but I'm going to start to assemble the next Data version now and look, if I can be troubled to make that rest stuff for a later update. But for the most part our Direnni assets are now complete.

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Biboran
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Post by Biboran » Sat Aug 22, 2015 9:08 pm

This is amazing! Really. You need to work in Bethesda :D

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Post by Melchior Dahrk » Sun Aug 23, 2015 1:16 am

And a helmet! This set is beautiful. Everything about the Direnni is looking awesome, worsas. Great work.

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roerich
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Post by roerich » Sun Aug 23, 2015 9:04 am

You should get paid for this.

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worsas
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Post by worsas » Sun Aug 23, 2015 10:55 am

Thankyou very much, everyone. Although I doubt that Bethesda would hire me for these models. Today requirements for professional 3D modelling have raised considerably since Oblivion, which is roughly the level of quality I see myself at (sometimes more sometimes less). Still a lot to be learned.

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Post by Biboran » Sun Aug 23, 2015 3:10 pm

I don't like oblivion's Cyrodiil, oblivion's bodies and faces, oblivion's armor and clothes. PT do this better :D
I look forward to new models from you.

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spineinside
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Post by spineinside » Mon Aug 24, 2015 1:00 pm

wow, these weapons models are great and they injected me with a power to work more !

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Post by Luxray » Sun Jun 19, 2016 2:18 pm

Not sure where else to put this: Sky_In_Altmer_Doorway_03 has weird floating couple of vertices near the light on the non-trim side

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

Also present on Sky_In_Altmer_Doorway_01 and Sky_In_Altmer_Doorway_02
<roerich> woah it's hot in here
<Lord Berandas> it must be Summer.
<Infragris> #hell is meant as a spam and off topic channel. Doing a great job already

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roerich
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Post by roerich » Tue Jul 05, 2016 7:48 am

Posting for the same reason as Ser Lux of House Ray. Worsas (or Spineinside perhaps), can I be an absolute nuisance and request another change to the dome mesh?

Basically I want a version with the four inner pillars removed, in order to have the floor completely removed and create an atrium of sorts. This would be really useful for Elfstone keep and probably a number of locations.

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

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Moritius
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Post by Moritius » Tue Jul 05, 2016 1:43 pm

You mean something like this, roerich?
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domes.7z
(32.21 KiB) Downloaded 96 times
<ThomasRuz> A cleansing potion, with a nasty side-effect
<rotouns> Drain Spear 50 / 3600s
<ThomasRuz> We shall call it... the potion of impotency!

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roerich
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Post by roerich » Wed Jul 06, 2016 2:53 pm

Yes, those are perfect. Thank you Moritius!

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berry
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Post by berry » Fri Feb 10, 2017 6:57 pm

Quick proposal: how about using a few of R0's dark welkynd stones for remote Direnni dungeons (precisely - abandoned parts of Mirilstaren, currently)?

Pros:
+ we currently lack a theme for "native" challenges in Direnni dungeons, other than conjured daedra, and that's Morrowind's (as in: the Dunmer province) niche already. Most dungeons can be filled with rats/spikeworms or undeads/baddies, sure, but dark welkynds would be good to have in regards to the rest of them, those few that were simply abandoned and cast aside unoccupied for millenias
+ we know Direnni were allies of the Wild Elves and they accepted into their hegemony Ayleid leftovers after Alessian pogroms. It wouldn't be unreasonable to assume these two groups shared some knowledge and technology
+ Direnni shared Ayleids' interest in star stones ('light' welkynds, star teeth) at least to some extent, according to our lore
+ rule of cool :P It looks good: http://i.imgur.com/NtLVaA1.pnghttp://i.imgur.com/9By7r16.pnghttp://i.imgur.com/6ZUt6DA.pnghttp://i.imgur.com/NUrTk5e.png Cons:
- Ayleid dungeons might look less unique, if one of their features is shared with another tileset, in another province
- it might be too easy to start a dangerous precedence here; one might ask "If dark welkynd stones are ok, then why don't we use Welkynd spirits for the Reach?" and so on. It's important we maintain the balance here, Direnni and Ayleids were two different people after all
- ?? probably something obvious I'm missing? :P

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