PC_A_Ayleid_?[Worsas]

View and discuss completed claims
Post Reply
User avatar
worsas
Project Administrator
Posts: 2678
Joined: Wed Dec 31, 2014 1:23 am

PC_A_Ayleid_?[Worsas]

Post by worsas »

Ayleid armor. Claimed by Mwgek.

http://provincecyrodiil.project-tamriel ... =129&t=187" onclick="window.open(this.href);return false;

Mwgek
PT Modder
Posts: 12
Joined: Sat Jan 03, 2015 12:10 pm
Location: The Netherlands

Post by Mwgek »

I'd like to keep this one around if no one is against me having it for so long. So many things to do in so little time. I really want to get back into modding, especially for PC.
--Mwgek--

Mwgek
PT Modder
Posts: 12
Joined: Sat Jan 03, 2015 12:10 pm
Location: The Netherlands

Post by Mwgek »

I hope to get some progress on this soon. Really want to start contributing to PC again :).
--Mwgek--

User avatar
worsas
Project Administrator
Posts: 2678
Joined: Wed Dec 31, 2014 1:23 am

Post by worsas »

I have had a thought on this claim for a longer time. It is about the bushiness of the feather attachment seen on the concept art. I think that you could reproduce it better by using a larger texture that already contains the feathers in a bushy composition, a bit similar to how it is on a grass texture. By combining several bended layers of this feather bush you might be able to produce a similar appearance as seen on the concept art without making it look flat at the same time.

Mwgek
PT Modder
Posts: 12
Joined: Sat Jan 03, 2015 12:10 pm
Location: The Netherlands

Post by Mwgek »

That is something I was already trying out in my new version. Just need to find the right base textures for it. It did look a lot better than the separate feathers when I tested it.

I think you mean something similar to this quick mock-up: Image
--Mwgek--

User avatar
worsas
Project Administrator
Posts: 2678
Joined: Wed Dec 31, 2014 1:23 am

Post by worsas »

I think you mean something similar to this quick mock-up:
Not exactly what I meant. Due to the solid mesh element the feathers on your example look very clotted and the alpha feathers above it are still single feathers. What you would do to achieve the effect I've been imagining is putting your one alpha feather on a broader alpha texture and duplicate it a number of times, make it vary in color and proportion and combine it into a bush (just look at one of the grass meshes in PC- or Skyrim-Data and respective texture to have an example).

Optimally you would be making one texture with a bush of very long and fine feathers that you can use to make a number of longer floccuses emerge from lower part of the helm and one with shorter, thicker feathers for the top part. In the end the appearance shouldn't be too unsimilar to the majestic tufts of featherss seen on Revenants concept art.


Edit: I overlooked the part where you mentioned that this is only a very basic mockup for pure presentation purpose. So it is possible that some of my above critizism may have been misplaced or unneeded.

User avatar
worsas
Project Administrator
Posts: 2678
Joined: Wed Dec 31, 2014 1:23 am

Post by worsas »

Revoked.

User avatar
worsas
Project Administrator
Posts: 2678
Joined: Wed Dec 31, 2014 1:23 am

Post by worsas »

I'm officially claiming this now.

User avatar
Saint_Jiub
P:C Council Member
Posts: 448
Joined: Sun Jan 18, 2015 5:44 pm

Post by Saint_Jiub »

Very excited to see what you do with this :) I'll repost this here too, courtesy of Revenant (note that there's some disagreement here with regards to the the helmet, so you'll have some creative license there):

[hsimg=]http://66.media.tumblr.com/0541f0b501d8 ... 1_1280.png[/hsimg]

User avatar
worsas
Project Administrator
Posts: 2678
Joined: Wed Dec 31, 2014 1:23 am

Post by worsas »


User avatar
Infragris
Project Administrator
Posts: 1396
Joined: Fri Jan 02, 2015 7:51 pm

Post by Infragris »

wow that looks great.

User avatar
R-Zero
PT Modder
Posts: 331
Joined: Fri Sep 25, 2015 8:50 pm

Post by R-Zero »

Looks awesome so far! :o
If you'd want to be more subtle about the helmet, maybe something like this would do:
[hsimg=]http://www.art-of-war.jp/data/art-of-wa ... 2584bf.jpg[/hsimg]

User avatar
Saint_Jiub
P:C Council Member
Posts: 448
Joined: Sun Jan 18, 2015 5:44 pm

Post by Saint_Jiub »

I don't even have words for how spectacular this is, worsas. Really, really phenomenal work :D

User avatar
worsas
Project Administrator
Posts: 2678
Joined: Wed Dec 31, 2014 1:23 am

Post by worsas »

I'm happy you all like it so far. For the helmet I will probably refer to Revenants earlier concept drawings that were posted somewhere. The above helm-design wouldn't work that well with this particular armor, I think.

I love how Morrowind is a game of utterly impractical armors.

User avatar
worsas
Project Administrator
Posts: 2678
Joined: Wed Dec 31, 2014 1:23 am

Post by worsas »

A little bit progress.

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

User avatar
R-Zero
PT Modder
Posts: 331
Joined: Fri Sep 25, 2015 8:50 pm

Post by R-Zero »

Looking great!
So, the color gamma will be grey-silver, not gold?

User avatar
worsas
Project Administrator
Posts: 2678
Joined: Wed Dec 31, 2014 1:23 am

Post by worsas »

What do you think it should look like? The surface is very old and dusted and the gold seen on the concept art seems very light, so I'm using a more ambigious color scheme for this armor right now.

User avatar
R-Zero
PT Modder
Posts: 331
Joined: Fri Sep 25, 2015 8:50 pm

Post by R-Zero »

No, I actually agree with this. Good job! :)

User avatar
worsas
Project Administrator
Posts: 2678
Joined: Wed Dec 31, 2014 1:23 am

Post by worsas »

Last update. Next comes rigging and creation of groundmeshes. I'm still open for feedback, if you see need of modification, though.

[hsimg=]https://dl.dropboxusercontent.com/u/223 ... pdate2.jpg[/hsimg]

User avatar
Infragris
Project Administrator
Posts: 1396
Joined: Fri Jan 02, 2015 7:51 pm

Post by Infragris »

This looks great. I'm wondering if the feathers on the back of the cuirass aren't a bit too pronounced, though. They look like they would clip with the helmet in some situations.

User avatar
TerrifyingDaedricFoe
PT Modder
Posts: 110
Joined: Sun Jan 04, 2015 10:07 pm

Post by TerrifyingDaedricFoe »

I must agree with Infragris that the back feathers could do with toning down a bit. Perhaps just on the helmet? Or there could be two alternative cuirasses; one with and one without?

User avatar
Saint_Jiub
P:C Council Member
Posts: 448
Joined: Sun Jan 18, 2015 5:44 pm

Post by Saint_Jiub »

Yeah, or even just smoothed down so it's more like a cape? That helmet looks spectacular, worsas. It all looks great, truly :)

User avatar
worsas
Project Administrator
Posts: 2678
Joined: Wed Dec 31, 2014 1:23 am

Post by worsas »

Any proposals on the stats this armor should have? I'm mostly done, except for groundpieces, but I'm uncertain about the AR and other details (light armor? medium armor?)

Would it be okay to name these armor pieces "Wild Elven Cuirass/Bracer/Boots" etc? I think that would play nicely together with the slightly tribal-looking appearance and would create some analogy to how dwemer armor is named dwarven armor rather than dwemer armor.

User avatar
Infragris
Project Administrator
Posts: 1396
Joined: Fri Jan 02, 2015 7:51 pm

Post by Infragris »

I think that might send the wrong message: "Wild Elves" is a bit of lore from the early days, before the nature of the Ayleid was really nailed down. The moniker refers more to the post-rebellion bosmer-like tribes, most of whom probably didn't even live in their ruined cities anymore. If you want to give these a different name, I would suggest something like Ayleidoon Armor or Saliache Armor.

It looks like light armor to me, maybe medium in a pinch. Stat-wise I would put them around the level of Glass armor, maybe slightly superior but with a handicap to health or armor rating. They should have high enchant values.

User avatar
R-Zero
PT Modder
Posts: 331
Joined: Fri Sep 25, 2015 8:50 pm

Post by R-Zero »

Agree on Ayleidoon/Saliache naming.
Considering weight and stats, the best way would be to make them lower in AR than Glass but higher than Dark Brotherhood - there is a huge gap between these which needs to be filled, IMO. Increased enchantability goes without saying, and I also think there should be several pre-enchanted armors in the game (just like how we can find Dwemer weapons with cool unique enchantments - Ilkurok, Bthuangth's Harvester, Pneuma-Trap etc.).

User avatar
worsas
Project Administrator
Posts: 2678
Joined: Wed Dec 31, 2014 1:23 am

Post by worsas »

If we put the armor stats that high. It will restrict the distribution of this armor for high-end loot places in dungeons, so it wouldn't be a loot staple for ayleid ruins anymore. The dwemer armor and the direnni armor both have an AR of 20, which makes them a nice loot for new players and still keeps it a valuable loot for selling later on. If you are sure, however, you want to keep these around 40 AR, the cuirass will be 8000 gold worth and cannot be placed around light-heartedly. Just saying.

The DB-armor is a complete balance - breaker, btw. I hate what it does to the armor balance in the starting stage of the game. Though, the stretch between the regular armors and glass/ebony is much too big anyway, one reason why I don't play without armor rebalancing mods.

User avatar
R-Zero
PT Modder
Posts: 331
Joined: Fri Sep 25, 2015 8:50 pm

Post by R-Zero »

Hmm, that's true. 20 AR is a bit too low though (and Dwemer armor having barely more AR than Silver/Templar ones always felt like an error to me). 25-30, maybe? With high enchantability and powerful pre-enchanted versions making it valuable even on higher levels?

User avatar
worsas
Project Administrator
Posts: 2678
Joined: Wed Dec 31, 2014 1:23 am

Post by worsas »

Let's call this finished for now.
Attachments
ayleid_armor.7z
(2.8 MiB) Downloaded 177 times

Post Reply

Return to “Completed”