Infragris' Workshop

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

Post by Infragris » Mon May 30, 2016 9:41 pm

Reworked Stirk docks assets. This is a basic set with corners, 4-way, 3-way, endcap, etc. The dock pieces are slightly wider and no longer have the side pillars attached, making it easier for players and NPCs to navigate them. This will require some alterations to the Stirk harbor. Still need to edit the stone pillar bits to align better with the new set, and I think I'll make a sub-set with only one side for ease of use. Probably won't do stairs and bridges, that's a bit out of my league. With a texture change, this set can also function in Anvil, solving the repetitive block problem there.

Once all pieces are complete, I'll add this to data contributions.
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Stirk docks.jpg
Stirk Docks.7z
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Post by Leon » Tue May 31, 2016 8:24 pm

That looks way better, looks awesome Infragris. :D
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Post by Scamp » Wed Jun 01, 2016 12:46 pm

I agree, superb work!

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Post by Saint_Jiub » Thu Jun 02, 2016 1:16 am

Looks great, what's the polycount compared to the original out of curiosity? I have to think losing the pillars makes a difference.

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Post by Infragris » Thu Jun 02, 2016 9:03 am

Can't check now, but the filesize is about three to four times smaller. The original model had a lot of hidden geometry and stencil properties attached. Pruned it all off.

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Post by Infragris » Sun Jun 12, 2016 9:37 am

Working on the new galleon interiors:
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pc_in_galleon_upperlvl_03_02.nif
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galleon upper level.jpg

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Post by Leon » Sun Jun 12, 2016 11:18 am

Infragris, I hope the floor and wall placement of the new model correspondence the previous model? Otherwise I would have to dramatically alter the ship interiors that I made to match the newer model.

Also, could we have interior walls and doordjambs for the ships? I saw TR are using those in Old Ebonheart.
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Post by Infragris » Sun Jun 12, 2016 2:47 pm

I'm afraid wall and floor placement is very different. I tried working with the old models but they were pretty much a lost cause. That being said, I think your ints can be salvaged with a bit of work. Actually, I was hoping you could do some new ones based on the ship names and designations discussed on the Stirk NPC threads, since some of the ints don't really work for Stirk (like the prison ship, for example). We could still keep the old ints for the Anvil ships, of course.

Interior walls, dedicated trapdoors, etc is in the works. I didn't know TR had them, I'll have a look at their work.

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Post by worsas » Tue Jun 14, 2016 9:34 am

Infragris, do you think I should maybe make the dock retexes for Anvil while you are busy with the galleons?

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Post by Infragris » Tue Jun 14, 2016 6:50 pm

If you got the time, sure. Not doing anything with them right now.

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Post by worsas » Thu Jun 16, 2016 2:36 pm

Here are some thoughts on this dockset:

- Making a completely separate version for Anvil seems like a waste. There is only one texture about these that is anyhow stirk-specific: The purple frame to the left and right. I don't see it as a big problem to use it around Anvil as is.
- The bottom of these pieces needs to go more than double as far down to meet up with the seafloor around Anvil.

If you don't mind, I will just edit the stirk docks to meet these needs and leave it at that. :)

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Post by Infragris » Thu Jun 16, 2016 3:17 pm

Sounds good to me. We could use this tileset for most of the Gold Coast, I suppose. No real need to make texture variations for something as basic as this.

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Post by Infragris » Fri Jun 17, 2016 1:37 pm

Galleon interior tileset:
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galleon int test.jpg

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Post by worsas » Fri Jun 17, 2016 4:23 pm

Great work, this is something all three province mods should benefit from.

I should probably mention at this point, that I went ahead with your Talos statue and used blender to add a collision object and to merge many of the nitrishapes it had into one, not just to optimize it but to make the changing of the texture path for the skyrim version less of a hassle. You should best keep the previous version somewhere, as it will be easier to edit than the version in the data files.

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Post by Leon » Sun Jun 19, 2016 11:34 am

Looks awesome Infragris, can't wait to put my hands on it. :D
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Post by Infragris » Sun Jul 24, 2016 1:04 am

Wip new goldenrod. Not quite sure about the flowers. Opinions?
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grod_pic.jpg

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Post by worsas » Sun Jul 24, 2016 8:55 am

I like it. I'm not sure, if the florescence shouldn't be a bit less broad, but I'd be fine with keeping it as it is on your screenshot, aswell.

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Post by Infragris » Sun Aug 21, 2016 1:11 pm

Early WIP Colovian Fur cuirass. Thought?

EDIT: plus another test for the shrines.
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shrine test.jpg
fur cuirass.jpg

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Post by worsas » Sun Aug 21, 2016 2:31 pm

I like that cuirass. I have no problem with these shrines, except that you should make the edge hard for the broken variant. in blender you can achieve that either by turning that area of the mesh solid or splitting it from the rest. But it doesn't really look broken right now.

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Post by millysoose » Sun Aug 28, 2016 8:37 pm

Maybe it's me, but those shrines just feel out of place in that picture. I think it's a combination of the vibrant candlelit color and the general texture of the mesh.

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Post by Infragris » Sun Oct 30, 2016 10:20 pm

Kynareth statue:
[hsimg=]http://i.imgur.com/OhAXAZI.jpg[/hsimg]

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Post by worsas » Mon Oct 31, 2016 7:15 pm

Since nobody else posted so far, let me just say how lovely this statue looks. Good work.

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Post by Saint_Jiub » Tue Nov 01, 2016 2:53 am

Damn, that looks really good Infragris :) My only small critique is that the polycount on the bird may be a little high with those individual feathers, but it looks great so I won't complain too much - it's not like you're going to see 50 of these things in the same room :P

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Post by Infragris » Tue Nov 01, 2016 10:37 am

The bird isn't as high-poly as it looks: it's basically one of the Skyrim ambient birds with a simplified mesh. The file is about the same size as the Talos statue.

Anyway, it's is finished for now. The shapes should still be merged, but I think I'll leave that until after the UV is finished. Saint_Jiub, could you do the textures for this one?
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statue_kynareth.7z
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Post by Saint_Jiub » Tue Nov 01, 2016 2:26 pm

Like you even have to ask :P

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Post by Saint_Jiub » Sun Nov 06, 2016 5:42 pm

Progress update:

[hsimg=]http://i.imgur.com/OZF03G8.png[/hsimg]

[hsimg=]http://i.imgur.com/zXpX5bO.png[/hsimg]

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Post by Infragris » Sun Nov 06, 2016 6:10 pm

Looks great! You really nailed the facial expression: Kynareth is not really supposed to be a happy goddess. Any problems with the mesh?

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Post by Saint_Jiub » Sun Nov 06, 2016 11:07 pm

The only thing I've noticed is that her left knee needs to be brought forward since she's standing on her toes on that foot - right now, the effect is that her left leg is shorter than the right:

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

Other than that, it looks great :)

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Post by Saint_Jiub » Mon Nov 07, 2016 4:13 am

DL link: https://www.dropbox.com/s/n21q7txjepsab ... h.zip?dl=0" onclick="window.open(this.href);return false;

Let me know if you have any suggestions or revisions :)

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Post by Saint_Jiub » Sun Nov 13, 2016 10:42 pm

Question for ya -

Up til now, I've been going with a very traditional Greek "white marble" look for the Divines statues, which given that the subjects are very Greco-Roman looking themselves, isn't quite sitting right with me. It also doesn't gel with the only vanilla instance of Imperial religious sculpture, the statue of Akatosh in Ebonheart: http://i.imgur.com/fnRm7hV.png So with that being the case, what do you think about going for a look for the statues more along these lines? http://i.imgur.com/Qb1FsAF.png

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