Wheeze201 / Luftahraan

DLC-sized mod for Skyrim
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House Model for the City #55

Open xanderdunn opened 10 years ago

xanderdunn commented 10 years ago

Morgan_Robinson and @Arkaash mentioned making a unique house model for the house that goes over the bridge. Currently we're using a Windhelm house that looks out of place in Luftahraan.

Maybe @Tepa00 could making something cool.

Doublefelix commented 10 years ago

I wll be working on it : )

Doublefelix commented 10 years ago

Depenging on other's thoughts the buidling is almost done or at an advanced concept stage. Progress has been so fast thanks to the city models modder's resource from the nexus. http://www.nexusmods.com/skyrim/mods/43204/?

Basically I took two assets: 1

And merged them together to form a single model: 2

Here is comparison to previous buidling: 3

So it's either done and all that remains is to export the mesh to Creation Kit, or it's still a beta stage if more work on this is deemed required.

Only problem might be performance, since previous budilding had 11k triangles and the new has almost 18k.

Arkaash commented 10 years ago

That's look great Felix, good job :) Don't worry too much about the triangles - it's an increase, but it shouldn't be too much of a problem. It'll only be a problem if you start increasing the quantity drastically.

Tepa00 commented 10 years ago

More tris create more lag, and 7k (The same amount the current Koskenkorva has) is quite the drastic increase for a midrange machine like mine, even more so for lower end machines, especially now when we are replacing a house that already was one object. The polycount doesn't matter that much when the original is an improvised building. To be fair, the original model is quite simplified, but there is room for squeezing even more performance out of the concept.

Just some ideas on what to do for your current model. You don't need to do all/any of these, but I just feel like there is a lot of extra stuff that can be removed: 873aea5e-5c6c-11e4-8fea-efb2ffade28e

Also I assume that you already have removed all unecessary stuff that is hidden inside the buildings.

Wheeze201 commented 10 years ago

Nice! already a bunch of progress. Yeah perhaps you can optimize the model a bit with tepa's suggestions and also there are two doors there, you can probably just remove one entirely.

But awesome job on everything else!

Doublefelix commented 10 years ago

Thanks for the comments : ). Tepa pointed out important issues with the mesh. It's easy to go overboard with polygons by clutering mesh with unnecessary parts. I also didn't take into account windows getting in the place of stairs. I forgot to say that I was planning on optimising the mesh more after I get initial feedback, in case something didn't click. I went back to the model and got down to 12K now. I also moved the door to the side so it's more compatible with the area the house will be in. Still, I don't know if this mesh is exportable, new issues might arise yet. 4

Doublefelix commented 10 years ago

I have managed to succesfully import the house but there is yet a problem with collision that I will try to resolve. Apart from that what's left are minor fixes. Soon I will take on another issue entirely, maybe the tower house right before this bridge or this windhlem styled house right next. screenshot10 screenshot11

Wheeze201 commented 10 years ago

Awesome! This is exactly what we need. Vanilla models and textures to maintain the skyrim theme.

I'm pretty sure yurtex was already working on the tower before the bridge. I was thinking you could either do the sovereign hall(the castle right next to the bridge house), the bridge itself or the arena. Whichever you prefer of course.

Go0nzy commented 10 years ago

That is beautiful

Oskutin commented 10 years ago

As this building has been replaced by the 'mansion' version of this house, we could use this 'common' version as new toll gate at the Solitude road?