Open Doublefelix opened 9 years ago
Holy fucking crap dude. Like I told you on steam, you should be on a payroll. This is amazing.
OMFG this is some superior modelling. 11/10
What Wheeze and Yurtex said.
Oh yeah, finally back to full speed
Here's the yesterday's sketch, right on its way to be a proper model: http://puu.sh/gMQoW/c946e70a77.jpg Unnecessary symmetry removed, elements edited for more variety. Adjacent to this will run another row of houses with the tavern on the end. The area is pretty narrow so I dont have to put much detail into the upper parts if any at all. Here's a prediction how the mining street will look like ingame based on some measurements: http://puu.sh/gMQRS/7b7ae593db.jpg
Oh and I apparently forgot to place here screenies of that second cluster of houses, the one situated next to sewer entrance, will post them later when I finalize this mesh.
(PS Technically its Mining Area as I designated it on my architecture guide, but I dont want to start another issue for one object so progress will be here)
Looking good Felix!
That first screenshot hinted at it a little, but could you add some gates where the cell would change to the marketplace district? You can see where they should roughly be if you look in this esp: https://github.com/Wheeze201/Luftahraan/issues/99
Sure I will do these gates, just when their time will come as of now Im working in another area, here's clarification: http://puu.sh/gMUB9/ddbd796913.jpg http://puu.sh/gMUXZ/6e9556e2a9.jpg
Also previous buidling to keep track of the progress: http://puu.sh/gMUIv/1ecc7cf574.jpg
I like it!
On Mon, Mar 23, 2015 at 6:09 PM, Doublefelix notifications@github.com wrote:
Sure I will do these gates, just when their time will come as of now Im working in another area, here's clarification: http://puu.sh/gMUB9/ddbd796913.jpg http://puu.sh/gMUXZ/6e9556e2a9.jpg
Also previous buidling to keep track of the progress: http://puu.sh/gMUIv/1ecc7cf574.jpg
— Reply to this email directly or view it on GitHub https://github.com/Wheeze201/Luftahraan/issues/83#issuecomment-85242458.
Ah ok, I thought you'd gone the other way a little - my bad :)
https://www.dropbox.com/s/82o2v6618u5j3rq/LuftSouthCityBlocks.rar?dl=0
Three buildings so far, still WIP but uploading already for Morgan to work on
Posting these here. Began working on a interior wall for the second house in that package.
Mainly focusing on creating an interior wall for these:
PIC
PIC
PIC
Look at me saving space and stuff
EDIT: Lower part: Not quite settled on the texture of that PIC PIC
The whole thing
Some variations as requested:
PIC
NEW!
I got a question for you guys and gals. Its about a little dilemma I got myself into regarding textures. You see I used almost exclusively windhelm textures for the keep which are very fitting into the old nordic scheme. But in the city buildings in this area for stone walls Im using solitude texture (because it looks good). Stone walls here as you know are suppoused to represent what's left of the old times, so it would made sense if they are windhelm textures like the keep. Also the fortifications are using windhelm textures. I need an opinion if this texture dissonance is a big deal. http://puu.sh/h4Pca/20d8638da8.jpg You can see in this screenshot many different stone textures in the same area. Vanilla cities have rather strict texture schemes hence my doubts. Should I replace solitude stone for windhelm? Or keep it the way it is?
To me, using the same textures might make sense desing and style wise, but also might not look as unique. And so if we go with all windhelm stone we might end up making windhelm 2.0
In my opinion the fortifications and the keep should have a certain scheme of their own to make them stand out a little bit more as a unit and not as random pieces of stuff scattered around. And if you use the same texture for the house, it might make it look like it was the old fortifications that they have since built on and not a bunch of older houses, as it should look like if I'm not mistaken.
So I would keep it as it is, that stone gives the houses of that area a distinct style and to me, it makes more sense to have a rougher stone texture, rather than the finer and more precise windhelm one. Probably because I don't see a reason why they built the older houses out of the same finer looking materials the walls are, but from the excess stone from the mines and from chipping the wall blocks to shape.
That's only speaking of this part of the city though. It may make more sense in some other parts of the city, like the second island.
Thanks Tepa, you're right, fortifications and houses should be build from different quality of material regardless of when they were constructed. I havent made the observation that windhelm stonework looks sturdier than solitude's one and now that you pointed it out, it does seems that way, so its gonna make sense : ). I was also a little worried not to make second windhelm.
a variety of textures can make it look unique, the older buildings could have the majority of windhelm textures while more modern building have more solitude
I will show this creative block what I think of it! Time to stea..get inspired by hard work of other people!
(Sorry Akha for butchering your concept :/)
Master plan:
this is the best
Noice , move it to the side.
Good idea, oh also Yourtex, I cant get the collision for the stairs working properly, that is, I cant make it so the player can walk up the stairs smoothly like the vanilla stairs : [. I will send you the nif later if youre willing to make the collision proper (since you made those round stairs I assume you figured it out).
Hi Felix let me see if my program will work to give it collision properly if you don't mind as well
On Fri, Apr 10, 2015 at 4:11 PM, Doublefelix notifications@github.com wrote:
Good idea, oh also Yourtex, I cant get the collision for the stairs working properly, that is, I cant make it so the player can walk up the stairs smoothly like the vanilla stairs : [. I will send you the nif later if youre willing to make the collision proper (since you made those round stairs I assume you figured it out).
— Reply to this email directly or view it on GitHub https://github.com/Wheeze201/Luftahraan/issues/83#issuecomment-91692793.
Sure thing or tempus can do if he wills
This issue covers the library towers as well as it's surrounding area.
My friend at college showed interest in modelling Skyrim asset's. I introduced him to the city before and he asked if there is something he could do, so I suggested him to remodel the library tower. He's very skilled at Blender, so I think he will do just fine if he stays commited. I took the liberty of providing him with Luft master files and Morgan's latest plugin for Library interior.
As for myself, I started redoing the houses, which is something I wanted to do from quite a while : D I took one of the clusters and completely overhauled them. As Morgan said she will be remaking the interiors anyway, I was free to create whatever exterior I wanted : D Results and comparison are below:
Im still trying to find a distinct style for Luftahraan's architecture. I'm mostly using Solitude textures because of their flexibility but I also add a fair amount of Whiterun textures for variety. This particular branch of houses is intented to belong to middle-class citizens of Luft, so they have rather nice houses, though still bearing some damage (stone wall at base level) implying city's rough history. Suggestions are welcome of course for elements that could be unique for Luft houses.
As for technical stuff, things couldn't be better. The previous lump of assets was worth above 25K triangles while the new is ony 4,5K triangles!