christixn Interior Showcase

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christixn
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I finished my showcase, please review and give feedback. (A huge thank you to the TR Discord for basically teaching me how to do this). 

Edit: I took the advice, pretty sure I got most of the stuff. 

AttachmentSizeDate
Binary Data Interior Showcase.ESP7.77 KB2021-04-10 04:42
Binary Data TR_Interiorshowcase.ESP9.35 KB2021-04-12 01:58
Binary Data TR_Interiorshowcase.ESP9.35 KB2021-04-18 17:13
Binary Data TR_Interiorshowcase.ESP9.43 KB2021-04-22 03:36
Mark's picture
Mark
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2020-07-31 02:09
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2 weeks 6 days ago

Will review this the day after tomorrow

Mark's picture
Mark
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2020-07-31 02:09
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Review 1
---------------------------------
Name: Interior Showcase (the cell name should begin with “TR_” so it can be more easily found in the CS--this goes for all custom ID items you may decide to make in the future.)
Clean: yes
Lighting: Sunlight values are too high (they tend to oversaturate things a lot, and it’s directional so will only shine on one side of things. It’s best to change this setting to 6/6/6 or something similar, just because putting it to 0 gets buggy). The rest of the lighting is fine, but it’s clear that you didn’t change any of the base values. I encourage you to play around and find something that looks good, such as making ambient brighter or redder/browner to make up for the lack of sunlight.
Northmarker: present, N/A
Fits exterior: No, it does not match the shell you stated on discord (4) or RaVirr’s house shell that you referred to at times (7). Make sure you’re looking at the shell in the CS and seeing how your int matches to it. For example, if you were using ex_hlaalu_b_04, the doorway would have to be on the top floor and on the correct side, since it only has one above-ground floor (the other would have to be the basement). If you were using ex_hlaalu_b_07, there would have to be a door on the top floor in addition to the one you have on the bottom floor.
Pathgrid: There are several issues with the pathgrid. The nodes are floating, they should be a little bled into the floors. Just right click on the surfaces when you have the pathgrid button selected and that’s the vertical position they should be in. There are some nodes that are bleeding into objects and some pathways that are bleeding through objects. I showed these on discord.
Illegal to Sleep Here: yes, correct
Gridsnap: good

Bleeders:

light_de_candle_01_64: (the one on the bottom floor on the little table) bleeding (we want to be able to see the shaded part on the bottom)
light_de_lamp_05_128 (x2): bleeding into the rug and a little into the wall
furn_de_tapestry_12 (x4): bottom of the tapestry is bleeding into the ground. The poles on these should be sticking into the adobe above the wooden beam, not the wooden beam itself. Also, one of these is rotated the wrong way around.
com_basket_01: bleeding into a crate
Misc_Com_Bottle_08 (x2): bleeding a tiny bit
furn_de_p_chair_02: bleeding into carpet
furn_de_p_table_01: bleeding into carpet
crate_01_de_mclothes: bleeding into the wall
barrel_02_pants: as above
chitin dagger: bleeding. When you fix this, make sure to rotate the blade a little bit so it’s at an angle, resting naturally on its blade
active_de_p_bed_04: bleeding
Gold_005: bleeding

Floaters:

furn_de_rug_big_04: this needs to be bled a little more into the ground, otherwise the tassels look like they’re floating
furn_de_rug_big_07 (x2): as above
furn_de_rug_big_05: as above and bleeding into the wall
furn_de_p_table_02: floating
Potion_Cyro_Whiskey_01: (the one on the mini table on the first floor) floating
furn_de_p_shelf_02 (x4): doesn’t connect to the wall
light_de_candle_01_64 (x4): (the one on the bottom floor on the big table and the three upstairs on the chest and the shelves) floating
de_p_chest_02_empty: floating
misc_uni_pillow_01: the pillow should be bled a little bit into the bed so it looks like it’s resting naturally
pick_apprentice_01 (x3): floating

Other:

in_hlaalu_door: this is the incorrect door. There are 2 types of doors, regular ones that you can see both sides of and can open and close, and loaddoors that teleports you from interior to exterior and vice versa. This is a regular door, and you should be using a loaddoor there. The one you’re looking for is in_hlaalu_loaddoor_01.

None of the objects on the big table are rotated to sit flatly on top of it. Make sure you do that. Refer to this if you don’t know what I mean: https://drive.google.com/file/d/0Bxtf3PaWZqbXMlZPSnc3TGhfM0k/view

Although it’s not a strict showcase requirement, it would be nice to see more misc objects or containers from Tamriel_Data, just so you can learn about what we have for you to use. For normal claims, using TD items is expected. Also, it’s a tad undercluttered, but still an acceptable amount for a showcase.

Don’t be discouraged by all these things you need to fix, it’s just part of the learning process. Everyone has things to fix about their showcases. Overall it was a solid showcase that just needs some refining.

Mark's picture
Mark
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Review 2
------------------------------
Name: Interior Showcase (gotta put the TR_ in front of it, as in any object or cell ID you create)
Clean: yes
Lighting: sunlight is still too bright (I suggested 6/6/6, not 60/60/60). Consider bumping up the ambient light too, and making the color a bit redder (this is only a suggestion but it gives good practice tweaking lighting values). Also, you should put a lamp or something at the top of the stairs, it’s dark there.
Northmarker: N/A
Fits exterior: yes
Pathgrid: much better, but the node at the bottom of the stairs is still up too high (don’t worry if the yellow line bleeds through the stairs, nothing is obstructing the path between the two nodes)
Illegal to Sleep Here: yes, correct
Gridsnap: the corner piece at the top of the stairs has moved off grid with the rest. But it seems your whole int is off grid. Here’s what I suggest: click on another interior shell piece, then ctrl + drag-select everything in the int (with gridsnap on) and move it a bit. This way it’s on grid. Then you just select the one piece that’s off grid and snap it in place.

Bleeders: 

furn_de_rug_big_04: bleeding into the wall
light_de_lamp_05_128: bleeding into the carpet (you don’t fix this by pushing it up on the z axis, but by rotating it or shuffling things around)
misc_com_wood_knife: handle is bleeding into table (be sure to rotate this one)
misc_uni_pillow_01: bleeding too much into the bed this time
de_p_chest_02_mclothes3: bleeding slightly into the trim of the wall

Floaters:

furn_de_rug_big_07 (x2): not bled into the ground enough
furn_de_rug_big_05: as above
misc_com_wood_fork: floating (be sure to rotate this one)
misc_de_cloth11: floating
misc_de_goblet_07: floating (be sure to rotate this one)
Potion_Cyro_Whiskey_01: half of it is floating (be sure to rotate this one)
misc_de_basket_01: floating on one side
com_basket_01_chpfood5: floating
com_sack_01_saltrice_10: not bled enough (needs to be bled more into the surface it’s on for realism’s sake)
light_de_candle_01_64: (the one on the shelf nearest to the bed) visibly floating
active_de_p_bed_04: floating

Other:

furn_de_tapestry_12: the one by the staircase is weirdly positioned. Remove this one or move it onto an actual wall.

This is getting there. You did well on most of the stuff you did rotate on the big table, but you didn’t rotate everything. And you have to rotate almost everything, because it’s an uneven table. I have marked these ones with (be sure to rotate this one). Just fix all these technical issues listed above and I’ll recommend you for promotion. 

Mark's picture
Mark
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Review 3
------------------------------------------------------------------------
Name: Interior Showcase (again, needs the TR_ prefix)
Clean: yes
Lighting: again, the sunlight is too high (I suggested 6/6/6, not 60/60/60). Consider bumping up the ambient light too, and making the color a bit redder (this is only a suggestion but it gives good practice tweaking lighting values). Also, you should put a lamp or something at the top of the stairs, it’s dark there.
Northmarker: present, N/A
Fits exterior: yes
Pathgrid: again, the node at the bottom of the stairs is still up too high (don’t worry if the yellow line bleeds through the stairs, nothing is obstructing the path between the two nodes)
Illegal to Sleep Here: yes, correct
Gridsnap: good

Bleeders: 

furn_de_rug_big_04: the tassels are still bleeding into the wall
furn_de_rug_big_05: tassels are bleeding into the wall

Floaters:

Potion_Cyro_Whiskey_01: floating (f it down once and it should be fine)
misc_com_wood_knife: blade of the knife is floating (need to rotate it down)
food_kwama_egg_02: floating a bit (f it down once and it should be fine)

Other:

You did well fixing most of the object errors, there are only a couple left. It seems you forgot about the first half of my earlier review though (before the bleeders). Please read this whole review, even the top part, and fix those issues before I recommend for promotion.

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Mark
ModeratorSenior DeveloperInterior ReviewerQuest Developer
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2020-07-31 02:09
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With all issues fixed I'm recommending christixn for promotion.

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Jani
Interior DeveloperQuest Developer
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2017-10-08 01:57
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1 week 5 days ago

Promoted. Congrats!