Phenoix12's Showcase

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Phenoix12's picture
Phenoix12
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I've followed TR for a while and want to take that next step.  I'm interested i working on interiors, exteriors, and maybe eventually more.
But for now here's a showcase of my interior work.

Cell Name: TR_Phenoix12_Showcase
Was going for a sort of poor ill-kept home... perhaps on the outskirts of a town or in the countryside.

Thank you for your time.

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Binary Data TR_Phenoix12_Showcase_Interior.ESP8.52 KB2019-10-02 04:14
Vern's picture
Vern
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12 min 56 sec ago

Did a quick nose around to try spotting things that wold get caught in review, but have only noticed the collapsed shelf in the basement level is bleeding into the wall beam. Oh and checked the pathgrid, only one issue and thats on the bottom floor one of the paths slightly clips into the stair pillar (just need to judge it a little). Other than probably would just suggest trying to add a bit more clutter and this would be good for review.

Personally, might suggest removing the tapestry over the door (kind of awkward) and just having it be locked, also the lamp in the basement kind of throws off the atmosphere. But those are more style nitpicks than anything else.

"Forum sigantures suck"

Phenoix12's picture
Phenoix12
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Fixed the issues and added a little more clutter about the house.

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Binary Data TR_Phenoix12_Showcase_Interior.ESP10.21 KB2019-10-02 06:51
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Jani
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Welcome to TR, Phenoix12!
Our interior reviewers will take a look at your showcase soon to see if it's up to standards. Until then, feel free to come hang out at our Discord server: https://discordapp.com/invite/9T6TtNU :) Most development discussions take place there, and you'll get faster feedback on your work.

Fürst Thal's picture
Fürst Thal
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1 week 3 days ago

Welcome to the project Phenoix. I will give your showcase a review over the day.

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Fürst Thal
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Clean: Yes.
Lightning: Good.
Illegal to sleep: Yes.
Pathgrid: Good.

Basement:

Floaters:

misc_de_pot_redware_01: Is not touching the wall at the front.
misc_com_broom_01: Not touching the bookshelf.
misc_de_pot_redware_04: Floats over the ground.
misc_de_bowl_redware_03: Floats completely over the ground.

Bleeders:

ingred_bread_01: Try to place this a bit better, without bleeding and with atleast two upper faces touching the basket.
Potion_Local_Brew_01: Bleeds into the wall.
misc_de_pot_redware_02: Bleeds into the wall.

Others:

misc_com_bucket_01: Could not physically stay like that.
misc_com_bottle_07: Same as above.

1.Floor:

Floaters:

misc_com_bottle_11(Under the bookshelf): Floats a bit at one end and could not physically be placed like that.
netch_leather_boots: Floats.
bk_AncestorsAndTheDunmer: Floats.
misc_com_wood_knife: Floats.

Bleeders:

com_basket_01: Bleeds heavily into the wall.

2.Floor:

Floaters:

misc_com_redware_vase: Floats.
chitin short bow: Floats heavily.

Bleeders:

None: Good.

Note: 

Very good work. Detailing is good and everything is mostly rotated correctly. It may seem like many things especially in the basement are wrong but that is not the case. Mostly it was just a small amount of bleeding and floating.
 

Phenoix12's picture
Phenoix12
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Went over the problem areas and got them looking better hopefully.

Had some problems with the Chitin Short Bow, Nitch Leather Boots, and the Book but I think I got them into a position that I hope will be passable.

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Binary Data TR_Phenoix12_Showcase_Interior.ESP10.21 KB2019-10-03 20:44
Fürst Thal's picture
Fürst Thal
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Basement:

Floaters:

misc_de_pot_redware_01: Floats at the end opposite to the wall.
misc_com_bucket_01: Floats a bit.
misc_de_pot_redware_04: This floats at a point it shouldn't float. If you can't find the spot just ping me on Discord.

Bleeders:

misc_com_bottle_06: Bleeds a bit into the bookshelf.

1.Floor:

Floaters:

com_basket_01_chpfood5: Floats a bit.

Bleeders:

None: Good.

2.Floor:

All Good.

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Phenoix12
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Hopefully this this is the time I fix everything.
Basement:
misc_de_pot_redware_01 was rotated to sit better.

misc_com_bucket_01 is no longer floating as far as I can see after some prodding.

misc_de_pot_redware_04 couldn't spot the flooting but I did notice it bleeding into the ground a tiny tiny bit and fixed it's roation... so hopfully that also fixes the floating.

misc_com_bottle_06 no longer bleeds into the shelf's leg.

1st Floor:
com_basket_01_chpfood5 should be sitting on the ground properly now.

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Binary Data TR_Phenoix12_Showcase_Interior.ESP10.34 KB2019-10-06 21:16
Fürst Thal's picture
Fürst Thal
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Yup, that looks good. I hereby recommend you for promotion!

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Jani
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Promoted. Congratulations!

Phenoix12's picture
Phenoix12
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Posting up an EXTERIOR showcase now.

Did a custom island south of Ebonheart done up in the Ascadian Isles. There's a Indoral/Mornhold style town as well as a Daedric Ruin on opposite ends of the island.

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Binary Data TR_Phenoix12_Showcase_Ext.ESP634.33 KB2019-10-11 07:02
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Phenoix12
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Fixed a few errors pointed out by Chef.

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Binary Data TR_Phenoix12_Showcase_Ext.ESP647.98 KB2019-10-11 07:48
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Nemon
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Pretty good! I'd suggest a tiny bit more detailing along roads, using the occasional rope railings, more small rocks and flora.
Road is properly sunk into ground - good. Most rock group statics are used nicely (properly sunk into ground), alright usage of flora and vanilla assets. It'll be interesting to see what you can do with our assets.

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Phenoix12
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Updated with Nemon's Suggestions.

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Binary Data TR_Phenoix12_Showcase_Ext.ESP652.59 KB2019-10-11 20:51
Chef's picture
Chef
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1 week 3 days ago

reviewing this ext

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Phenoix12's picture
Phenoix12
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Added the pathgrid and cleaned some excess cells.

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Binary Data TR_Phenoix12_Showcase_Ext (CLEAN).ESP665.52 KB2019-10-12 19:15
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Chef
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Clean: yes

Ascadian Isles Region 1-17
Region: set

Ascadian Isles Region 2-17
Region: set
Pathgrid: set and good
You should pull the 2 small buildings south a little so the windows aren't bleeding into the platform
barrels on the east side of the small building are sunk too deep
cart right beside those is floating where the wheels are
table in the blue tent has a floating leg
left table under the EX_MH_bazaar_booth_01 has a floating leg, barrel in there is floating a bit on one side, one of the crates is floating in a corner

Ascadian Isles Region 1,-18
Region: Set
northwestern flora_comberry_01 bleeding into rock group, part of texture seam still visible by this
landscape spike under a heather north of a stump
a few floating rocks by the tree west of the steps into town
Terrain_rocks_AI_03 on the other side of the road from the stump/logs is floating
landscape spike by some railings between the coast and black anther patch
flora_bush_01 bleeding into rocks across the road from the coast
landscape spikes by the railings just south of the tree on the coast
flora_bush_01 by the tree and gold kanet is bleeding into rocks
ex_ai_boulder06 by the south coast with the ai tree and comberry is floating
flora_bush_01 by the 2 emperor parasols in the middle bleeding into rock, and a rock there is caspering (side with no face showing)
terrain_rock_ai_05 in the patch of gold kanet and saltice in the south is caspering

Ascadian Isles Region 2,-18
Region: Set
Pathgrid: Set and good
flora_bush_01 bleeding into rocks in the large rock pile west of town
flora_bush_01 bleeding into rocks in the small rock pile west of town
misc_de_bowl_redware_02 (under the T_De_SetInd_X_Pagoda_01) these pointy bowls can and should be sunk into tables a bit
terrain spike in front of the northwest corner of the garden
flora_stoneflower_02 bleeding into tree in the middle of the garden
parts of the north and east garden walls are floating
flora_gold_kanet_02 in the southwest of the garden is bleeding into a rock a bit
flora_tree_ai_01 on the south side of the garden is floating a bit on one side
terrain_rock_ai_04 in the southeast side of the garden is floating
crate_01_eggs on top of 2 crates on the east side is floating on one half
the 2 Light_MH_streetlamp_01_550 on the south half of the garden could be brought closer
north facing EX_MH_window_01 on the EX_MH_building_02 in the west is not connected to the wall
same building, the doorframe and lower window aren't connected
light_de_lantern_03_200_R floating on the hook on the western EX_MH_building_05
light_de_lantern_04_sway floating on the hook of the T_De_SetInd_X_Shed_01 by the town entrance
T_De_SetInd_X_Rickshaw_01 by the entrance has one wheel floating and the other sunk a bit deep
Ex_MH_doorjamb_03 on the T_De_SetInd_X_Building_08 in the south side of town is not connected
Ex_MH_doorjamb_03 on the T_De_SetInd_X_Tower_01 in the southeast part of town is not connected
terrain_rock_ai_02 south of that tower is caspering

Ascadian Isles region 0,-19
Region: Set
Pathgrid: Set and good
flora_tree_ai_05 bleeding into wall
northmost flora_stoneflower_01 bleeding into wall

Ascadian Isles Region 1,-19
Region: Set
Pathgrid: Set and good
flora_bush_01 bleeding into rocks north of the pond
flora_gold_kanet_01 a leaf is bleeding into the big rock on the northeast

Ascadian Isles Region 2,-19
Region: Set

You can fix terrain spikes with radius one and looking in wireframe (W)
 

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Phenoix12
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2019-10-02 03:06
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4 hours 17 min ago

Fixed.

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Binary Data TR_Phenoix12_Showcase_Ext (FIXED).ESP665.63 KB2019-10-12 21:59
Chef's picture
Chef
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1 week 3 days ago

Good job, errors are fixed. Recommending for promotion.

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Cicero
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42 sec ago

Promoted! Congradulations

No hope, no harm
just another false alarm