Jale's Concept art

Place where art is developed for our game.

Moderator: Lead Developers

Locked
Anonymous

Jale's Concept art

Post by Anonymous »

Some drawings of weapons designed for use in the jungle. The two I have titled Vinesythes are basically the dunmer/argonian versions of machetes: long blades with arm rests for comfort on long expeditions. They both have a small serrated section for cutting through thicker obstacles.

The double edged one is less for long treks and more of a sidearm.

[img]http://img.photobucket.com/albums/v149/Dark_Jale/NermoralVinesythe.jpg[/img]
[img]http://img.photobucket.com/albums/v149/Dark_Jale/NemoralHandscythe.jpg[/img]
[img]http://img.photobucket.com/albums/v149/Dark_Jale/ChitinVinesythe.jpg[/img]
DarkEclipse
Member
Posts: 16
Joined: Tue May 31, 2005 1:25 am
Location: Southern California

Post by DarkEclipse »

Oooh, pretty weapons, Jale. No scanner though?

The chitin scyth would be nice to see somewhere, but I'm not sure it would be possible to form chitin into that shape.
Anonymous

Post by Anonymous »

This is with my (rubbish) scanner

I tried to make the chitin one look like it was made out of bits of invertabrates. Thus I have the pincer-like part for the handle and the general curvy design.
DarkEclipse
Member
Posts: 16
Joined: Tue May 31, 2005 1:25 am
Location: Southern California

Post by DarkEclipse »

Ohhh, I see now. Otherwise the blade would be a piece of cake to shape. Could just carve it from bone, in fact.

I have a rubbish scanner also.
Anonymous

Post by Anonymous »

Some argonian themed stuff: A helmet to go with the Hist Cuirass, some long wearpons and some shorter weapons

[img]http://img.photobucket.com/albums/v149/Dark_Jale/Argonhelmet.jpg[/img]
[img]http://img.photobucket.com/albums/v149/Dark_Jale/Argonweapons2.jpg[/img]
[img]http://img.photobucket.com/albums/v149/Dark_Jale/Argonweapons1.jpg[/img]
sirwootalot123
Developer
Posts: 70
Joined: Sun Feb 08, 2004 11:08 pm
Location: Saint Paul, Minnesota, USA
Contact:

Post by sirwootalot123 »

I like the look of the blades, but their function would be impossible - the only jungle area like that is too laggy as is, last thing it needs is to be VERY TEDIOUSLY infested with script-heavy vines that the player will only survive 7 seconds to cut through anyway.
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
Anonymous

Post by Anonymous »

The idea of the vines themselves has been retracted. The blades can still be there, since we can assume that there SHOULD be vines there just arent due to the constraints of the engine. Its like in the same way we assume that morrowind is 10x bigger than presented and that it actualy has a population greater than a million, but the engine disallows it.

Its like the muckscoop. Ever seen an NPC scoop muck? Nope. But its there to imply the scooping of muck take place. Ever seen a pack guar carry an NPC's items to another town? Nope? Its there to imply that trade takes place? Ever seen the fishing boats haul in a catch? You get the idea

Plus they look cool :P
sirwootalot123
Developer
Posts: 70
Joined: Sun Feb 08, 2004 11:08 pm
Location: Saint Paul, Minnesota, USA
Contact:

Post by sirwootalot123 »

good point, but the way they're shaped makes it so the animations would have to be re-written... it's cool, but unless it's to be a misc item, just not possible.
The ones near the top with the elbow-support, i mean - the "primitive" weapons toward the bottom are just fine and perfectly possible.
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
Anonymous

Post by Anonymous »

Ive been thinking that through too. If you look at the way the arm moves while swinging the sword there is little movement in the wrist. With all the animations there is a point where this type of weapon would make contact. The only problem would be the hit being out of sync with the movement of the blade but lets face it...morrowind was awful at that anyway.
DarkEclipse
Member
Posts: 16
Joined: Tue May 31, 2005 1:25 am
Location: Southern California

Post by DarkEclipse »

Anyone ever download, 'Assasin's Armory'? They had some wristblades with a handle running down the player's wrist, and a handle posistioned in the player's hand. It didn't look too bad, but in this case I don't think it'd work, unless there was a very talented modler at work.
Anonymous

Post by Anonymous »

Of course this is only concept art, it could be a small arm section.
Anonymous

Post by Anonymous »

[img]http://img.photobucket.com/albums/v149/Dark_Jale/DresStairs.jpg[/img]
Dres stair concept
Morgoth
Developer Emeritus
Posts: 760
Joined: Mon Aug 22, 2005 4:30 pm
Location: That big place next to the smaller place with the tree.
Contact:

Post by Morgoth »

Jale wrote: Plus they look cool :P
Well, they're alright, the chitin doesn't bear a resemblance to the Morrowind chitin though... I do like your twisty warhammer though!
Founder of the Realms of Renth. Please give us a visit!

[img]http://img205.imageshack.us/img205/4640/sigbannerap7.jpg[/img]

www.realmsofrenth.com
User avatar
Gez
Developer Emeritus
Posts: 3020
Joined: Fri Jul 22, 2005 8:40 pm

Post by Gez »

Jale wrote:The idea of the vines themselves has been retracted. The blades can still be there, since we can assume that there SHOULD be vines there just arent due to the constraints of the engine. Its like in the same way we assume that morrowind is 10x bigger than presented and that it actualy has a population greater than a million, but the engine disallows it.
Script-heavy vines could still exist in the thicker parts of the jungle, if you use Arena's method of making them a dungeon. Interior cells with "vegetal tunnels", some of them blocked by vines that needs cutting.
Anonymous

Post by Anonymous »

Bah screw that, its old. The Stairs, people, the Stairs!
Morgoth
Developer Emeritus
Posts: 760
Joined: Mon Aug 22, 2005 4:30 pm
Location: That big place next to the smaller place with the tree.
Contact:

Post by Morgoth »

Actually, I like the weapons more than the stairs, first of all because they're drawn better, and second of all because I can't see how you could get up the stairs without breaking your neck. Can you explain the function of them better? Is there a special way to get up them or something?
Founder of the Realms of Renth. Please give us a visit!

[img]http://img205.imageshack.us/img205/4640/sigbannerap7.jpg[/img]

www.realmsofrenth.com
Anonymous

Post by Anonymous »

They are regular stairs but the actual steps are facing away from you in this picture...I just couldnt be arsed to draw all that :D

Ill do a better drawing later

The weapons are old.
Morgoth
Developer Emeritus
Posts: 760
Joined: Mon Aug 22, 2005 4:30 pm
Location: That big place next to the smaller place with the tree.
Contact:

Post by Morgoth »

Ooh, I see now. I was looking at it from the wrong angle, cool.
Founder of the Realms of Renth. Please give us a visit!

[img]http://img205.imageshack.us/img205/4640/sigbannerap7.jpg[/img]

www.realmsofrenth.com
Locked