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Sload
Developer Emeritus
06 Feb 2005



Nalin wrote:
Sload wrote:
Like censers of magic. Go look at the ghostfence and note the big poles with white misty stuff coming out of them. Structures like those, isolated, without the fence part. Ancestors guarding Dres cities, Dres guards know summon ghost.


I think I have a cool look in mind for these - can we take them further than just a face?

With regards to the size - smaller than the ghostfence pylons? (was thinking about 3/4 the size)


The face was just an idea Turelio had, its not essential. They should be small enough to use in towns.

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Post Tue Mar 02, 2010 12:08 am Send private message             Reply with quote                   up  
Euron
Developer
21 Jan 2010

Location: Vancouver B.C., Canada

sure, any preference? the 3/4 view is definitely the most expressive of what it would actually look like which is why Ive used it but Ive got a side and top view roughed out, although it's a bit harder to see what's going on from that angle...



again, ignore the actual design on the stone lattice, it's just a placeholder. I'd like it to fit with the other ornamentation in the city, as well as be more detailed itself. fluted edges, 3d aspects, basically a nightmare to model Wink

Regarding the face on the pylon, it may just have been an idea, but it's a really good one! it looks imposing if done correctly, very "we're watching you, scum" or "what outlander?". I'd really like to see a face in the final design, but that doesn't mean it has to be JUST the face, you know?


Last edited by Euron on Tue Mar 02, 2010 12:14 am; edited 1 time in total
Post Tue Mar 02, 2010 12:09 am Send private message             Reply with quote                   up  
Katze
Developer Emeritus
26 Feb 2009

Location: Behind you!

The design on the lattice was what I was curious to see in greater detail- that one looks pretty good, but like you say, it would probably want to fit in with ornamentation on other bits of architecture in the set once those are better defined.
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Post Tue Mar 02, 2010 12:13 am Send private message             Reply with quote                   up  
Euron
Developer
21 Jan 2010

Location: Vancouver B.C., Canada

Catharsis, yeah the lattice design is in the vein of what I want for a final design, but not quite there.

Do we have a theme for ornamentation to work from yet?
Post Tue Mar 02, 2010 12:16 am Send private message             Reply with quote                   up  
Nalin
Developer
31 May 2006



Pylon concept - full upper body ancestor statue rather than just a face. summoned guardians flow out from under the ribcage instead of the mouth.



not too sure as to the shape of what it's fixed too, some generic pylon shape I imagine (possibly with an overhang?)

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Post Wed Mar 03, 2010 11:04 pm Send private message       Send e-mail       Reply with quote                   up  
Sload
Developer Emeritus
06 Feb 2005



try making it a bit more stylized and also flat against the face of the pylon. The idea is great, but it really just doesn't look right the way you've drawn it.
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Post Thu Mar 04, 2010 1:41 am Send private message             Reply with quote                   up  
Euron
Developer
21 Jan 2010

Location: Vancouver B.C., Canada

so I took a quick run at Nalin's full torso pylon concept. I did it this way just to show both a front and side view, but I'm not specifically suggesting that there be a body on all sides of each pylon, although it doesn't look bad that way. It could easily be done with the torso on the front and something else on the sides and back.



sorry the image is a little rough
Post Sun Mar 07, 2010 9:16 pm Send private message             Reply with quote                   up  
Adanorcil
Developer Emeritus
22 Jan 2006



Sload wrote:
try making it a bit more stylized and also flat against the face of the pylon. The idea is great, but it really just doesn't look right the way you've drawn it.


I agree with Sload here. I would suggest stylizing the whole sculpture and then having its arms, shoulders, neck and the back of its head (especially the ears) subtly blend into the surface.
Post Mon Mar 22, 2010 1:46 pm Send private message             Reply with quote                   up  
Nalin
Developer
31 May 2006



I've already done some further concepts for this - i'll scan them in and post them tonight.

Edit:

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Post Mon Mar 22, 2010 2:16 pm Send private message       Send e-mail       Reply with quote                   up  
Nalin
Developer
31 May 2006



Bumping because I'm impatient for feedback.
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Post Thu Mar 25, 2010 8:29 pm Send private message       Send e-mail       Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

My personal preference is for #2, because the others look like lowbrows Razz
Post Thu Mar 25, 2010 8:38 pm Send private message       Send e-mail       Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

I like number 1 the best. The head cloth gives it a neat look. However, the head cloth on number 3 looks too elaborate and doesn't fit with the rest of the figure.

nice job on these Nalin 8)
Post Thu Mar 25, 2010 10:32 pm Send private message             Reply with quote                   up  
Jule
Reviewer
01 May 2007

Location: Wilderness

Yeah, I prefer number 1 too. Good job man
Post Thu Mar 25, 2010 11:57 pm Send private message             Reply with quote                   up  
Kiteflyer61
Developer
24 Jul 2009

Location: Ocean Grove, NJ

I'd have to vote #2. #3 is too ornate.
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Post Fri Mar 26, 2010 1:21 am Send private message       Send e-mail       Reply with quote                   up  
Shapeshiftr
Developer
29 Jun 2009

Location: On a boat with the man your man could smell like.

If I were to have to choose, I'd say #1, although nothing says we can't have two different designs of pylons Wink
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Post Fri Mar 26, 2010 1:27 am Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

I like #2; #1 just seems weird with that head cloth.
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Post Fri Mar 26, 2010 2:28 am Send private message             Reply with quote                   up  
Praedator
Reviewer
10 Sep 2009

Location: Winschoten, The Netherlands

I believe #2 is the best option
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Post Fri Mar 26, 2010 8:21 am Send private message       Send e-mail       Reply with quote                   up  
Euron
Developer
21 Jan 2010

Location: Vancouver B.C., Canada

I like two as well...although I do really like the idea of some sort of clothing/ornamentation on the figure. I'd really like to see this thread get a kickstart, I'm gonna get back to work on some ideas for this once I get something else sorted out over in the showcase area...
Post Fri Mar 26, 2010 12:11 pm Send private message             Reply with quote                   up  
Sload
Developer Emeritus
06 Feb 2005



of course you guys choose the option thats the most ridiculously unrealistic

theres an argument to have between 1 and 3, and i dont like any of them, but 2 is just objectively the worst. it is, like the original image (which i want to clarify was absurd) just a dude's body stuck onto a wall.

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Post Fri Mar 26, 2010 4:41 pm Send private message             Reply with quote                   up  
Euron
Developer
21 Jan 2010

Location: Vancouver B.C., Canada

I would agree with Sload, if I thought for a second that any of those were intended to display a final and complete design idea, rather than just a test of a particular part of a larger and ongoing concept in development. Since, however, I doubt that's the case...

You're right, the idea isn't there yet, but it's better that the first submission, and a step in what MAY be the right direction.

Still, I really liked the face idea.
Post Fri Mar 26, 2010 6:00 pm Send private message             Reply with quote                   up  
Nalin
Developer
31 May 2006



OK, when you said flat against the wall you meant like a relief! well there we go, now we have more to go off. If you don't explain properly what it is you mean then it's going to take alot longer to get there.

Sload wrote:
2 is just objectively the worst. it is, like the original image (which i want to clarify was absurd) just a dude's body stuck onto a wall.


The idea I had was an ancestor statue coming out of the wall with under the ribcage being the opening for the spirits to flow out of - as opposed to the face with mouth open idea that turelio and sload came up with. flat against the wall isn't really going to work with that though - I don't like the idea of gaping mouths.

I'll see what else I can come up with - merging the two, relief and statue.

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Post Fri Mar 26, 2010 7:22 pm Send private message       Send e-mail       Reply with quote                   up  
Euron
Developer
21 Jan 2010

Location: Vancouver B.C., Canada

OK, I deleted the previous post for lack of replies. Instead I'm posting a few WIP ideas in the hopes of some feedback. The same questions still apply:

1) The 1st link to the canton designs shows the outer edge with a high wall, with an archway opening to the bridge. Is this how it's going to be done? I like the idea, but it could go either way and will effect the design.

2) I posted a rough of a strider port a while ago but didn't get a lot of feedback. That's ok, it wasn't a final design by any means, but I've come up with a bunch of different ones using bits of that one among other ideas. Just wondering what folks think about the idea of making it kinda big and bulky like a building? Or would it be preferable to have it more like the traditional stairs with small open platform? As well, I was thinking of having one type that's actually attached to the side of the canton so that it can be reached directly, almost like the gondolas in vivec, is that something that would be useful, or will they be strictly standalone? Thought maybe there could be both kinds?

These are all just quick mock ups to test out ideas, and by no means do I think any of them should be modelled as is. I'm planning to mix and match bits and pieces from some of them as well as other ideas until I come up with something I/TR in general is happy with, or until someone else throws something out here.

If you like/dislike any elements of any of these PLEASE let me know so I can take that into account. Here's the breakdown:

This first one is the closest to a complete concept that I'm happy with. Still needs work though, don't like the roof, and I'd like to use the covered stairways.



Here's a line-up of three more small ones. Parts are ok.



This is three angles of the same concept. It's incomplete but has potential. Some combo of this, the first one, and one from the line-up maybe.



Just threw this in there as an afterthought. It's partially complete re-do of the one I posted last month.



And here's the one from last month again just because.



As well as a couple of canopy patterns.



Lastly, this is a quick sketch for a really simple walkway/footbridge from a few angles. It looks crappy as is, but imagine it re-drawn by Turelio and attached to his canton dseign and you'll see what I'm getting at. The canopy doesn't have to be that pattern, but I like it and it's the best one I've come up with so far. it'd be really simple to model and texture, just make the canopy a solid surface and alpha map the pattern. Modelled in two seperate pieces, end and middle section, it could be really versatile. It'd also be really easy to alter it for a wall-less canton.



RSVP
Post Mon Apr 05, 2010 1:33 am Send private message             Reply with quote                   up  
Stormy
Member
04 Apr 2010

Location: WI, USA

I don't know if my opinion has any value, but I really like those key-hole windows. I like all of your stuff to be honest.

If its not used in TR, I would suggest using it in your own mod.
Post Mon Apr 05, 2010 3:14 am Send private message             Reply with quote                   up  
blackbird
Reviewer
01 Mar 2007

Location: Brugge (bruges), Flanders, Belgium

I really like your pics Euron, but this is a functional concept art thread. Unless i'm mistaken. If you can make 2d screens, it would be alright (front, side and top).
Note that there are a few other non 2d pics in this thread too.
Post Mon Apr 05, 2010 9:41 am Send private message       Send e-mail       Reply with quote                   up  
Myzel
Developer Emeritus
07 Aug 2008

Location: The Concept Art Forum

blackbird wrote:
I really like your pics Euron, but this is a functional concept art thread. Unless i'm mistaken. If you can make 2d screens, it would be alright (front, side and top).


That is not really necessary.

Euron, I really like your idea of a covered strider 'station'. The only reservations I have is that it may become too big and bulky. Smaller is definitely better than large and elaborate. That doesn't mean it can't have interesting architectural details though, which I think you've been doing very well. Especially in the first two images. However, the first concept is too large imo.

I would ask you to make three finished concepts: One for a covered strider 'station'; one for a smaller, ramp-like port (like those in image 2); and one small ramp to attach to a canton.

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Post Mon Apr 05, 2010 10:39 am Send private message             Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

I really like the details you have added Euron.

I especially like striderport 01 btw.
Post Mon Apr 05, 2010 11:12 am Send private message       Send e-mail       Reply with quote                   up  
Euron
Developer
21 Jan 2010

Location: Vancouver B.C., Canada

Thanks guys.

Yeah Myzel, the bulk is what I was worried about as well. I'm trying to work out a way to make it still 'station' like, without being to big.

Blackbird, I know. Once I get a design that's final I can and will make proper drafting views, but for now it's easier to get a sense for what it looks like in 3d.

Ok, so three examples, can do. One question, for the covered port, do you prefer the 'drive-through' train station style, or a pull up type? Perhaps I'll just do one of each...
Post Mon Apr 05, 2010 11:30 am Send private message             Reply with quote                   up  
Nalin
Developer
31 May 2006



Any progress with the strider stations, Euron?

I still have a few ideas in mind for the pylon but haven't got around to putting them onto paper yet. The armour I'm making right now Is looking quite futuristic almost and the station designs you have done have the same kind of look so I'll be fitting in the plyon concept with that same feel.

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Post Wed Apr 28, 2010 10:32 am Send private message       Send e-mail       Reply with quote                   up  
Euron
Developer
21 Jan 2010

Location: Vancouver B.C., Canada

Sorry, I haven't had much time to work on this. I've been butting my head up against my current interior claim and having some serious modder's block, not to mention some issues IRL. Once I get through this claim I'm gonna put in a couple of days on this, so hopefully not too much longer.
Post Wed May 12, 2010 12:10 pm Send private message             Reply with quote                   up  
roerich
Developer
08 Feb 2010

Location: Sea of Ghosts

Posting here since I can't reply in the actual thread. (http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=310294)

Mwgek wrote:
Alright, I will try to make some symbols. But if there is still an concept artist around to visualize all the shop signs in black and white I can use that as a base. Maybe Myzel is still around somewhere?


I made some quick doodles:



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Post Tue Dec 11, 2012 5:51 pm Send private message             Reply with quote                   up  
st.Veloth, The Repenting
Member
28 Feb 2015

Location: toronto

i've always thought of indoril having that velothi style, and dres having a more primitive/daedric ruin look to it, but hey, if it looks good, great. and, plus for me! i get to see more velothi architecture in-game.
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Post Tue Mar 03, 2015 2:40 am Send private message             Reply with quote                   up  
st.Veloth, The Repenting
Member
28 Feb 2015

Location: toronto

hey guys, check this out, it's pretty neat

http://www.deviantart.com/art/TES-Tear-building-concepts-02-448384063

http://www.deviantart.com/art/TES-Tear-building-concepts-01-448163831

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Post Wed Apr 22, 2015 1:26 am Send private message             Reply with quote                   up  
st.Veloth, The Repenting
Member
28 Feb 2015

Location: toronto

a large number of images here are image-shack, and few of us can see them. why use image-shack in the first place?
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Post Mon Apr 27, 2015 9:22 pm Send private message             Reply with quote                   up  
RyanS
Lead Developer
19 Aug 2013

Location: California

It's no wonder why those pictures cannot be seen anymore. This thread is 5+ years old, and members are sure to have deleted images since then.
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Post Mon Apr 27, 2015 10:26 pm Send private message       Send e-mail       Reply with quote                   up  
Telvayn
Member
28 Jan 2014



RyanS wrote:
It's no wonder why those pictures cannot be seen anymore. This thread is 5+ years old, and members are sure to have deleted images since then.

It doesn't even have to be their work - Imageshack deleted several of my older pictus on its own.
Post Mon Apr 27, 2015 11:53 pm Send private message             Reply with quote                   up  
TheTanner
Member
01 May 2015



Okay, the topic is old, but it is important I guess. The designs from DA by Izz-noxfox, proposed by St. Veloth, do look kind of sweet. They might be difficult to model, but they are quite unique. I am just saying that a design like that looks much more original rather than proposed earlier brown houses, which are in many ways similar to Velothian, Hlaalu and even Indoril styles.

I understand that there are not that many modellers who could create a completely unique tile set for the project, yet if it was possible, it would be very sweet. May be slightly different from these ones, but something unique. Because all other houses are rather distinct from each other.

Dres, at least as I understand the House, is rather twisted, its architecture should show it as well. Maybe not as twisted as Telvanni, but still. The pillar design looks really cool and unique. I would also argue that no matter what design is chosen, the color should be something else rather than brown, because of Hlaalu, Redoran and Velothi already using brown. Changing the color should not be that difficult.

Here is another picture from DA for house Dres in insectoid kind of style, also looks really good - http://fav.me/d8hi9d0
Post Fri May 01, 2015 7:45 am Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

I like the Dres architecture images posted above a lot, though I personally would have preferred them without the 'shroom aesthetic, as to me it looks out of place.
As far as the current planned set is concerned, at this point I'm having trouble forming a proper image of it, as almost all of the old image links appear to be broken. Unless somebody has managed to salvage them, we may have to redesign the set anyway at this point. My impression of the old concepts was that it was a little drab and derivative, and I don't think I was ever quite satisfied with the colour scheme. That being said, I think for our purposes it's probably worth sticking to, and -- again, assuming the concepts actually resurface -- that we'll probably get better results from expanding and refining the set as opposed to designing a new one. In particular, I think further influences, mainly Dunmer stronghold architecture and organic bug structures, should be drawn on to make the set more unique, alien and backwards.
Post Fri May 01, 2015 11:43 pm Send private message             Reply with quote                   up  
sasquatch2o
Developer
15 Jul 2014



Mwgek had some awesome dries models made back in o'12. I don't know why they were never used, but made a little wider with some bridge peices and modular second story pieces they would be luvly! Some nice looking animated lanterns and glyphs were made as well. I'd like to see those used or recreated asap.

https://youtube.com/watch?v=ZJKFelINFFA

If those aren't suitable, why? What are the local building materials. The makeup of the soil and rock availability of trees should be considered. How are the structures used and how do economic and political and kinship systems influence their design and layout. Imo the ones by mwgek would work well. As far as I know they are already made and textured. Let's use 'm.

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Post Sat May 02, 2015 1:08 am Send private message             Reply with quote                   up  
Rats
Lead Developer
03 Jul 2012



I was wondering the same thing as sasquatch. Where are the models made by mwgek?

The DA concept art linked by st veloth is really appealing, though, and having a symbiotic architecture style mixing the brutalistic stone buildings we supposedly currently have and the dead insect-like structures would be quite interesting.

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Post Sat May 02, 2015 9:40 am Send private message       Send e-mail       Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Dres exterior set claim.
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