Dres Exterior Set

Place where approved concepts are developed into in-game assets. (Models & Textures)

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Why
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Dres Exterior Set

Post by Why »

Claim type: OOT
Claim ID: TR_n6-2-Dre (#1733)
Faction: Dres
Claimed by: Parted User
Status: Unclaimed (Progress: 40%)
Files: TR_n6-2-Dre_Mwgek_1.rar; TR_n6-2-Dre_Mwgek_2.rar; TR_n6-2-Dre_Nalin_1.7z; TR_n6-2-Dre_The_Warder_1.7z

---

[b:9bf3aea94b]Files:
[url=http://tamriel-rebuilt.org/files/claims/1733/TR_n6-2-Dre_Mwgek_1.rar]TR_n6-2-Dre_Mwgek_1.rar[/url]
[url=http://tamriel-rebuilt.org/files/claims/1733/TR_n6-2-Dre_Mwgek_2.rar]TR_n6-2-Dre_Mwgek_2.rar[/url]
[url=http://tamriel-rebuilt.org/files/claims/1733/TR_n6-2-Dre_Nalin_1.7z]TR_n6-2-Dre_Nalin_1.7z[/url]
[url=http://tamriel-rebuilt.org/files/claims/1733/TR_n6-2-Dre_The_Warder_1.7z]TR_n6-2-Dre_The_Warder_1.7z[/url][/b:9bf3aea94b]

Dres Exterior Set: Modular Buildings.

Building geometry:
http://www.majhost.com/gallery/Vahiku/TamrielRebuilt/dresfirststory.jpg
http://www.majhost.com/gallery/Vahiku/TamrielRebuilt/dressecondstory.jpg

This is the general color scheme to achieve:
http://img463.imageshack.us/img463/1353/richhouseconcept1c.jpg
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Gnober
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Post by Gnober »

I'll give this one a try... Claiming
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Post by Katze »

I updated the claim description with some concept art.

EDIT: Also, clicking the claim button often helps with this kind of thing :P
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Post by Gnober »

oh... yeah, sorry... forgot that there was one... thank you for the links
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Post by Adanorcil »

Just to make this clear again: you are allowed to make variations of shapes beyond the ones listed there, since these are geometrically very simple models. However, the variations for the second story amount to quite a bunch already. In priority, I'd say that the third 'second floor' model is the least crucial right now.


As a word of advice: make sure these models are dead-on, 100 percent mathematically correct. Make sure all pivot points of your models are in sensible places, to make rotation easy and efficient. Also make sure that the building proportions are a perfect multiple of the base size to enable scaling and grid snapping. Close approximations won't do here. Finally, please make sure these buildings do not show any gaps or sloppy seams, because that's something that has happened to TR tilesets all too often in the past.
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Post by Myzel »

Haplo said he had acces to the models in these screens:

http://img269.imageshack.us/img269/9466/asdfld.jpg
http://img824.imageshack.us/img824/9428/asdf2l.jpg

Please contact him before you do anything! We need to find out which of those are salvagable before you get to work.

I know you guys are in a hurry to continue work on these, but there is no sense in rushing into things. We need to organize our shit first, figure out what we have and what we need.

edit: Also dumping these screens here. These are the textures Nalin made. I think we want something equally 'gritty' but with slightly different colors to make them more like the original concepts.

http://img690.imageshack.us/img690/3045/dresbwip1.jpg
http://img824.imageshack.us/img824/488/dresbwip2.jpg
http://img138.imageshack.us/img138/3491/dresbwip3.jpg
http://img46.imageshack.us/img46/2374/dresbwip4.jpg
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Post by Gnober »

Adanorcil wrote: As a word of advice: make sure these models are dead-on, 100 percent mathematically correct. Make sure all pivot points of your models are in sensible places, to make rotation easy and efficient. Also make sure that the building proportions are a perfect multiple of the base size to enable scaling and grid snapping. Close approximations won't do here. Finally, please make sure these buildings do not show any gaps or sloppy seams, because that's something that has happened to TR tilesets all too often in the past.
This is why I was hesitating to claim these models, I'm not sure that I know how to meet these requirements...
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Post by Thrignar Fraxix »

you don't have to claim this if you don't want to, in fact it is never a good idea to work on a claim you don't want to do. I feel like everyone just sort of tossed you into this claim, myself included.
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Post by Myzel »

I second that. If you don't feel good about claiming this then that's ok. By all means claim the othreleth plants if that's what you prefer.

It's our job to be pushy sometimes. But never feel oblidged to do something you don't want to do. It's in everyone's best interest if you like the work you do here.
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Post by Gnober »

Can this one be unclaimed somehow? I don't know how this works...
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Post by Katze »

Done and done. Returned to unclaimed.
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Post by Nalin »

Claiming to upload previous wip files.
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Post by Katze »

Grant.
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Post by Nalin »

This is being worked on. Should have some screens ("Finished" geometry and textures) and WIP uploads very soon.
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Post by Katze »

Here's the screens you asked for, Mr Nalin! (yes, I leveled Ahemmusa Camp to make those last 3 :P)

http://dl.dropbox.com/u/9897526/TR%20Files/Dres%20Buildings/MGE%20Screenshot%2094.jpg

http://dl.dropbox.com/u/9897526/TR%20Files/Dres%20Buildings/MGE%20Screenshot%2097.jpg

http://dl.dropbox.com/u/9897526/TR%20Files/Dres%20Buildings/MGE%20Screenshot%2098.jpg

http://dl.dropbox.com/u/9897526/TR%20Files/Dres%20Buildings/MGE%20Screenshot%20100.jpg

If the corner pillars in each set are identical, could we possibly have them as singular pillars? It would allow for much better customisation, and perhaps could be used for makeshifting, too.
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Post by Nemon »

That is looking great, with a few alternatives, including foundation meshes and other clutter this region can really kick ass. I can't wait to slave through the numerous Dres claims...
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Post by Worsas »

Looks damn cool.
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Post by Haplo »

These look great. I have some more comments on the doorjamb though... :-P

The top looks a bit *too* pointy at the moment. I agree it should curve upward into a point, but perhaps less of one?

And can you remove the "floor" plane at the base of the doorjamb? It's really unnecessary, especially we will sink them partially into the ground anyway, and it might not always be exactly the same amount.

Otherwise, it's pure sex on a stick.
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Post by Haplo »

Whoops! This needs an update a few months ago. Nalin, where have you gone?!
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Post by Nalin »

Like I said a few months back, I'm pretty much resigned to the odd comment here and there nowadays unfortunately.

This is the stuff I have that I didn't already upload (unfinished pylon and some concepts) but this has remained untouched since last time (about 4 months ago). I thought that I had already uploaded the latest stuff I had for some reason. Hopefully whoever takes this on finds this stuff helpful.
Attachments
Architecture.7z
The Dres stuff - and some other unfinished architectural stuff too.

.psd, .dds, .nif, .blend and .obj files
(8.77 MiB) Downloaded 210 times
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Post by Myzel »

Shouldn't this be moved to unclaimed then?
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Post by Thrignar Fraxix »

Yes, yes it should
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Post by The_Warder »

I would like to Take on this claim. create the base exterior models and then a modular details Using the usual 3d apps. continue on texture work from Nalin and complete some of his models
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Post by Thrignar Fraxix »

granting, happy modeling
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Post by The_Warder »

I Have some screens to post. Started working Friday night.

http://dl.dropbox.com/u/2976929/TR%20Dres_Set/Dres_Set.png

http://dl.dropbox.com/u/2976929/TR%20Dres_Set/Door%20Jam%20test%20.png

http://dl.dropbox.com/u/2976929/TR%20Dres_Set/window%20test.png

http://dl.dropbox.com/u/2976929/TR%20Dres_Set/Windows.png
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Post by Scamp »

Your work looks really magnificent, The_Warder! It's good to finally see a bunch of progress on these :mrgreen:
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Post by Chin Music »

It is perhaps not my place to comment, but these pieces to me look somewhat incongruous with the existing ones, mostly to do with the "barding" at the base (and sometimes the tops) of the buildings, the thickness and pointed tops of the corner columns and how some of the second-story additions are perfectly vertical instead of continuing to slope (I also feel these should press right near the edges of the lower story for ALL of the multiple-story buildings to give the "stacked-block" effect instead of either being a flat wall or like another building nesting inside the roof of the bottom one).

/thoughts
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Post by The_Warder »

Its Always a members Place. Thanks for the crits. i'll see about them. :)
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Post by Myzel »

Chin's comments are spot on. Apart from that, the models look splendid. Hopefully this'll finally result in a finished set of these houses. I think this is the third or fourth time someone starts from scratch on these things.
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Post by The_Warder »

http://dl.dropbox.com/u/2976929/TR%20Dres_Set/Dres_Set.png

Various tweaks from suggestions.

EDIT( modifications to ledging and pillars)
Last edited by The_Warder on Mon Jun 06, 2011 1:49 am, edited 1 time in total.
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Post by Thrignar Fraxix »

I see you've got a wall piece with the columns built in. I recommend making the columns a separate piece as that will make it easier to use.
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Post by The Greatness »

Are all those buildings made with the modular set in the corner or are they whole models? Either way, this looks awesome, and I can't wait to see them in use.
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Post by Chin Music »

I hate sounding all bossy but here are just some more thoughts, now with a handy diagram!

[url=http://imageshack.us/photo/my-images/838/image1lv.png/][img]http://img838.imageshack.us/img838/4673/image1lv.th.png[/img][/url]


1. These are the "bardings" I was talking about. In my opinion I think the sides of the walls should be flush with the ground with this wrap-around base represented as a texture, like Nalin's models. At the very least it could be much thinner.

2. Similarly I also think that the tops of the columns should be flush with the building roof, unless the column has some additional decoration such as a pointed top, which you are free to include.

3. I personally don't like the jutty outty bits at the tops of these buildings. The inner bevel for the roof is fine, but I think that the edges of the roof should be flush with the side walls.

4. The "stacking block" effect as seen in 4b I think is the ideal look for all the two-story variations, based on the concept art and earlier models. 4a on the other hand accomplishes it with a jutty out bit halfway up and 4c does not have it. However perhaps a little variation in this regard is not bad. With the 4a example, perhaps what I would change is not having the center "barding" wrap around the columns. The 4c examples I feel could get away with not having it at all.

Finally as a general thing, i feel as though the columns are hogging too much of the building space. The building at (2) looks more like a 1x1 than a 2x2 for example. I reckon the actual buildings themselves could be bloated out a little at the expense of the column thickness. This I feel will help make the columns feel more like part of the building and not large protrusions.

All in all though, very pleasing.
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Post by The_Warder »

Well I am trying to stick to the concept I was given. but I think a lot of these would remove a lot of detail when there's little enough as it is. I also do not believe they need to be any more flush.

but i may widen the buildings because of the pillars as you suggest.

Also in the 4A section there not so much trying to stack as just ledges.

No offense & Thanks for the diagram and critique's though

"THE Greatness" almost said greatest(ALI). yes they are all modular created from the models on the side. just laid them out to see how they will look and scales. The actual pillars are apart of the models though.
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Post by Chin Music »

Meh, for me when it comes to the Dres less is more.

In any case with the tops of the columns, I think it would look better to use the whole square instead of the little L-shape.
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Post by Mwgek »

Nice, good work there. I agree with Chin on the pillars. They look a bit off compared to the rest of the set. Would love to see some textures on these.
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Post by Bloodthirsty Crustacean »

These look really nice (and your Council Hall from earlier looked spectacular too).

Two things I would note: textures are going to be very important - make sure whoever does them (you, Warder?) compares them to existing vanilla building textures. There's a temptation to make them sharp and crisp, but the vanilla textures are quite blurred in a pleasant way, so make sure to compare to the Hlaalu or Vivec sets which are probably the closest analogues to these.

On a modelling front, I think Hlaalu buildings have 'foundations' which extend down below the actual 'floor' of the building. This could be useful as it means that they can be placed on inclines as well as flat ground. This is where having that 'barding' at ground level can be very useful (see Hlaalu)
Last edited by Bloodthirsty Crustacean on Mon Jun 06, 2011 1:36 pm, edited 1 time in total.
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Post by Thrignar Fraxix »

@chin

1: The fuck is a barding? first thing my spellcheck gives me is barfing. Google gives me horse armor and bacon. Regardless, I like that thing, though I think it could be a bit thinner.

2: I like columns being taller than the roofs, though I dislike the L shape.

3: I like this bit. I do think it is out of place on smaller buildings though. Also, I think it may or may not benefit from jutting out less.

4a: I like this look for simple 2 story buildings perhaps outside of a city setting.

4b: I think this look would be great if the second story could be a modular piece that could be stacked on single story buildings.

4c: I love this look for upper class buildings

To comment on the most recent post:

I do agree about dropping the L shape.
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Post by The_Warder »

TO DO List: (Before UV Mapping can start)

*Pillar caps(done)
*Barding width (done) 1/3 reduced
*Dimensions(done aligning)
*Modular 2 story
*Upper Class band

This should all be finished by tonight so that I can start my texturing process

Most recent Screen
http://dl.dropbox.com/u/2976929/TR%20Dres_Set/Dres_Set.png
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Post by The_Warder »

http://dl.dropbox.com/u/2976929/Tex%20test%203.png

Updates on textures. first building looks about done. just been taking my time working on the UV layout.
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