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Worsas
Developer
10 Sep 2005



Been trying to enhance my Tree-shrooms as formerly posted in the FCG-Thread. Suggestions and Feedback are welcome.

Post Sun Oct 03, 2010 1:52 pm Send private message             Reply with quote                   up  
Worsas
Developer
10 Sep 2005



Post Sun Oct 03, 2010 2:46 pm Send private message             Reply with quote                   up  
Worsas
Developer
10 Sep 2005



Tripleshroom:

Post Sun Oct 03, 2010 4:11 pm Send private message             Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

These are really nice. They really deserve a region of their own.
Post Sun Oct 03, 2010 5:27 pm Send private message       Send e-mail       Reply with quote                   up  
Worsas
Developer
10 Sep 2005



It's actually one and the same treeshroom in its course of development.

Note that it has the bark texture of the emperor-parasol. It may look different depending on the texture-replacers people use.

Trying it out in the cs:
Post Sun Oct 03, 2010 6:06 pm Send private message             Reply with quote                   up  
Katze
Developer Emeritus
26 Feb 2009

Location: Behind you!

I really love these models, they feel really cold and spooky Very Happy Something for map 5 perhaps? The northern reaches of Telvannis might work too, but people are probably reluctant to retread old ground :/
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Post Sun Oct 03, 2010 6:38 pm Send private message             Reply with quote                   up  
Gnober
Developer
15 Jul 2010



Wouldn't it be obvious to add them as a part of the mushroom forest, Othreleth Woods? They fit well with Kieren's concept art too... I'm no expert on these matters, but I just think it would be interesting with a lot of different mushroom species at this place, so that it will truly be stunning to enter this forest...
Post Sun Oct 03, 2010 7:23 pm Send private message             Reply with quote                   up  
Myzel
Developer Emeritus
07 Aug 2008

Location: The Concept Art Forum

I personally Like the first two trees best. The ones with the smaller outcroppings look so bulky and one step too close to trees imho.

You'd think it might be obvious to add them to othreleth, but I think we should mostly stick with the no-toadstool angle we have. It's just a nice pitch.

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Post Sun Oct 03, 2010 9:49 pm Send private message             Reply with quote                   up  
RelinQ
Member
01 Feb 2008

Location: Between Australia & Germany

Awesome tree's worsas Smile, I also like shape/size of the first two the most.

Also, the powder white/grey texture on top as well really looks like great texture blend
Post Mon Oct 04, 2010 8:50 am Send private message             Reply with quote                   up  
Worsas
Developer
10 Sep 2005



Interesting. I can't help but finding the first two variants heavily under-detailled compared to the third one. I actually admire that tropical bulkiness.

Hmm. I could make some slimmer variants though. No problem.
It'd be the best I guess if the bulkier ones could be combined with these:


I imagine that those treeshrooms could work well in the Argonian jungle or Deshaan Plains besides leafy trees. Then again, I don't say that you have to use them at all. I'm toying around in the first place.
Post Mon Oct 04, 2010 9:57 am Send private message             Reply with quote                   up  
Nalin
Developer
31 May 2006



Lovely work, Worsas.
I too am of the opinion that we shouldn't use these for othreleth considering they are so traditionally shroomish. They are way too nice to not use at all though. Up north seems like a good place to me given the colour schemes - I can see them filling the "soppspine" role perfectly with a good amount of greyish litchen hanging to them...Myzel's "velk" foraging around under them looking for food.

Good stuffs.

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Post Mon Oct 04, 2010 10:41 am Send private message       Send e-mail       Reply with quote                   up  
Worsas
Developer
10 Sep 2005



To be honest, I've grown more than doubtful about the old mushrooms. Look, they really don't add anything and I would rather not see them used. Rather leave your fingers from them.
http://i52.photobucket.com/albums/g23/Worsas/Ufo_Mushrooms.jpg

If anything, I would go for the tree-like mushrooms only.
http://i52.photobucket.com/albums/g23/Worsas/Treemushrooms.jpg

If those aren't suiting your needs neither, rather give me some further hints how I can make them useful.


@Nalin: I appreciate what you say. And thankyou for your support.
It was an error to offer the former treeshrooms though as they were not really finished. Neutral
Post Mon Oct 04, 2010 4:26 pm Send private message             Reply with quote                   up  
Myzel
Developer Emeritus
07 Aug 2008

Location: The Concept Art Forum

I actually don't mind the trees that much from that higher angle. If it'd help you I could try and do some sketches tomorrow for shapes that I think would look good.
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Post Mon Oct 04, 2010 9:56 pm Send private message             Reply with quote                   up  
Worsas
Developer
10 Sep 2005



Quote:
If it'd help you I could try and do some sketches tomorrow for shapes that I think would look good.

That'd be cool.

It's always better to let models ripen a few days before contributing them anyway. I have too often done the same mistake in the past, contributing new models too early and afterwards realising that I'm not pleased about them, therefore making replacers for my own models, sometimes up to 4 or 5 times in sequence.

This time I'll give these ones a good period (one month or so) to reach maturation. 8)
Post Tue Oct 05, 2010 10:51 am Send private message             Reply with quote                   up  
Worsas
Developer
10 Sep 2005



I have done some more mesh-detailling meanwhile.

http://i52.photobucket.com/albums/g23/Worsas/WOBranches.jpg

http://i52.photobucket.com/albums/g23/Worsas/WBranches.jpg


Hmmm... spooky :/
Post Wed Oct 13, 2010 1:10 pm Send private message             Reply with quote                   up  
Myzel
Developer Emeritus
07 Aug 2008

Location: The Concept Art Forum

I was going to try and find a scanner tomorrow, but I don't think I have to. Those look awesome.
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Post Wed Oct 13, 2010 6:43 pm Send private message             Reply with quote                   up  
Nalin
Developer
31 May 2006



This is a bump.
These are too good to pass up on, surely?

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Post Tue Feb 01, 2011 1:09 pm Send private message       Send e-mail       Reply with quote                   up  
Adanorcil
Developer Emeritus
22 Jan 2006



Use them wherever you like, but not in the Othreleth woods. Myzel is definitely right in his comment that we should stick to the no-toadstool angle with that. (It is a fungal forest, not a mushroom forest.)


I also definitely agree that the less complex ones posted at the beginning of the thread look better. They look like funny-looking mushrooms. The later, more branching ones basically look like mushrooms meant to look like trees.
Post Tue Feb 01, 2011 2:34 pm Send private message             Reply with quote                   up  
Katze
Developer Emeritus
26 Feb 2009

Location: Behind you!

They'd probably look good in the Telvanni Isles. Those really need some more interesting for the wilderness, they're really boring.
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Tea is important.
Post Tue Feb 01, 2011 3:43 pm Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

I second what Cathartis said. It would be cool to see the Telvanni isles get something to make them stand out more.

They also could fit in Dres lands though. They match the dark look of the architecture.

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Post Wed Feb 02, 2011 2:20 am Send private message             Reply with quote                   up  
Leon
Developer
30 Jul 2011

Location: The Netherlands

If we want the Telvanni Isles to be unique and awesome as possible then those mushroom trees must be in the TR_Data.

Worsas, if you still have the files please post them in the data thread. (maybe add vanilla mushrooms textures to the mushrooms itself, they now look very white)

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Post Thu Nov 15, 2012 10:12 pm Send private message             Reply with quote                   up  
SamirA
Developer Emeritus
27 Apr 2010

Location: Somewhere in Tamriel

This was actually discussed in IRC. Worsas did not have the files on his computer, but may have them on an old one. He said Haplo should have the files and perhaps Melchior Dhark.
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Post Thu Nov 15, 2012 11:44 pm Send private message             Reply with quote                   up  
Worsas
Developer
10 Sep 2005



Judging from the general feedback, the first two ones at the top (which don't exist any longer) were liked the most. Looking at them in retrospect, I share that sentiment regarding the very first one at the top (the second one looks weird to me)

Although I feel that these mushrooms generally lack the artistry of the original giant parasols, I would be prepared to reproduce them for you.
Post Fri Nov 16, 2012 11:17 am Send private message             Reply with quote                   up  
Why
Lead Developer
04 Jul 2009

Location: Utrecht

Aw, that's unfortunate. I always assumed these meshes were already stored somewhere safe, because I love the way they look. I'd still love to have them, but know that if we're going to use these it'll be for some stuff in the Telvannis district so it'll be a long time until we actually need them. Still though, I want them, so if it's not too much trouble, recreating them would be lovely. Are we positive Haplo or that other guy don't have them stored somewhere?
Post Fri Nov 16, 2012 5:29 pm Send private message       Send e-mail       Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

I have all those files on my computer. Now you can have them, too!


Telvanni Tree Shrooms.7z
 Description:

Download
 Filename:  Telvanni Tree Shrooms.7z
 Filesize:  255.45 KB
 Downloaded:  70 Time(s)


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Post Sat Nov 17, 2012 6:38 pm Send private message             Reply with quote                   up  
Leon
Developer
30 Jul 2011

Location: The Netherlands

Haplo wrote:
I have all those files on my computer. Now you can have them, too!


OMG, Haplo the Savior! Very Happy

The only thing is that it needs vanilla mushrooms textures to the mushrooms itself to remove the whiteness Very Happy

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Post Sat Nov 17, 2012 6:47 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

The vanilla textures are applied via the proper paths. You can update your file paths to the correct ones in NifSkope to see. Just set Morrowind\Data Files\Textures as your default texture folder.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

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