Gnomey
Lead Developer
19 May 2006
Location: In your garden.
What is a UCG? It stands for 'Unfocused Concept Group'. I came up with it just now.
We do not have a clear idea of what House Indoril is right now and what House Indoril should be, as recent and ongoing discussions have shown. However, that uncertainty has apparently drawn the interest of a lot of TR members, including a few concept artists, and that is decidedly a good thing.
With this thread, I want to give concept artists, people with links to nice (and obviously topical) pictures and even people with ideas for images room to post their ideas.
I was going to call this an FCG (Focused Concept Group) until I reread the post that explained that FCGs are essentially threads with the aim of fulfilling a modeller's request for functional concept art. This is decidedly not that. We are not even sure if we want new Indoril assets, and if so what sort of assets they should be. There is a distinct possibility that none of the concepts here will find their way in-game.
At the same time, that means you have a lot of freedom with what you post, as long as it falls somewhere in the broad subject of establishing Indoril identity. While the art here might not be used for assets later down the line, it will almost certainly aid developers in forming a clear image of what we want House Indoril to be.
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I'll set the ball rolling with something that will almost certainly not be used, which I'm mainly posting because I was asked to. They are some rough sketches from my non-TR-related interpretation of Indoril as an agrarian society mostly inhabiting bug-swept floodplains. The exterior doors are raised above the ground to counter regular flooding, and in general I tried to include a lot of insect-like elements in the design with links to House Telvanni and, really, most House tilesets.
The first image shows a few windows and ground-floor doors with red lines to show their scale (the lines represent the height of a Dunmer). The second image shows some commoner buildings, as well as a half-wall-and-awning-set that is meant to fit together. The third image contains some rough sketches of manors. The square platforms they rest on would be the slave quarters. This idea came from my thoughts on using the OM set.
I'm not much good with figurative art, but here are some reference photos conjured up through google.
Timbuktu, Mali:
Very similar to some of the OM-pieces
Ksar Ouled Soltane, Tunisia:
Reminiscent of both some OM-pieces, the Velothi style in general as well as some elements of Hlaalu architecture...common lineage?
Harran, Turkey:
These are less directly stylistically linked, but I think there are some elements here that could be worth taking a look at.
Iraqi reed huts ("Mudhifs") along the banks of Euphrates:
These I included simply because they correspond very well to how I used to imagine the villages of the Thirr river valley.
Some of you might notice that these are all drawn from the middle east and northern africa. With much of the vanilla morrowind styles drawing a lot of inspiration from the same regions, as well as the MH-set being to such a great extent inspired by the architecture of the Islamic golden age (laced with elements of chinese architecture), I guess it is kind of fitting.
To me, an expansion of the Velothi set would perfectly acomplish what I personally envision, without calling upon someone to create an all new set.
EsoptrosOer
Member
24 Jul 2013
Location: Walla Walla WA
Here is the first thing of Concept I've made for Indirl.
Modedit: Put large image in a spoiler tag
_________________ "In Khem, I remain no longer, for I am forgotten there. I shall roam this world and I shall come to those who seek me."
EsoptrosOer
Member
24 Jul 2013
Location: Walla Walla WA
The Design at the bottom was based after the original windows for Indoril. But I added a more poor look.
_________________ "In Khem, I remain no longer, for I am forgotten there. I shall roam this world and I shall come to those who seek me."
Yeti
Lead Developer
15 Feb 2009
Location: Minnesota: The Land of 11,842 Lakes
I'm not crazy about the salmon/pink (I can never tell the difference) color scheme. It gives me too much of a warm Mediterranean feeling that doesn't match my perception of Indoril aesthetics.
_________________ -Head of NPCs: Skyrim: Home of the Nords
Gnomey, when you described this to me, it sounded like you wanted to just use art to try to give the Indoril an identity. Why are we talking about making a new architecture set?
_________________ This is not my life
EsoptrosOer
Member
24 Jul 2013
Location: Walla Walla WA
Sload wrote:
a good color scheme for what? what is this for?
Gnomey, when you described this to me, it sounded like you wanted to just use art to try to give the Indoril an identity. Why are we talking about making a new architecture set?
Let's not get into debates about the whole Indoril argument please. This, I presume is merely some concept art thread for Indoril, to give people an idea if we were to head in the direction for a new tileset. I think at least.
_________________ "In Khem, I remain no longer, for I am forgotten there. I shall roam this world and I shall come to those who seek me."
Aeven
Lead Developer
17 Aug 2008
Location: Groningen
A proposed idea was to create a lower class Indoril set, which could somewhat easily replace current Mournhold stuff where appropriate. It would be reminiscent, but different enough from the more luxurious Mournhold style, which is reserved for the 'true' Indoril.
TR has never completed an architecture set. Holding off the Indoril sections until TR creates a new set when we already have several that can be used in them is extremely unrealistic and unwise.
_________________ This is not my life
EsoptrosOer
Member
24 Jul 2013
Location: Walla Walla WA
Unwise for who? You? Because it isn't that difficult to do. Honestly, and it would be more beneficial. Besides, any other set you guys have, doesn't logically nor aesthetically fit well with the Rich Indoril set. So your statement is quite moot.
_________________ "In Khem, I remain no longer, for I am forgotten there. I shall roam this world and I shall come to those who seek me."
Yeti
Lead Developer
15 Feb 2009
Location: Minnesota: The Land of 11,842 Lakes
I'm under the impression that this thread was started as a brainstorming "let's just see what we get" kind of thing, which includes people posting (likely unrealistic) concepts for new architecture sets.
_________________ -Head of NPCs: Skyrim: Home of the Nords
Last edited by Yeti on Wed Jun 04, 2014 9:33 pm; edited 2 times in total
EsoptrosOer
Member
24 Jul 2013
Location: Walla Walla WA
Yeti wrote:
I'm under the impression that this thread was started as a brainstorming "let's just see what we get" kind of thing, which includes people posting (likely unrealistic) concepts for architecture sets.
That's pretty much what I said. lol
_________________ "In Khem, I remain no longer, for I am forgotten there. I shall roam this world and I shall come to those who seek me."
Yeti
Lead Developer
15 Feb 2009
Location: Minnesota: The Land of 11,842 Lakes
EsoptrosOer wrote:
Unwise for who? You? Because it isn't that difficult to do.
If it's so easy, would you mind helping us finish our House Dres exterior buildings? We also need a new interior tile set for them as well.
EsoptrosOer wrote:
Besides, any other set you guys have, doesn't logically nor aesthetically fit well with the Rich Indoril set. So your statement is quite moot.
We don't necessarily need a set that fits aesthetically alongside the rich Indoril buildings, depending on the concept for Indoril towns we settle on. But that's a discussion for a different thread.
_________________ -Head of NPCs: Skyrim: Home of the Nords
Gnomey
Lead Developer
19 May 2006
Location: In your garden.
This thread is nothing more than it claims to be: a thread for exploring House Indoril. If people feel like doing that through drawing architecture that's fine, but that is not the focus of the thread.
The decision of whether Indoril needs to or should have a new architecture set is an ongoing discussion. It is quite possible that we will decide that we do not need to expand the MH tileset, or make a new one. As I said, none of the concept art in this thread might be used to create assets.
I say expand it, with either just a larger variety of upper class meshes plus general clutter, or at an extreme we can attempt to get a full other 'lower class' tile set with interiors, etc etc.
Other than that, I think there was talk a bit ago about small road-side shrines that would make crazy sounds when wind rushes through them. I want dis as well bruuuHhHh...
Gnomey
Lead Developer
19 May 2006
Location: In your garden.
I forgot something: the decision of whether we will or will not expand the MH set will not be made here. This is a concept art thread, not a planning thread.
People can make drawings here, if they like, and maybe they will be evaluated in a planning thread, maybe they won't.
Gnomey
Lead Developer
19 May 2006
Location: In your garden.
Anyway, it's about time to return to the concept side of things. I tossed together a quick sketch of an Indoril noble performing a Doling of the Bread ceremony in a remote Velothi village from upon his palanquin, surrounded by his Dust Guards.
EsoptrosOer
Member
24 Jul 2013
Location: Walla Walla WA
Gnomey wrote:
Anyway, it's about time to return to the concept side of things. I tossed together a quick sketch of an Indoril noble performing a Doling of the Bread ceremony in a remote Velothi village from upon his palanquin, surrounded by his Dust Guards.
Ok that is awesome! It adds personality to the Indoril! _________________ "In Khem, I remain no longer, for I am forgotten there. I shall roam this world and I shall come to those who seek me."
EsoptrosOer
Member
24 Jul 2013
Location: Walla Walla WA
Another Concept. More stuff to come.
_________________ "In Khem, I remain no longer, for I am forgotten there. I shall roam this world and I shall come to those who seek me."
Omg, yes! More of this, please! This is what we need buddy, a type of reference when speaking about needing to expand, even if slightly, the current assets! Thank youuu man.
Gnomey
Lead Developer
19 May 2006
Location: In your garden.
A quiet corner of Almalexia.
I roughly based the location off of the northern commoner gate in Sload's example layout for Almalexia, which is why you can see the Indoril council hall and Grand Ascendant's cloister in the background. The setting is otherwise inconsequential, though. In this case, I used Morrowind's unused d\Door_redoran_tower_01.nif models for the LC doors. The doorjambs and windows would be the only necessary models to make for the exterior.
Last edited by Gnomey on Thu May 21, 2015 12:29 pm; edited 1 time in total
I roughly based the location off of the northern commoner gate in Sload's example layout for Almalexia, which is why you can see the Indoril council hall and Grand Ascendant's cloister in the background. The setting is otherwise inconsequential, though. In this case, I used Morrowind's unused d\Door_redoran_tower_01.nif models for the LC doors. The doorjambs and windows would be the only necessary models to make for the exterior.
That's great for lower-class to use the big wall things we got. Only need several doors, ladders, windows and interiors.
_________________ --Mwgek--
This is absolutely lovely, Gnomey!
Perfectly allegorical of how the Indoril nobility are above the peasantry. It also utilizes verticality, something sadly overlooked in a lot of the TR work, which has become very apparent with the MGE enabling of distant land.
I like concept art and don't want to rain on the parade either. From what I see in the rest of the original game there is only one architectural style for each Great House. The lower class types typically live in smaller dwellings while the noble's, etc. are in the larger ones. I do like the wall dwelling's idea though Gnomey. Kind of similar to the Vivec "canal, north/south..." abodes. If new buildings are indeed wanted, some new "poorer" windows and doors could be made or textured (I could do this) also just some simple mesh altering of the original models could be done as well. Then throw on some weathered textures. Otherwise I love concept art.
it would be nice to see more additions to indoril architecture, preferably ones with a more velothi look, before there was tribunal, vivec, and velothi architecture was assumed to be indoril, based on the fact that the guard armor was called indoril armor. there is not even any concept art depicting the style used in tribunal. but, canon is canon. it would be nice though as to include more velothi-esque flares into the design such as, paler walls, green windows, and rounded roofs on some of the buildings.
(this is just my opinion, anytime i get annoying feel free to tell me and i'll keep quiet)
found some nice models from tesrenewal that could help illustrate
https://tesrenewal.com/files/Tyveras/images/House006.jpg https://tesrenewal.com/files/Tyveras/images/House016.jpg _________________ almsivi bless, to create one must first destroy, the nature of all, is in equilibrium
- sotha sil
EsoptrosOer
Member
24 Jul 2013
Location: Walla Walla WA
Ooooh I really like those.. _________________ "In Khem, I remain no longer, for I am forgotten there. I shall roam this world and I shall come to those who seek me."
Gnomey
Lead Developer
19 May 2006
Location: In your garden.
Unfortunately I'm getting 404s for those images.
That being said, while I agree Velothi influence would be good for Indoril architecture, Velothi was never intended to be Indoril architecture. Ordinator armour is only called Indoril armour because a lot of Indoril serve as Ordinators. Ordinator armour is also not the guard armour associated with the Velothi tileset; Ordinators are temple warriors who, among other things, guard holy places, such as Vivec, which happens to be made in the Velothi tileset.
From in-game dialogue, it appears that a mixture Velothi architecture and most of the Redoran architecture, (so not the barracks and such), was originally intended to be used as a generic Great House Dunmer architecture set:
Dunmer urban style wrote:
Dunmer towns are typically organized around a dominant central feature, either the Temple or the grand manor residences of the Great House nobles. Simple multi-storied public and commercial buildings -- tradehouses, craftguilds, and such -- are usually rectangular in floor plan, built from local materials, featuring organic curves with decorated exteriors. More modest one-story private dwellings follow the same plan, except with less decoration.
[continue]
Urban Temple compounds feature high-walled outer courtyards, with smaller shelters and halls clustered around the Temple Shrine itself. Aristocratic residences of the Great Houses are similar to Temple compounds with walled outer courts and outbuildings for craftsmen and servants, dominated by a grand manor residence in place of the Temple Shrine.
Dunmer village style wrote:
The Dunmer village style is the most familiar style in all districts. Huts are built of local materials, with organic curves and undecorated exteriors inspired by the landscape and the shells of giant native insects. Villages are dominated by Temple compounds and courtyards in traditional villages, but in newer plantations, the manor houses are the central features.
settlements in Morrowind wrote:
The smallest settlements are Ashlander nomadic camps, comprised of small portable huts. Rural people live in Dunmer village style, groups of small huts centered around Temple compounds. Town and city folk live either in the metropolitan style of Vivec City, the urban style of towns like Ald'ruhn, or the Imperial style of recent settlements like Caldera. In sparsely populated Telvanni District, the few Telvanni tower towns are essentially large villages dominated by monumental wizard tower complexes.
It's odd that the above dialogue exists in-game, though, as it largely does not reflect how Bethesda ended up doing things and reads more like planning documents, perhaps from back when Bethesda was still planning to do all of Morrowind with a lot of procedural generation.
almsivi blessed be thou, thanks! personally, i've always felt that velothi architecture did not have enough of a presence, this is truly a dream come true!
_________________ almsivi bless, to create one must first destroy, the nature of all, is in equilibrium
- sotha sil