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Posts posted by Matth85
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Actually the best heavy armor is regular steel armor, because you can get to the armor cap with the least amount of perks invested for the cheapest price.
In-game mechanics =/= Lore.
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Ill give you a warning about textures for weapons and Nexus users. If the texture is new and clean looking you will get complaints about it looking too nice. Many members want all weapons to look like they are ready to be thrown away and were never taken care of to begin with. So you may want to add some scratches so it at least looks used. I wouldn't go as far as Jaysus does with his though or make it look as bad as anything Bethesda put out, just some light scratches that are not deep that show some use rather than brand new.
I think you are missing why people are complaining about it. It isn't because it "looks to nice", or they need to be "worn out". It's a matter of 2d fundamentals, as well as fitting in with the theme of Skyrim, and the TES universe. Let me try to elaborate:
- A clean texture is harder to make than a grittier one for new texturer, simply because there are natural more for the eyes to look at, and it isn't as hard to balance big and small noise. On a clean texture you generally got nothing, and you now need to subtly add in realistic details, without making it look dirty. This requires a good understanding of how the eyes look at things. The balance of resting spots and noise.
- If you make a clean texture, it does not look like it belong with the rest of Skyrim. That ruins both immersion, and sets the texture in a bad light.
- The shader got more to shine off of if you got a texture with surface details, making it play a lot nicer in the light.
- It's not realistic. THe Blacksmith are work class people, in a world where there are dragons attacking and a civil war going on. They won't be spending time polishing weapons. So things will be rough.
- There are few "clean" materials in the world. You can argue polished steel, or generally polished metal, but that isn't quite true either.
- It gives a weapon a better "feeling" if it looks used. It gives it a story.
-- -- -- -- -- -- -- -- -- -- -- -- -- --
@Simssim899:
Okay. Don't take this the wrong way. I will try to tell you why this doesn't look overly good, and what you can do to fix it!
1) The metal texture is too light. Metal are not bright. They are darker color with a strong reflection. Try to emulate this with a darker grayish color, a strong specular map, a strong environment map, the ShinyBright_e.dds cubemap and a solid gloss number.
2) The contrasts are harsh. Your eye doesn't get a chance to rest. It goes from very bright gray, to dark leather, to red pommel. The eye is going all back and forth here. You need a better color scheme, with easier transitions.
3) What materials are you aiming for?
- Steel? Steel got a little blue in its difuse, and a very strong reflection.
- Iron? Iron usually got some sort of brown in it, as rust start to hit in.
- Leather? Leather tends to have some sort of worn-out to it, even fresh new leather. Lighter stretch marks, darker spots, etc.
4) What type of metal is it?
- Polished?
- Hammered?
- Magical/fantasy(Anything goes, I guess)?
5) The overall texture looks... well. It doesn't look like metal. Here, take a look at this. https://imageshack.com/i/eycpChoup . An iron sword I did for the Beyond Skyrim project. The difuse map/colors are not very interesting, while the specular is playing with the light.
Here is a steel sword. See the blue color? See the surface details/spots? https://imageshack.com/i/id2rhGjep
6) Normal map/Specular map. I believe they are missing, judging by the image. If you are up for a challenge, I'd recommend adding controll lines and turning it into a high poly model, then bake it down. That way the edges would look a lot better, and not so.. flat.
That's about it.
Best of luck!
Matth
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Which is ridiculous.
Why?
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I need someone to help with the textures. Im hoping for a HD 4K texture.
Do them yourself, my friend. Don't push the texturing away, as it will only cause problems later down the road.
Get yourself Photoshop/Gimp, and get the Nvidia DDS plugin. Learn about the different texture maps(Difuse, Specular, Normal, Environment/reflection/Cube map) and try to understand how different material looks in real life.
I need help with implementing it in the game.I will quote what I wrote in another topic recently.
The texture maps
I am unsure how familiar you are with the different texture maps, so I will just run through them quickly.
Difuse - the color information. You can utilize its alpha for opacity, which is useful for things like glass.
Specular - The level of shine a model will have. The Specular map is usualy a grayscaled difuse map, with some level tweaking and hand-painted spots to add realism. This map isn't directly used in Skyrim, and is instead used within the normal map.
Normals - Not a texture map per se, but a mathematical algorithm that explains the shader how to "fake" depth. There are many ways to make normal maps. You can sculpt a high poly model and bake it out, you can edit it in Photoshop using the nDO2 "plugin" or the Nvidia dds plugin. Within the Alpha channel is the specular map.
Environment - The reflection map. It basically tells the engine how much it will "reflect" the cube map. It's usually a black/white map, which in turn is made from really contrasting the values of the specular map.
Cube Map - a Cube map is a texture map layed out as a cube, and is used together with the environment map to reflect a surrounding.
So, to answer your question: The normal is in a multitude of ways. Which one you chose is up to you. The environment map is a tweaked specular map. If you already got a bump map, you can edit its value slightly and use the Nvidia dds tool to turn it into a normals map.
The texture format we use are .dds, if you did not know. I save the textures with no alpha out as a DXT1, and the one with alpha as DXT5.
Skyrim uses naming affixes with the textures. The difuse got none, so it's MyTexture.dds. The Normal map uses _n, so it's MyTexture_n.dds and the Environment uses _m, so it's MyTexture_m.dds
Pre Work
- Make a model.
- Import an existing model from Bethesda. Unpack the Meshes.BSA if you have not. Scale your model to be at the same size, approximately.
- Export the model as a .nif/whatever method you got to get a .nif out of your model.
- Find your unpacked BSA, find the bethesda mesh you just used as a reference for scale. Open it.
- Open your new .nif model.
- Make the textures. Name them as MainTexture.dds, MainTexture_n.dds. MainTexture_m.dds.
* The specularity map should be in the normal (_n) maps alpha channel.
- Put the textures within Data/Textures/YourMod
Basic Nif work
Note: When I say collapes, or expand, nodes; I mean you click the arrow next to the names in Nifskope. The important thing to know: BSFadeNode is the main node, BsIncMarker/BSXFlags/NiStringExtraData/BhkCollisionObject will be copied, so do not pay these any attention for now, NiTriShape are your object(s) and BsLightingShaderProperty are the texture/material information.
- Open your model. Lets call it NewModel.nif for now. Expand the first Node, and expand the NiTriShape(s). There should only be a NiTriShapeData under there for now. If anything else is present, like a material node, delete it.
- Go to the bethesda mesh .nif. Let's call it IronSword.nif. Expand the BsFadeNode, then the NiTriShape of the weapon itself. Find the BsLightningShaderProperty and copy it.
- Back to NewModel.nif paste the BSLightingShaderProperty node by clicking on your NiTriShape node, and paste it.
- Expand the BsLightingShaderProperty node and click on the BSShaderTextureSet. Look down on the screen, under Block Details and you will see "Textures". Click on the flower and find your textures within the Data/Textures folder. There are allready texture information here, so it is a mere question of changing it to yours. You can also play with the Cube Map, but that is not important for now.
- Your model should now have all the textures. (Difuse/Normal with specular/Environment). Next up is to click on your NiTriShapeData, and look under Block Details for BS Num UV Sets. It will be set to 1. Change it to 4097. That way you activate your normal map. Also, at the top menu of Nifskope you will find "Spells" --> Batch --> Update all tangent space. Click that.
- Copy the whole NiTriShape of your model NewModel.nif. Go back into the Bethesda model IronSword.nif and paste it in. You can now delete the original mesh within the nifskope. Simply delete all the NiTriShapes that are not your mehs. This includes the blood edge NiTriShapes.
- Save the nif under Data/Meshes/YourMod.
- Open the CK
CK work
- With the CK open, scroll down to WorldObjects, and find Weapons. Simply edit any existing weapons there. Edit the ID, so you don't save over existing models. Change the mesh to your new nif under Data/Meshes/YourMod. It should come up with no problems. There might be an material error popping up, but that us not a problem. Save it.
- Scroll up under Items and click on Weapons. Find a weapon that is as close to your weapon, in term of speed/size/damage and is the same type as your weapon.
- First off, edit the name and ID. You can also give it an enchantement and change the value.
- Under Art and Sound change the "model" to your nif, and change the 1stPersonModelObject to your newly saved world object (the step above. Search for the ID you changed it to).
- Save it.
- Put it anywhere in-game. If the model shows up fine in the screen, and the CK doesn't freeze/crash, you are pretty much safe.
- Test it. You might need to change the specular map, or edit the Gloss values within the BSLightingShaderProperty. But, hey, you got the weapon in-game now. The hard work is over!
Good luck!
I heard you need to UV bake it too. I have no Idea what that is or how to do it, so im hoping someone can help me there.Well... yes.. and no. Eh... I have no idea what you have heard.
Yes -- you need UVWs to texture it. UVWs are the 2d coordinated to a 3d object (XYZ). Google it, it's not fun, but it's necessary to learn.
No -- you do not need to bake down anything. Baking down maps is a process used if you have a high poly model, and a low poly model. But that is at a later stage, and I don't think you should worry about that just yet.
Anyway, what are your thoughts on this weapon? Be honest but not rude.There is not a lot to judge here. It's very basic, and it's a low poly model without a textue. There is not a lot to day before you have textured it, or sculpted it.
Good luck!
Matth
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Also for Az0Z who thinks that this is in plausible, why not say that to the guys who are making Skywind. (Morrowind/Skyrim).
skywind is of a different breed altogether the entire story is laid out npcs are already desinged and it is a matter of rescript quests, remodel and retexture as well as reconstruct the interiors and exteriors in ck. this on the other hand is more than that an are will have to go through a lengthy thought process in order to make what would seem a simple elven ruin would take much planning and thought before it is made. for skywind the blueprints are already there
The majority of planning is allready done. You do realize the planning phase pf this project started pretty much as Skyrim was released, right? The recent work has been built on a real solid foundation of planning.
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Do you got the newest version of Nifskope?
Otherwise this could be an export thing, at which I really can't help with, as I use 3ds max, where I can export as .nif.
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For future reference: go into prefference - driver - configurate driver - scroll down snd change the sizes, as well as click the checkbox. That should do it.
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Bethesda forbade their use in Skyrim, that's all you needed to say. It's wholly unnecessary to slander Bethesda's work, not to mention foolish since Beyond Skyrim is obviously trying to imitate Oblivion's "horrible" models.[/ quote]
Actually, I got all the rights to say wht I want. Perhap I should have worded myself a bit better.
Bethesds does not make top quality models, simply because of the size of the game. While the models of Skyrim are OK for a 2011 game, the models of Oblivion were more experimental, because they were among the first to use normal maps. That said: the topology is messy, the topology is not optimized, the UVW were probablu auto generated, and among the worst I've seen, the textures sre direct photos with little editting. I can go on.
Now, 3d is also an extremely fast moving industry. The quality of a 2006 game is ancient. Even the Skyrim quality is getting old now.
And nobody is imitate the 2006 quality models, only the look/concept of them. so, yes. The quality of the models of Oblivion are both ancient and horrible. Nobody is slander ing bethesda for that. Neither did I call the models themself horrible.
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with too many self impossed rules like not using meshes from oblivion
1) These are not self imposed rules, but rules made by Bethesda.
2) The quality of Oblivions models are horrible. Why on earth would they be used?
is voice acting planned? i mean if it is then have you even considered how it could be implemented?Everything is taken into consideration, and yes -- there are plenty of voice actors and there are plenty of recorded lines done.
and if you guys do stick to this then what happens when the next game comes out? do you stick with skyrim? what about the game after that?Morrowind was released 2002
Oblivion was released 2006
Skyrim was released 2011
Now, the production time doesn't lessen over the years, it increases so I expect a Fallout announcement about next year, then a TES announcement in 2 years. Which means we'd end up with a TES title release at, perhaps, 2017.
Even then, there is the possibility of adding the mod to a new TES title, given the story/timeline isn't changed drastic. All the asset are custom created, which means they can be added to another engine. There is also the fact that Morrowind, today, is not dead. Skyrim won't be either.
what about the game after that? if this project is really to be seen to the end i would estimate it taking more than 3 years and by then skyrim will surely be out dated by the newer titles in the series. this game came out 3 years ago and with your mod not having a release date in sight it just isn't plausibleWhat about them?
It doesn't hurt anybody that the mod is being produced for Skyrim. Nobody is getting paid, there is no marketing involved and no profit made. Skill building are the end goal. And i can assure you: By the end of the 3 years, plenty of the people involved with Beyond Skyrim will be professional-quality game developers, and can head over to create their own indie game, or pursue a career.
You seem to be rather pessimistic for no apparent reason, my friend. Be optimistic! If everything goes as planned, this mod is released right before a new TES title is released. If everything misses, it is released after. Either way -- everybody wins.
I can tell you this; This project is top notch organized, and has been planned since the CK was released. I don't think anybody can stop this from reaching its goal.
Matth, 3d modeller/Weapon modeller for Beyond Skyrim
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Here is the short to-do-list:
The texture maps
I am unsure how familiar you are with the different texture maps, so I will just run through them quickly.
Difuse - the color information. You can utilize its alpha for opacity, which is useful for things like glass.
Specular - The level of shine a model will have. The Specular map is usualy a grayscaled difuse map, with some level tweaking and hand-painted spots to add realism. This map isn't directly used in Skyrim, and is instead used within the normal map.
Normals - Not a texture map per se, but a mathematical algorithm that explains the shader how to "fake" depth. There are many ways to make normal maps. You can sculpt a high poly model and bake it out, you can edit it in Photoshop using the nDO2 "plugin" or the Nvidia dds plugin. Within the Alpha channel is the specular map.
Environment - The reflection map. It basically tells the engine how much it will "reflect" the cube map. It's usually a black/white map, which in turn is made from really contrasting the values of the specular map.
Cube Map - a Cube map is a texture map layed out as a cube, and is used together with the environment map to reflect a surrounding.
So, to answer your question: The normal is in a multitude of ways. Which one you chose is up to you. The environment map is a tweaked specular map. If you already got a bump map, you can edit its value slightly and use the Nvidia dds tool to turn it into a normals map.
The texture format we use are .dds, if you did not know. I save the textures with no alpha out as a DXT1, and the one with alpha as DXT5.
Skyrim uses naming affixes with the textures. The difuse got none, so it's MyTexture.dds. The Normal map uses _n, so it's MyTexture_n.dds and the Environment uses _m, so it's MyTexture_m.dds
Pre Work
- Make a model.
- Import an existing model from Bethesda. Unpack the Meshes.BSA if you have not. Scale your model to be at the same size, approximately.
- Export the model as a .nif/whatever method you got to get a .nif out of your model.
- Find your unpacked BSA, find the bethesda mesh you just used as a reference for scale. Open it.
- Open your new .nif model.
- Make the textures. Name them as MainTexture.dds, MainTexture_n.dds. MainTexture_m.dds.
* The specularity map should be in the normal (_n) maps alpha channel.
- Put the textures within Data/Textures/YourMod
Basic Nif work
Note: When I say collapes, or expand, nodes; I mean you click the arrow next to the names in Nifskope. The important thing to know: BSFadeNode is the main node, BsIncMarker/BSXFlags/NiStringExtraData/BhkCollisionObject will be copied, so do not pay these any attention for now, NiTriShape are your object(s) and BsLightingShaderProperty are the texture/material information.
- Open your model. Lets call it NewModel.nif for now. Expand the first Node, and expand the NiTriShape(s). There should only be a NiTriShapeData under there for now. If anything else is present, like a material node, delete it.
- Go to the bethesda mesh .nif. Let's call it IronSword.nif. Expand the BsFadeNode, then the NiTriShape of the weapon itself. Find the BsLightningShaderProperty and copy it.
- Back to NewModel.nif paste the BSLightingShaderProperty node by clicking on your NiTriShape node, and paste it.
- Expand the BsLightingShaderProperty node and click on the BSShaderTextureSet. Look down on the screen, under Block Details and you will see "Textures". Click on the flower and find your textures within the Data/Textures folder. There are allready texture information here, so it is a mere question of changing it to yours. You can also play with the Cube Map, but that is not important for now.
- Your model should now have all the textures. (Difuse/Normal with specular/Environment). Next up is to click on your NiTriShapeData, and look under Block Details for BS Num UV Sets. It will be set to 1. Change it to 4097. That way you activate your normal map. Also, at the top menu of Nifskope you will find "Spells" --> Batch --> Update all tangent space. Click that.
- Copy the whole NiTriShape of your model NewModel.nif. Go back into the Bethesda model IronSword.nif and paste it in. You can now delete the original mesh within the nifskope. Simply delete all the NiTriShapes that are not your mehs. This includes the blood edge NiTriShapes.
- Save the nif under Data/Meshes/YourMod.
- Open the CK
CK work
- With the CK open, scroll down to WorldObjects, and find Weapons. Simply edit any existing weapons there. Edit the ID, so you don't save over existing models. Change the mesh to your new nif under Data/Meshes/YourMod. It should come up with no problems. There might be an material error popping up, but that us not a problem. Save it.
- Scroll up under Items and click on Weapons. Find a weapon that is as close to your weapon, in term of speed/size/damage and is the same type as your weapon.
- First off, edit the name and ID. You can also give it an enchantement and change the value.
- Under Art and Sound change the "model" to your nif, and change the 1stPersonModelObject to your newly saved world object (the step above. Search for the ID you changed it to).
- Save it.
- Put it anywhere in-game. If the model shows up fine in the screen, and the CK doesn't freeze/crash, you are pretty much safe.
- Test it. You might need to change the specular map, or edit the Gloss values within the BSLightingShaderProperty. But, hey, you got the weapon in-game now. The hard work is over!
Good luck!
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Video for the sword: https://www.youtube.com/watch?v=C4RxQ9mNcZ8&feature=youtu.be
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Doing another video, on this slow Sunday. Another image from google. No idea what, or where. This took exactly 100 minutes. Video will be up tonight/tomorrow.
http://imagizer.imageshack.us/v2/1600x1200q90/673/jRu6sN.png
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Oh, you weren't rude. Don't worry about it. I was just curious.
The majority of things I make aren't my design. There are concept artist over at the Beyond Skyrim project that does the design. I merely turn 2d into 3d.
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I don't got time for "realistic" pieces, to be frank. Woring for 2 projects, Skyrim related, means I got to keep my work skyrim-realated. Skyrim is, by design, not realistic. Hence the style of "realistic look, but couldn't exist in real life".
I am also not a big fan of modelling realistic pieces either -- they tend to be very boring. A realistic sword is very boring and doesn't strike a "WOW!" factor. Not compared to fantasy-themed-weapons, in a fantasy-themed-game.
What I am wondering, though, is "fancy spikes and 3D details". What do you mean?
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Thanks :)
The armor is lacking some anatomy, and I got some work to do on the shield and helmet. Otherwise I will finish it as soon as the concept artist gets back to me with the changes she wants.
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Video out. Sorry for the weird cropping issues in the start, and the end. And the low volume.
Will fix for my next timelapse!
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Newest WIP. This is a 146 minute model, which was recorded and is planned to end up on youtube at 2x-3x speed, with some editting, soon.
I am also considering making cometnary videos as I model, where I explain my workflow and my thoughts. Though I am still unsure if it is worth my time. That will be up to the community here, and how it is received over at youtube.Note: This is a rather rough version. I plan to polish it up, and also plan to fix the teeth. They look very.. weird.
Without further ado:
http://imagizer.imageshack.us/v2/1024x768q90/538/fKVWgS.png
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What do you define as "modelling for Skyrim"?
The only Skyrim-specific step with modelling consist of exporting. Otherwise you shouldn't ever search for an tutorials with the word "skyrim" or "oblivion" in it.
Sword modelling for Games
http://www.youtube.com/watch?v=U0QvFYf_Q_E
3Ds Max sword Tutorial
http://www.youtube.com/watch?v=2ytHg3Mm5eo
Any tutorials on Digital Tutor
Mega Weapon Tutorial, if you use Zbrush.
http://www.youtube.com/watch?v=sQNcO8AL2hw
Watch me when I stream weapon creations:
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Just to add a little teaser!
This is my current WIP for Beyond Skyrim: Cyrodiil. Hopefully to be released together with the Bruma release, together with the Iron, Steel and Ayleid weapon set.
http://imagizer.imageshack.us/v2/1600x1200q90/537/0M4hof.png
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Reserved
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Tiamat and Anghelm
Backstory:
Tiamat and Anghelm are 2 swords, made by the first generation of High Elves, and used by 2 brothers. These 2 brothers were battlemages and were highly skilled. The wielder of Anghelm, Ethru, were a master of defensive magic, and were renowned for disabling enemies and draining the magicka of mages. The wielder of Tiamat, Callisto, was a master of offensive magic, and were said to gain more power as he slayed enemies. Callissto was slain in a battle by a man during the first era, which enraged Ehtru, making him hate the man.
He used his magic to resurrect Callisto, but noticed that what was resurrected was not quite his brother. To hold off the rampage of an enraged, soulless, Callisto, Ethru sealed both him and his brother away. Due to their magic, they were both ageless. While unable to so anything, they watched how the world changed over the ages.
As Alduin enters the world, Ethru's seal weakens, and something escapes -- fragments of 2 swords. Anghelm and Tiamat.
Questline:
The questline is in 4 parts.
1) Find the pieces of the blades.
2) Find the jail of Ehtru or Callisto.
3) Forge the blade.
4) Enchant the blade.
I have flushed out parts of the questline, but the rest will wait. The 4th part is optional, very hard and also slightly hidden. It unlocks certain enchants. Otherwise they will be unenchanted,
Mechanics:
Anghelm is the "nice" sword of the 2. It was used by Ehtru, as a wise and calm battlemage. It isn't directly offensive, as such the enchant isn't going to boost your damage effectiveness, but it will be helpful nonetheless.
- When striking there is a chance your next restoration spell is free of cost.
- When striking, you have a chance of stealing X% of the enemy' magicka.
- When striking you have a chance to disarm the enemy.
- When striking you have a chance to gain a protective shield, absorbing X% incoming damage.
All the values are based off your skills in certain magic school. (Restoration, alteration and illusion).
Tiamat, the offensive sword, used by Callisto, is a lot more straight-to-the point. It takes away your defense, offering you offense instead.
- Chance on hit to leech health off of the enemy.
- When killing and enemy you gain X% attack speed and ignore Y% armor. This lasts 10 seconds, and stacks up to 5 times. At 5 stacks you also gain improved chance to leech health.
- Chance to inflict 'Blood plague' on hit. This does X damage over Y seconds. If the enemy dies during this time, the target explodes dealing Z damage to all unfriendly target in X radius.
Images:
Tiamat sculpt:
http://imagizer.imageshack.us/v2/1024x768q90/743/Bpb9ua.png
Andhelm sculpt(Old sculpt, will polish and pimp up):
http://imagizer.imageshack.us/v2/1024x768q90/742/Hpl3Ti.png
Learning to draw!
I am also working on learning to draw! I find it backwards to look for things to make on google, or hope one of the fantastic concept artist on the BS team got some free time. So I want to learn some concept art myself. It's rough, since I am not a very artistic person by nature. What I do in 3d is done by practice, years of practice. But hey, come and take a look!
Digital Tutor Manly Man tutorial drawing(Yeeaaahh... don't laugh.. I am joking, laugh as much as you want!):
http://imagizer.imageshack.us/v2/1024x768q90/51/toughcartoonfacetutoria.jpg
Wyrmblight Paintover( Yes, I outlined my wyrmblight sculpt and tried to render it in 2d.):
http://imagizer.imageshack.us/v2/1024x768q90/842/x9d8.jpg
Ceremonial Dagger Paintover(The whole proccess, including the sculpt in the end):
http://imagizer.imageshack.us/v2/1024x768q90/843/fg22v.jpg
Dagger(Drawed from head, and look how it turned out. Holy s***, I am bad at this!):
http://imagizer.imageshack.us/v2/1024x768q90/843/unqv0.jpg''
Crude Battleaxe Paintover:
http://imagizer.imageshack.us/v2/1024x768q90/836/bzpy.jpg
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Hey everybody!
For those who do not know, I am Matth -- the 'Blacksmith' of Beyond Skyrim: Cyrodiil. I make the weapons, and will most likely do some armors as well. I stream some of my work at Hitbox as well.
I do some personal project from time to times. Mostly to learn, or improve, different aspect of 3d creation that I don't get doing weapons/armors. I figured I could make a topic about it! Join me, in the journey of 3d study! If any of the models strikes interest, I could consider throwing them up as a modders resource!
Note: If you want to see all my images, and what I do for Beyond Skyrim:Cyrodiil, check out my Imageshack profile: http://imageshack.us/user/Matth80 and follow me on my Hitbox channel(Where I stream from time to time): http://www.hitbox.tv/matth85?key=zHT1QdGf
Imperial Training Camp
First off, this is the Imperial Field Training Camp (IFTC). Concept found on Deviant art.
It hosts:
- A pit, made to train new rookies, and to pit captives for entertainment.
- 2 barracks. the first one contains lots of bedrolls and weapon racks, made to be used by the soliders. The second contains 2 beds, and some extra bed rolls. Made for 1 commanding officer, while allowing for visitors and/or family.
- 2 towers. Each having a fire on top, and a bell underneath. They are used when attaced, to warn nearby towns. The fire is being lit by either an archer, or a mage, every night.
- Statue. Who the statue is off, I don't know. Most likely a imperial war hero of sorts.
* I also feel a blacksmith building would be nice to have, so that there would be somebody to repair armor and such.
It is used by Imperials to train in the harsh climate of Skyrim. A single commanding officer is stationed there, with a couple recruits. For entertainment, the pit is used. For training, the pit is used. It's harsh, it's cold, and it is necessary for new recruits to go through. The camp is usually located out of reach of any town, forcing the recruits to gather their own food and get their own water. The CO(Commanding officer) is the chief here, and his/her voice is law. The recruits stay here for 6 months.
Base mesh:
http://imagizer.imageshack.us/v2/1024x768q90/842/syps.png
Latest progress:
http://imagizer.imageshack.us/v2/1024x768q90/673/5jISgj.png
Anatomy
I want to learn anatomy, but I find it difficult to learn. Here is a few images of what I have managed to do. I try to get the muscle groups correct, while always thinking of the bone structure. So far I failed rather hard, though I have gotten the hang of the human skull! Note: These are male models. I am not even attempting the female anatomy. That thing is so insanely difficult it isn't even funny.
* Note. For those who do not know: Female anatomy is more difficult than male. Simply because what is consider a 'good looking' female human consist is very smooth and flawless, whilst a 'good looking' male is usually a lot more rough. This means you can make a good looking male human while having some roughness here and there, but you can't make a good looking female human unless it is perfect in anatomy, proportion and details.
Torso-Anatomy(Semi-failed. It is not correct, but it got a couple of decent looking muscle groups):
http://imagizer.imageshack.us/v2/1024x768q90/833/ll0f.jpg
Human Skull(The teeth isn't perfect, but otherwise OK):
http://imagizer.imageshack.us/v2/1024x768q90/405/egaz.jpg
Male Bust(Eyes are bad,ears are bad, otherwise not too shabby):
http://imagizer.imageshack.us/v2/1024x768q90/14/lhxo.jpg
Recent Updates:
- 30.08.2014 01:33 GMT +1
Added bricks to the IFTC pit. Next up is retopology and texturing.
- 31.08.2014 22:05 GMT +1
Finished the Ayleid Armor sculpt. Some minor fixes and tweaks to go.
Sculpted more on the bricks on the IFTC pit. Made them rougher.
- 12.09.2014 16:20 GMT +1
Added the Dragon Axe.
- 13.10.2014 14:22 GMT+1
Added more anatomy practice images.
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It seems every polygon got its own smoothing group, which makes it look all blocky and weird.
For quick fix: Set the whole mesh to 1 smoothing group.
For more advanced fix: Only change smoothing group at 90 Degree angles.
If you are unsure about smoothing groups; google it. I am too tired to go into it.
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Google: 3d high poly baking and retopology.
Read.
Learn.
Keep at it!

[WIPz] Matth's Projects Thread
in Skyrim LE
Posted
My new PC arrives today, along with a decent headet with a microphone. I am considering doing videos, and streams, with commentaries.
Anybody got any opinion on this?
I would like to run through more speed sculpts/timelapses, how-to/tutorials, theory behind my workflow, etc. How useful that would be, I don't know.