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New assets for WIP


xander2077

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here is a sneak peek at some of the assets being developed for a WIP. no textures yet, but models are well under way.

 

http://i.share.pho.to/128d96d4_o.png

http://i.share.pho.to/213b22d8_o.png

http://i.share.pho.to/7a2ada35_o.png

http://i.share.pho.to/fe3f1dc9_o.png

http://i.share.pho.to/643f8d65_o.png

http://i.share.pho.to/201a5a77_o.png

http://i.share.pho.to/00d1a0b0_o.png

http://i.share.pho.to/b8f0bd8c_o.png

http://i.share.pho.to/c1a29fe5_o.png

http://i.share.pho.to/07e83737_o.png

 

im basing the models off of real world contraptions and machines. sort of a mix between industrial revolution/rennaissance/steampunk. but the turbine is actually based on an industrial revolution style steam turbine, and much more fitting. the rods are based on variations of tesla coils. the gyro (weather machine) draws inspiration from the time machine and the modern day hadron collider. and the room itself will have elements from other sources that fit the shape of those things.

 

the colums are pretty much a 1:1 replacer of the ruins in tribunal but will be used in the rest of the ruins as well. there is also more furniture but i have not screen capped those yet. everything is updated and the styles are unified.

 

next up will be to start working on some base corridors and some rubble. and the clutter on shelves. rubberman01 sould be doing his part as well. he is working on changing the look of the ruins to make them much more impressive, and somehow we are going to fit all of this stuff together to make them awesome. the cool thing is so far the parts fit fine together just assembled in wings 3d, so altering the layout in the CS should be easy too if we stick to the morrowind dimensions.

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Bland and boring corridors and hallways will be uplifted by adding separate models to them to allow a mix and match format so no 2 corridors have to look the same. Also we will be working on traps etc and maybe even throw in a quest.

 

The entire project will replace the Dwemer ruins and perhaps add some more to Solstheim in the style of Skyrim.

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yep, we are going to toss around a few ideas but that is the basic thing. simple and modular, over a hugely overcrafted dwemer ruin tileset that doesnt really do much to impress. im working on gears, redoing them right now, and also reducing poly counts on some of the things i already made. should be able to eliminate some of them with better use of normal maps and ambient occlusion. its funny but the first day we spent exchanging files we had almost identical styles in mind for the halls and corridors and i am impressed with the way rubberman was able to duplicate details easily. it looks as if one person was working on the thing now but i know different.

 

we will aslo be dong a lot more rubble and broken things to add to the overall ruined feel of it. once i ifgure out the normal maps it should be easy to add lots of cracked stone surfaces and chunks missing in walls. those should be lots of fun.

Edited by xander2077
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new dynamo model. had it working in blender 2.74 but opening it in blender 2.49 removed the animations. so i ahve to reimport the vanilla nif and redo the adjustments to the empties and other things to fix the issue. also reduced polys on the gears, and adjusted the angles of the tunnel corridors to match the default archway seen above in the pic from rubberman. more later.

 

 

 

http://i.share.pho.to/8eea97a5_o.png

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