From The Void

Post » Wed May 23, 2012 5:11 am

Hmm, the ship's shape made me think of a trireme - but then again, that's probably because I didn't watch the League and modern battleships never interested me (nor did the WWII). I can't stop the feeling that after inserting the engine (and everything it might require) the ships won't have that much space for passangers/cargo... But maybe it's just because of the vanilla ship's size.

Since luminite is glowy crystal #29821 I'll skip it ;)

There isn't much to say about the Shattered Citadel from that screen - I just hope it won't end up as similiar to MM as Whiterun did to Edoras ;)

Have you already decided which armors to retexture for what VG set?
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Bedford White
 
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Post » Wed May 23, 2012 4:21 am

Have you already decided which armors to retexture for what VG set?
I did have it worked out, but real life interfered, haven't had much chance to work at it thus far.

My track record on "Completed Mods" isn't that great, so I'm hesitant to report any more progress unless it's ready for public consumption, but I could use some advice from the community here.
I'm currently in the process of texturing White Senche skins, but I'm questioning what body mesh they should be based on. There are a few floating around now (particularly for females) and I'd prefer to avoid gripes about how the skins don't work properly on this or that mesh. While I realize I can't possibly please everyone, I'd like to know if this is actually an issue or if it will even matter, given the way Skyrim handles skins.
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Markie Mark
 
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Post » Wed May 23, 2012 1:03 pm

I'd use the vanilla mesh. More people are likely to use that than any other. There is no way anyone should expect you to ensure compatibility with all meshes.
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Claudia Cook
 
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Post » Wed May 23, 2012 6:02 am

Interesting idea so far. :smile:
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Lilit Ager
 
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Post » Wed May 23, 2012 6:52 am

I have to agree with using vanilla meshes (after all, this isn't MW, there isn't a "standard" replacer like Better Bodies and the vanilla ones aren't that bad ;) )
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Britney Lopez
 
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Post » Wed May 23, 2012 3:19 pm

Vanillla. Sure, you could make some "addons" for different body types later, but Vanilla is quite alright in Skyrim for body meshes. Even if everyone wears stupid looking underwear(I had a mod installed in Oblivion which added some wearable underwear, which was quite nice, since it looked cute on my one character).

Though I have to wonder, are you going to make these Khajiit have digitgrade feet? That'd be so cool it isn't funny, even though you'd have trouble with actual footwear(and thus they would lack the ability to benefit from any "complete set of armor" bonus, and the few useful footwear enchantments).
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Miss Hayley
 
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Post » Wed May 23, 2012 7:13 pm

Well, if I understand it correctly. Thepal, UNP and a version of CBBE all use the Vanilla mapping mostly. So it shouldn't be too terrible to release a skin resource that works with everyone.
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Chloe :)
 
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Post » Wed May 23, 2012 7:10 am

Vanilla does simplify things considerably. I'd checked out a couple different mods and hadn't noticed any significant changes thus far, but I wanted to be sure I wasn't overlooking something important - thank you all.
Due to the size and quantity of textures, I can't say with any certainty when progress screens will be available. That said, they're my sole focus at the moment and one thing I can do reasonably well is texturing work.

Though I have to wonder, are you going to make these Khajiit have digitgrade feet? That'd be so cool it isn't funny, even though you'd have trouble with actual footwear(and thus they would lack the ability to benefit from any "complete set of armor" bonus, and the few useful footwear enchantments).
As much as I'd love to go back to digitigrade feet, it's beyond my abilities right now. It's certainly something I'll look into in the near future - alternately, request use of it should another modder successfully implement alternate feet first. I'm sorry to say that the learning curve on the new CK is a great deal higher than I anticipated, and that's putting aside the extra knowledge for skinning/weighting and importing new meshes - something I haven't done since Morrowind.
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Danger Mouse
 
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Post » Wed May 23, 2012 4:59 pm

Thanks to http://tesalliance.org/forums/index.php?/topic/4634-3d-craftworks-importing-weapons-into-skyrim/ handy tutorial, I was able to import the Senche Halberd with relatively little fuss.
Screens:
http://i50.photobucket.com/albums/f321/Kieve/Character%20Screenshots/2012-02-16_00003.jpg
http://i50.photobucket.com/albums/f321/Kieve/Character%20Screenshots/2012-02-16_00001.jpg
http://i50.photobucket.com/albums/f321/Kieve/Character%20Screenshots/2012-02-16_00002.jpg
http://i50.photobucket.com/albums/f321/Kieve/Character%20Screenshots/2012-02-16_00004.jpg

As you can see, it's not perfect. I used the Steel Battleaxe as a base, but the longer haft is somewhat bothersome when worn on the back. Also, some weird texture issues with the blade (note how dark it is in 3rd-Per. screen)- I suspect the Normal mapping, but I'm not certain. Will have to mess around with it a bit.
In other news, the base fur layer on the male Senche is complete, I've moved up to giving him his stripes now. Still trying to figure out how to add "mane" fluff around the neck and chest - I'm thinking I may tie it in with facial hair options. It's something I always wanted to include with the Morrowind ones, but couldn't manage to get working correctly.
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DarkGypsy
 
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Post » Wed May 23, 2012 7:45 pm

Apart from the few things you've mentioned, it looks good! Although, perhaps the Headsman's Axe (id: ExecutionerAxe) would be a better base to use? http://desmond.imageshack.us/Himg40/scaled.php?server=40&filename=comparisonj.jpg&res=medium
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Kim Kay
 
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Post » Wed May 23, 2012 2:26 pm

Apart from the few things you've mentioned, it looks good! Although, perhaps the Headsman's Axe (id: ExecutionerAxe) would be a better base to use? http://desmond.imageshack.us/Himg40/scaled.php?server=40&filename=comparisonj.jpg&res=medium

True enough! I didn't know about that one, but will make the adjustments accordingly. There were some mesh and UV tweaks I wanted to make anyway. I suspect most of what I plan to do, I'll need NIFSkope for, so it's best I get the practice in now.
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Roy Harris
 
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Post » Wed May 23, 2012 1:22 pm

is Sithis involved? :D
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Jesus Duran
 
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Post » Wed May 23, 2012 6:44 pm

I really ought to get back to painting, but the Halberd stuff was keeping me awake at night. Still not 100% satisfied but it's "acceptable" for now.
Things to fix still:
-Blood appears, but http://i50.photobucket.com/albums/f321/Kieve/2012-02-18_00001.jpg.
-Tweak positioning further. Appearance on back (sheathed) is more or less http://i50.photobucket.com/albums/f321/Kieve/2012-02-18_00003.jpg but http://i50.photobucket.com/albums/f321/Kieve/2012-02-18_00002.jpg. (Note she's grabbing the end spike now)
-Spec map on blade is a bit high - "too shiny." And something still feels off about the Normals. I did manage to fix the "dark blade" issue with some mesh edits in 3DSM, however.

And now, back to photoshop...
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marie breen
 
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Post » Wed May 23, 2012 8:08 am

Some very early progress with the Male Senche skin. Not much to look at right now, except that I've finally figured out the Editor to the point where I can get the damn skin to show up.
http://i50.photobucket.com/albums/f321/Kieve/WS_editor_001.jpg
Now I can focus on texture seams and lining up stripes. Still debating if I want to mess with the Normals at all - I've had little luck with them so far and I'm not sure the effort would be worth it (more potential to screw up than improve?). Right now, I'm aiming for the White Senches 1.0 release to have 5 Eye, Hair, and facial stripe choices apiece (fairly simple to do once the skin texture is completed) with a reasonably wide selection of tinting colors. In keeping with past Morrowind releases, hair colors will run from jet black to silver-white, shades of cream and brown, and a few moderate blue shades (no crazy vibrant anime stuff, mind). A couple books and, free time pending, an early iteration of the http://planetelderscrolls.gamespy.com/fms/Image.php?id=41760 may also be included - a lone NPC living out in the wild for your roaming Dragonborn to meet, perhaps.

There is one issue I've found that I really hate the CK for (and Beth's way of handling races in general) - I can't simply put "KhajiitRace" into the Armor copy details, or nothing I've done will show up at all. Which means, near as I can tell, creating duplicate references for every bit of equipment your character can equip (armorpart/clothingpart), and tagging it for Senche race. Or alternately, editing the original entries to include KRS_SencheRace in their list (possibly faster, but also raises the potential for conflicts galore with everything else under the sun).
I'm open to thoughts on this.
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XPidgex Jefferson
 
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Post » Wed May 23, 2012 4:16 pm

I really ought to get back to painting, but the Halberd stuff was keeping me awake at night. Still not 100% satisfied but it's "acceptable" for now.
Well, it definately looks far better than it was before. Out of curiousity - do you have two different models for the weapon, or a single one used for both views?

Some very early progress with the Male Senche skin. Not much to look at right now, except that I've finally figured out the Editor to the point where I can get the damn skin to show up.
http://i50.photobucket.com/albums/f321/Kieve/WS_editor_001.jpg
Hmm, it's probably the ligting, but it seems to in places it seems to be blindingly white - then again, this is an early wip (and I don't know anything about creating races in a game newer than Morrowind, so I'm probably missing something ;) ). Still, as a start it definately looks good.

As far as the issue is concerned, it sounds highly annoying - but then again I know too little about the CK to be able to help in any way...
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Rebecca Clare Smith
 
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