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Go to the bottom of this page Open jobs for modellers
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ghostruler
Viscount


Registration Date: 05.07.2006
Posts: 247

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yea i'll like you to my photobucket, i've just made a very intesting sword so let me up lode that and i'll put some pic up.

ok got some pics, i'll give you three I had more but i'm afriad I deleated them from my photobuctet

http://i70.photobucket.com/albums/i95/gh...domswordpic.jpg
http://i70.photobucket.com/albums/i95/ghost_-_ruler/smy.jpg
http://i70.photobucket.com/albums/i95/gh...ottelrender.jpg

ok there you want more I can wip something up in about 5 min for something thats of somewhat good quality.

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This post has been edited 1 time(s), it was last edited by ghostruler: 10.07.2006 16:57.

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Killamike718
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After looking at the Dwemer stuff, I found out they use Celtic symbols, and I might use a few on the textures and possibly normal maps(if its appropriate.) Here are some links for the Dwemer symbols.

Celtic Symbol 1
Celtic Symbol 2

I'm going to first model everything then texture and Normal map everything.

Edited by Razorwing. Edited by Razorwing because:
• The links didn't work. You had put the title as the url and vice verca.
Please see the FAQ for more information.


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Axen
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Mike: Kyoushu is making concept art of Dwemeri architecture. He's already posted one concept in this thread. And I assume you mean Celtic symbols as used as part of the design, not as writing? TES borrows a lot of stuff from all sorts of real life cultures and civilizations, so even though they might use SOME symbols, they probably don't use very many.

This post has been edited 2 time(s), it was last edited by Axen: 12.07.2006 21:04.

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Killamike718
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Really??? Can you link me to Concept art and how I can contact him so I can get regular updates?

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Axen
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He'll be posting all (at least the Vvardenfell/Morrowind related ones) his concepts in that thread. (And you might want to click on "in this thread" in my above post Tongue )
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Killamike718
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THANK YOU!, I actually found his gallery, Why wasnt I informed of his work for the Dwemer, He has some really nice stuff drawn out and it makes life 1000 times easier to se it.

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Razorwing
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Chitin Weapon Collection from The Elder Scrolls III: Morrowind - A modeller's reference

> Screenshot: Color/Design
> Screenshot: Color/Clean
> Screenshot: Wireframe

Download: Reference material

The reference material includes the original, separate nif files as well as textures from TES3 as well as the weapon collection imported into 3D Studio Max and saved in .max, .3ds and .obj format. It also has a copy of the screenshots for conventient access.

The following is background information that explains what the material is, and might be helpful when making design choices. It's taken straight from TES3 dialogue.

chitin
Chitin weapons of native Dunmer manufacture are created from the sturdy but light exoskeletons of local creatures. Layers of chitin are typically laminated using vegetable, shalk, and bug resin glues to form strong but flexible weapons. The serrated edges of the original materials are exploited to create especially wicked daggers and slashing weapons.

light armor
The light armor discipline is the study and mastery of leather, boiled leather, chitin, and glass armor styles. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.

light armor styles
Both the Western 'militia' and eastern 'Ashlander' armor styles depends on light, cheap leather armors. The Eastern reinforced chitin armor, however, is distinctly superior to Western-style leather armors, and offers better protection, pound for pound and drake for drake, than any other armor. The 'glass' light armors of the noble Great Houses are in the high Altmer style, strikingly light and stylish, and comparable with the ebony and daedric in protection, but are expensive and in short supply.

material and craft
Weapons popular in Morrowind can be categorized according to their material and craft. In approximate order of value and utility, the types are: chitin, iron, steel, silver, dwarven, nordic, glass, ebony, and daedric.

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mmmpld
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I wanted to mention that I will probably re-create the sixth house bells and the bell hammer. Hopefully this is he right place to mention it.
22.07.2006 16:47 mmmpld is offline Send an Email to mmmpld Search for Posts by mmmpld Add mmmpld to your Buddy List
TheImperialDragon
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Registration Date: 21.06.2006
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I've got two open jobs for modellers:



#1

This house needs some Cheydinhall designs and patterns in its architecture. It is actually a retex of a Chorrol building, so anyone interested, please PM me.

Look below at screen shot # 1



#2

This robe. I've been trying to re-create the Temple robes from Morrowind, but I can't seem to be able to do this by merely retexturing it as the straps are not attached to the robe, and there is a bit of cloth covering the shoulders (see screenshot # 2). Anyone interested should contact me via PM.

TheImperialDragon has attached these images (downsized versions):

ex7.jpg (178 KB) | ex8.jpg (97 KB)

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This post has been edited 2 time(s), it was last edited by TheImperialDragon: 22.07.2006 19:58.

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Razorwing
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Registration Date: 24.03.2004
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mmmpld: Great! Sure it's the right place, though when you want to show your progress or similar it'd be great if you started a new thread here in Visual Dev.

TheImperialDragon: That's a good idea. I've updated the initial post to link to your description. Good job!




18. Dunmer bar counter.
When modding a Dunmer tavern for a TES3 mod, you'd use a small tileset to construct the counter. The original set consisted of six pieces, but that doesn't matter much. The important thing is that it looks reminiscant of Bethesda's Dunmer bar counters, and that it can be modded as long as the modder needs it to be. There should be a corner piece so it can be made into an L-shape and similar. Anything beyond that is gravy.

2006-07-22_DunmerBarTes3Reference.jpg


Download reference files here: -link-. The archive contains the Morrowind nifs, the original textures, and a texture alternative from Vibrant Morrowind you can use on your models if you want.
- If you use 3D Studio Max you can import the nifs using the latest plugin release from the NifTools group.
- If you use Blender, open the nifs in NifSkope, and from there extract the .obj files, and import them in your program.

Sorry for the rapidhare link, filefront's file server was down.

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TheImperialDragon
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Well, we might just need to have different texture mapping so that the textures don't *looking for a word* conflict. That is why we needed so many in Morrowind, but I think a texturer is quite capable of doing that part.

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Razorwing
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I reposted this thread on:
- ESF
- Scharesoft.de
- Rethan Manor
- CanadianIce
- Chorrol.com
- Emma
- Gamingsource (TesSource)
- Planet ElderScrolls

I also posted a message on four 3d modelling sites:
http://www.mapcore.net/forums/viewtopic.php?t=6050
http://www.3dkingdom.org/index.php?name=...wtopic&p=112371
http://www.help3d.com/php/index.php?showtopic=12233
http://www.3dfaq.com/forum/viewtopic.php?p=8301#8301

Hi guys!
My name is Razorwing from the Silgrad Tower mod team, dedicated to modding for the Elder Scrolls series of games. We've been around for close to four years now, and as you can imagine we started modding for the previous game in the series, Morrowind. Us oldies in the team really love Morrowind, and we're excited about our on-going endeavor to create a mod that is essentially a Total Conversion that lets the player think he's playing the previous game in the series. It's not exactly true, but the true explanation is more complicated.
(TES3 took place on Vvardenfell, while our TES3 mod took place on the mainland since Vvardenfell was already there. When we started modding for Oblivion our mod stays in the same area of the make-believe world Elder Scrolls games take place in. So we're situated on the Morrowind Province's mainland and have new cities and new stories compared to the ones seen in TES3)
If you'd like to check out our work and have Oblivion, you can download the latest version of our mod -here-. An online readme can be found at http://parkeep.silgrad.com/ and is also included in the download. We also have a video in streaming and downloadable format. The latter footage is in higher resolution. And we have a screenshot gallery with crystal-clear images, unaffected by video compression, that gives the truest impression of what it's like to play our mod. Of course the video has more entertainment value. We don't really have a guy on the team who knows video editing, so the video isn't as exciting as it could be if it had effects and music and other bling-bling. Wink
As you can imagine, this endeavor requires a lot from us modellers on the team before we can really get started modding our tribute to The Elder Scrolls III. We have over eight hundred models so far, most of which we've modelled ourselves, but more is sorely needed. That's why I'd like to talk a bit about what we need help with.
We have two threads on our Visual Development forum that notes all the open jobs, with extensive descriptions and reference files:
Open jobs for modellers
Open jobs for texturers
I know the descriptions get a bit internal sometimes, and can be hard to follow if one is unfamiliar with the Elder Scrolls series, because they're written with the assumption that the reader is. The reference files are rather straightforward though; we need new models that look like those objects, but look better. It's illegal to use models from TES3 in mods for TES4, so we can't bring them over just like that even though it's technically very easy. Bethesda would shut us down in a heartbeat. With four years under our belt, we're in it for the long haul : )
Please see the section "How to use reference material." in the open jobs for modellers thread for info on how to use the nif files. All you really need is 3D Studio Max and the nif importer/exporter, but of course having the actual game helps a lot otherwise you're flying blind and can't test your models in-game.
Thankyou for your time, and let me know if you have any questions. : )


If you guys know of other places where a similar message can be posted, please go ahead and do so at your discretion. We really need more modellers on the team besides me, Treebiter and mmmpld if we're going to be able to work through the remaining Morrowind models in a reasonable time.

On the upside, Denethor - the man who modelled the dragon - may be willing to create Redoran interiors for us. As mentioned above, mmmpld is now busy creating Sixth House stuff (yaay!). Also, phoenixamon has said that we're allowed to use the Morrowindy book models she's going to create. So, I think we're moving in the right direction again after losing Caligula Superfly and gundalf, but we need more modellers if modders are to be able to mod varied and interesting homes and shops.

Think outside the box - there are millions of people that have Oblivion, and are out there on the net -- it's just that one thousandth of them is involved in the community. Post on 3d modelling forums, forums for other games, everywhere you can think of... thanks! - and to you guys already here, keep up the good work! Good job!

Right, I'm off to model some cutlery and bowls for our Dunmer tables :D

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Treebiter
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I put up an advert on the Turbosquid forums.
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Razorwing
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quote:
Originally posted by Treebiter
I put up an advert on the Turbosquid forums.


Great, thankyou so much! =)
link

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03.08.2006 00:51 Razorwing is offline Send an Email to Razorwing Search for Posts by Razorwing Add Razorwing to your Buddy List
Krisi-_
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Registration Date: 27.06.2006
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Mod DB

Post one there

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Lady Nerevar
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wow, for all the PR you guys do I'm surprised you dont have a mod DB yet.

mod db ftw.

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IAMTHEEMPEROR
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Anyone working on shacks yet? Someone already said that they're working on trees, but we need shacks still.

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IAMTHEEMPEROR
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hmm, many of these things have been up here forever, going incoplete, and I'm growing a bit impatient.

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Razorwing
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quote:
Originally posted by IAMTHEEMPEROR
hmm, many of these things have been up here forever, going incoplete, and I'm growing a bit impatient.


The modellers on our team now are me, Zarf, Treebiter and mmmlpd (sorry if I forgot anyone). Zarf is working on the Redoran buildings, Treebiter is finalizing his redware collections, and mmmlpd is working on the Sixth House models. I do as much as I can. The modellers we have are talented and do a great job, but we just don't have enough manpower to get everything done as fast as one would hope.

I think the best solution would be if you could actively recruit a guy, from ESF or elsewhere, to work on the shacks and other things you'd like for Ebbedin. Because not only would we get a new modeller on the team, but you'd get a guy who could focus a hundred percent on the models that are important to you for Ebbedin. Would you be okay with that?

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DarkAsmodeous
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This may be a stupid question, but if I make a good model for one of these, do I need to UV map it, or would it still be helpful to yu if someone else had to UV map it?

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