Task Allocation
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Task Allocation
So guys, volunteer or just tell someone your skillset.
This One: Plot, voice acting, and NPC dialogue writing. Basic Textures using Photoshop and Texture replacer.
I'm also learning blender, so I may do the simpler Models that people with skill have no time for.
This One: Plot, voice acting, and NPC dialogue writing. Basic Textures using Photoshop and Texture replacer.
I'm also learning blender, so I may do the simpler Models that people with skill have no time for.
Re: Task Allocation
Well first we should fill up the ranks with more people ...
Zenith92- Team Member
- Posts : 12
Join date : 2008-08-27
Re: Task Allocation
Yeah, true that. Hmm... maybe we could put links to the Mod Proposal in our BethsoftForums signatures?
I'll also edit the first post of the Mod Proposal to include a plea for more members, and include a list of members who sign up so we can keep track.
If you know anyone who might be interested, PLEASE ASK THEM IF THEY'LL JOIN. And I mean anyone... anyone who you've collaborated with on a mod or even if you just barely know them. Sign em up!
I'll also edit the first post of the Mod Proposal to include a plea for more members, and include a list of members who sign up so we can keep track.
If you know anyone who might be interested, PLEASE ASK THEM IF THEY'LL JOIN. And I mean anyone... anyone who you've collaborated with on a mod or even if you just barely know them. Sign em up!
Re: Task Allocation
http://www.tesnexus.com/modules/members/index.php?id=496311
Try this guy im sure he would like to join...
Try this guy im sure he would like to join...
Zenith92- Team Member
- Posts : 12
Join date : 2008-08-27
Re: Task Allocation
How do you know him? I don't want to contact him, and have him say 'whuh...?' ;P
And lol at his avatar! I used to use that banner for Dawn of War!
And lol at his avatar! I used to use that banner for Dawn of War!
Re: Task Allocation
This One wrote:So guys, volunteer or just tell someone your skillset.
This One: Plot, voice acting, and NPC dialogue writing. Basic Textures using Photoshop and Texture replacer.
I'm also learning blender, so I may do the simpler Models that people with skill have no time for.
I know my way around Blender right now. In a very basic aspect though. I'm gonna start making the Vivec Cantons, if thats cool with you guys. I'm just trying to think of possibly, a basic shape in the Oblivion world, I could make the meshes from, so I don't have to make any UV maps...Tell me if you guys know of any.
mikedzines- Team Member
- Posts : 6
Join date : 2008-08-28
Re: Task Allocation
Great. We'll be focusing on the cantons one at a time, so if this is any help to you, we're doing the Temple District Cantons first.
You'll be working on the exterior cells first right?
Also, do you have a copy of Morrowind on PC or Xbox you can reference? If not, there are some usefull bird's eye view maps and good general resources and info linked in the 'Temple District' Sub-forum.
You'll be working on the exterior cells first right?
Also, do you have a copy of Morrowind on PC or Xbox you can reference? If not, there are some usefull bird's eye view maps and good general resources and info linked in the 'Temple District' Sub-forum.
Re: Task Allocation
I do. I've actually managed to smoothen out the Vivec Cantons, so they're not as jagged. I'll show you some screenies soon! One question what kinda texture are we aiming for...with these buildings? Are we aiming to make them look ruined? or simply just to fit in with Oblivion's style of texture quality.This One wrote:Great. We'll be focusing on the cantons one at a time, so if this is any help to you, we're doing the Temple District Cantons first.
You'll be working on the exterior cells first right?
Also, do you have a copy of Morrowind on PC or Xbox you can reference? If not, there are some usefull bird's eye view maps and good general resources and info linked in the 'Temple District' Sub-forum.
Last edited by mikedzines on Sat Aug 30, 2008 3:37 am; edited 1 time in total (Reason for editing : typos)
mikedzines- Team Member
- Posts : 6
Join date : 2008-08-28
Re: Task Allocation
I think try and make them as close as possible to the original TES III look thats just my opinion
Kethol- Team Member
- Posts : 4
Join date : 2008-08-28
Age : 33
Re: Task Allocation
Hey guys, take an early look at what our Cantons are gonna look like. The texture is more stoney than other ones (higher resolution too) you'll also find that the curves are a lot less sharp than that of Morrowind, thanks to increasing the poly count. I'm gonna do an ingame test to see how these run...especially 7 of them :P
https://i.servimg.com/u/f51/12/91/96/52/canton10.jpg
https://i.servimg.com/u/f51/12/91/96/52/canton10.jpg
mikedzines- Team Member
- Posts : 6
Join date : 2008-08-28
Re: Task Allocation
Ok, looks good so far... and fast!
But I'm confused... are those small entrances on the side the ramps which lead up to the higher levels? I can't tell in the pic. You'll also add the 'buttresses' seem in morrowind to the sides, right? Other than that, it's amazing work and very, very quick.
Also, I was thinking we could make some of the cantons more similar to the original concept art:
Concept Art:
To compare it, here's a screenie of the in-game canton:
I'm a huge fan of the more communal, open air version of a canton, and I think with Oblivion's graphics, we could make what was technically unrealistic in Morrowind a possiblilty. We probably shouldn't do this for the roofs of all the cantons, but it would be great for one or two.
Whadaya think?
But I'm confused... are those small entrances on the side the ramps which lead up to the higher levels? I can't tell in the pic. You'll also add the 'buttresses' seem in morrowind to the sides, right? Other than that, it's amazing work and very, very quick.
Also, I was thinking we could make some of the cantons more similar to the original concept art:
Concept Art:
To compare it, here's a screenie of the in-game canton:
I'm a huge fan of the more communal, open air version of a canton, and I think with Oblivion's graphics, we could make what was technically unrealistic in Morrowind a possiblilty. We probably shouldn't do this for the roofs of all the cantons, but it would be great for one or two.
Whadaya think?
Re: Task Allocation
I like where you're going with this. We could have could have balmora style buildings ontop of the houses. As far as architecture goes, what do you think?
mikedzines- Team Member
- Posts : 6
Join date : 2008-08-28
Re: Task Allocation
mikedzines wrote:I like where you're going with this. We could have could have balmora style buildings ontop of the houses. As far as architecture goes, what do you think?
Great, exactly what I was thinking! We shouldn't go over board with the buildings-on-roofs style (sounds like an argonian name! ) though, maybe do it for only 1-2 cantons.
Re: Task Allocation
I like the idea alot the but just so you know I think only the foreign quarter has 3 levels. Never really looked at the amount of levels but im pretty sure that all the others have only 2.
Kethol- Team Member
- Posts : 4
Join date : 2008-08-28
Age : 33
Re: Task Allocation
mikedzines wrote:Hey guys, take an early look at what our Cantons are gonna look like. The texture is more stoney than other ones (higher resolution too) you'll also find that the curves are a lot less sharp than that of Morrowind, thanks to increasing the poly count. I'm gonna do an ingame test to see how these run...especially 7 of them :P
https://i.servimg.com/u/f51/12/91/96/52/canton10.jpg
Very nice but is this a import from morrowind?
Zenith92- Team Member
- Posts : 12
Join date : 2008-08-27
Re: Task Allocation
I think it is, he improved the polys and made it less jaggy though.
And is that a new skin? If not, Zenith is the skin guy right? Could you reskin it, make it greyer and the roof more bronze/gold coloured, and darken the green trim.
And is that a new skin? If not, Zenith is the skin guy right? Could you reskin it, make it greyer and the roof more bronze/gold coloured, and darken the green trim.
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