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morcroft

The team and introductions

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Welcome to Elsweyr!
 
This is the thread for anyone who wants to become a member of the Elsweyr team - but you're also welcome to introduce yourself just as an interested party.
 
We often get new arrivals who say "Here I am, what can I do to help?"
 
Sorry to say it, but if you have to ask the question then the answer is probably "Not much." Nobody has time to direct anybody else - especially the team leads - so really if you aren't a self starter then you probably won't find much to do. 
 
On the other hand, there is quite a strong existing vision - so if you do have ideas please share them in outline form before committing large amounts of work, in case they don't fit.
 
The Elsweyr project is currently focused on:
  • Asset development
  • Concept Art
  • Overall design
  • Initial Landscaping
You do not need to be a member of the team to post in our forum threads, and all serious ideas and contributions are welcome. If you want to become a full contributor to the team you will need to apply.
 
How to join us
 
If you want to join our team you have to do the following four things:
  1. Introduce yourself and tell us what you want to do for us.
  2. Show us an example of your previous work.
  3. Search our forums to find a task for yourself.
  4. Make a plan how you want to fulfill this task.
Please post your application in this thread.
 
We look forward to working with you!
 
We are searching for
  • Concept artists
  • Modelers
 
We will also require
  • Exterior designers
  • Interior-/Dungeon designers
who can begin designing and help gather the necessary assets

Team Roster

The currently active Modding team is:
 

Management

Morcroft
The Old Ye Bard (TOYB)

Active Team Members

Deeza - Writing
JoopvanDie - Landscaper
Noctis - Modeller
Polzynn - Landscaper
RaZakhar & Kiarash - Linguistics
Sage of Ice - Writing
Tenaar (Lux) - Music Director
UnboundDremora - Landscape / Level Design

Associate Members

Active on DC but not currently working on Elsweyr

Berkian - Hyaenidae specialist
Chiaro22 - CK Modder and apprentice modeller
dargaron - Concept Artist and modeller
Mizreg - CK Modder

Alumni

Significant contributors we haven't seen for a while:

Ja-Kha'jay (JKJ)
Leianne1 - Artist
Kyoushu - Artist
Vintra - Modeler
Sceluk (SL) - CK Modder
Asterai - Literature

If anybody else from the old crowd wants back in please get in touch - we're getting active again.

Edited by morcroft
Roster changes
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Hi guys, good to see that this project is still up and running. :devil3: Looking forward to putting my hands back to work in general CK stuff and scripting, quests and interiors.

And also, a BIG Well Done to those who worked on the heightmap.

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Thanks - sometime I may post up my old History of the Heightmap post : it was a bit epic!

Glad to see you back: I'll PM Andalay Bay to get you added to the Elsweyr members group. What do you want to use for a modding abbreviation?

Thanks also for the info on what you want to work on: that helps us plan. Scripting, Quests and Interiors are obviously way down the line for TES5/CK work. If you're interested, we'll be keeping the TES4 mod active for the immediate term, so if you fancy doing any improvement work there we could use the help: in particular, and do-able now, we need four Ayleid dungeons and two imperial forts - either in use or ruined.

In any case, and this goes for all team members: if you still have Oblivion installed I'd like you to download and explore the TES4 Public Alpha when it comes out - hopefully in the next week or so. This is the same world we will be building in TES5, so everything you will see is a prototype of where we're going overall.

Sceluk - in particular, I'd like you to get your head round the region generation: both the presets I made (in places badly) for TES4 and the updated system for TES5 in the CK when it comes out. I will want to work with you on getting those ready, if you're up for it. I intend to use placeholder meshes as well, so that we can get the region gen started without waiting for the assets. Hope you now have a heat-proof PC: otherwise you'll be dropping out come spring, won't you?!

Sounds like I'm throwing a lot out here, doesn't it? I am. We want to get this mod up and running really fast - and in fact, I'd like to be able to create a "visualization build" - full heightmap and placeholder region gen which we can start to screenshot and test with - in maybe 3 months.

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Haha PC is all good now, it survived through our country's hottest summer yet, with me playing everything on Ultra, so no I don't think it'll overheat. (And I have two gaming PC's so, can run on both at the same time :)

I think I'll region gen all right for TES4, but didn't the devs say TES5 was all hand placed, so no region gen?

Oh, as for the tag, I guess SL would do.

Edited by sceluk

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I want to keep as much as possible online, so a thread (or more than one) in Landscaping, definitely.

I'm going to put up threads to organise all the main workstreams. For the moment just wait for that - I'll probably put something up once the Alpha's out and you can see what I got up to.

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Hey there guys, I'm new to this.

After I've played Skyrim thoroughly and the CK is released, I'd love to help with creating this mod. I was going to plan the creation of a city in Elswyr by myself until I read about this project. Cities, landscapes, house interiors, dungeon interiors, writing dialogue, voice acting, quests, general scripting, modeling (but I have no experience in this yet), organize/coordinate some of these things, I'm willing to learn/do it all. My vision is of a high quality mod - I would much rather have a city whose quality goes beyond that of Bethesda's (I have my criticisms of the way they make their game), and definitely bigger in size, than a half-empty Elswyr without much attention paid to detail. I don't think that towns in Bethesda games can be called towns, or cities be called cities regarding size.

For starters I would love to work on a city in it's own contained worldspace, treated as a modular mod to be added to Elswyr, and as long as Elswyr isn't ready for release to be accessible by ship or land transport from Skyrim. I think it's by far the most manageable way to approach a large mod like this - modules created and updated separately by different modders and which can then be combined into a large mod.

Edit: forgot to add some things: I'm a huge fan of cats and cat-like animals, and by extension the Khajit and especially in how they are presented in Skyrim, which is what motivated me to want to create the Khajit homeland. I have modding experience reaching back to Morrowind, though I have never done anything beyond adding houses, altering interiors and tweaking the gameplay for myself. I am motivated to see the project to completion, and am looking forward to spending my spare time on it. I can't accept anything that isn't high quality, or cutting large corners - no Khajit with human voices, but Khajit sounding ones. That level of detail is important to me.

Edited by finiras

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Hi Finiras - welcome to the project!

We really work "outside in" for the towns and cities - get the overall worldspace right, then wall off the city with a landmark buildings inside, then copy that off to its own worldspace. That enables the city to fit organically into the landscape. Combining modules that are not built like that is a bit of a nightmare - even with the toolset that has been built up over the years for Oblivion.

I think the problem with starting from a separate worldspace module is going to be that the parent worldspace is incorrect - I'm not sure what happens to a child worldspace if you try and change the parent. Maybe someone else here knows.

That said, our overall heightmap is well on the way: we're planning to make some adjustments to our TES4 version while we up-scale it to TES5 but I'm already working on it now and I don't think it'll take more than a few weeks.

Also, our cities are very distinctive, each with new architecture. We are not going to allocate one exclusively to anyone who is not an experienced modeller. Individual elements will be allocated on a claims basis.

Don't worry too much about a half-empty world. We will use region generation to get a complete landscape - which will obviously then need hand-finishing. The amount of content we had in place under TES4 was a bit squeezed by the available space: the new Elsweyr will be about 1/3 bigger and I'm sure we will be able to fill it.

Your attitude to detail sounds good! Once we have the base mod ready and some of the critical modelling work done then maybe you can get started with some top-quality interiors while we get the exterior ready for outdoor claims to be issued.

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Thank you. I know that modeling is an important part of this - it is important that Elswyr looks like Elswyr, and not too much like Skyrim. We'll need to model for interiors as well. At least retexture.

I was already planning to learn to model. I'd love to do that. Could any modeler please weigh in with some recommendations on what modeling program, ideally, to get proficient in and point me to resources like tutorials that would help me get the hang of it? (yes i know it isn't easy - please no lectures about how long it takes or how hard it is like I've seen elsewhere)

If the program is 3dsmax or maya or another program like that - which version? I know that compatibility with exporting plugins would be important.

Thanks.

edit: also, good luck with the heightmap and whatever else you'll do. if you need any assistance with anything, please pm me.

Edited by finiras

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Right, I know a thing or two about modeling.

First, are you a student at school or at university? If so, you may be eligible to get a 3-year free licence of 3dsMax here: http://usa.autodesk.com/3ds-max/

You will need to provide some personal details if you are able to get a copy.

Otherwise, I would recommend Blender because it is free.

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Personally I use Blender. TOYB uses 3DS Max. I think those two are pretty much the norm. Yes modelling is hard, yes it takes ages to get proficient - and yes you should go ahead and do it anyway because it's really rewarding!!

The export tools for Skyrim are not yet available. If you have Oblivion and want to model for that to get your hand in then you'll need version Bleder 2.49b (NOT later) and the NifTools Blender scripts. Refer to http://niftools.sour...et/wiki/Blender for details. If you're completely new to modelling you should start with http://www.blender.o...help/tutorials/ - I can't remember where I started, though.

Can't advise if you want to use 3DSMax instead - don't know it.

Once you can make a basic thing in the interface, I'd suggest using the file import option to pull in a .nif file and tweak that.

Expect to make really simple stuff to start with. Clutter will be useful, or flora - but don't spend ages on a project without checking in here whether it might be useful or mght have been made already!

Good luck!

Edited by morcroft

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I can weigh in here a bit. First, if you guys are going to include quests, and that is something players will want, then don't limit yourselves to just modellers. It sounds like you've got that covered. Get yourselves some experienced scripters and quest coders. You also need to be fairly technical to code up the NPC AI.

Also, the newer versions of Blender are now supported by NifTools and I would recommend the newer versions for someone just starting out because the interface has been improved. I would have a look at the NifTools forums to see which version they are going to upgrade to get working with Skyrim - the NIF format is quite different.

But if you can get your hands on 3DS Max, that's definitely the way to go. It is fully documented and has excellent tutorials. Also the NifTools plugin is being upgraded to work with the newer versions of Max, both the 32 and 64 bit versions.

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Thanks for the info, AB. Useful to know about the NifTools upgrade: I'm out of date.

We certainly don't intend to limit ourselves to modellers at all - the issue is that each city is going to need a lot of architecture creating before we get as far as all the other tasks so if we hand control of a city to someone who has no modelling experience then the whole thing will rapidly grind to a halt.

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Thanks for the info, AB. Useful to know about the NifTools upgrade: I'm out of date.

We certainly don't intend to limit ourselves to modellers at all - the issue is that each city is going to need a lot of architecture creating before we get as far as all the other tasks so if we hand control of a city to someone who has no modelling experience then the whole thing will rapidly grind to a halt.

Just a humble idea: rather than giving anyone control of a city, maybe it is better to make a subforum for that city/area of the mod (everything from external regions to quests and dialogue) where everyone can talk about and agree upon ideas, after which modders can create the content for those ideas, like specific models or write dialogue as agreed upon, after which the content is shared and can be refined/changed as agreed upon further. Having such a structured process might ensure more success, rather than a very loose "ok you go make everything for that city".

Handing the whole process from idea generation to content creation away for a city away to someone, i think, is a recipe to get them overwhelmed and to get them demotivated. Having motivated people for a project like this is important I think, it has happened many times that a project like this has died because of lack of them. It would also help with teambuilding, something that would help to ensure the survival of the project too. And you would be much more likely to get resources that don't "fit" together in the same world. Perhaps we could collectively tackle different areas (like specific cities) of the mod at once instead of allocating large aspects of a mod to one person.

But I don't have experience with organizing this kind of thing, so maybe I am horribly wrong. I just think that we should think about doing things differently than other similar projects that have failed, given the rather large percentage of failures of large mods like this with the traditional formula.

Maybe I rambled a bit too much. And yes I can get my hands on 3ds max, and after searching for a bit I am glad to report that niftools is compatible with the latest version of it.

Edited by finiras

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That's not a bad idea finiras but it is very hard for more than one person to work on an area. Now it is possible to exchange plugins here, but it does require coordination and ultimately only one person can work on a plugin at a time. However, as I said, you can exchange the plugin back and forth, and that might be something to consider.

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Thanks for the info, AB. Useful to know about the NifTools upgrade: I'm out of date.

We certainly don't intend to limit ourselves to modellers at all - the issue is that each city is going to need a lot of architecture creating before we get as far as all the other tasks so if we hand control of a city to someone who has no modelling experience then the whole thing will rapidly grind to a halt.

Just a humble idea: rather than giving anyone control of a city, maybe it is better to make a subforum for that city/area of the mod (everything from external regions to quests and dialogue) where everyone can talk about and agree upon ideas, after which modders can create the content for those ideas, like specific models or write dialogue as agreed upon, after which the content is shared and can be refined/changed as agreed upon further. Having such a structured process might ensure more success, rather than a very loose "ok you go make everything for that city".

Handing the whole process from idea generation to content creation away for a city away to someone, i think, is a recipe to get them overwhelmed and to get them demotivated. Having motivated people for a project like this is important I think, it has happened many times that a project like this has died because of lack of them. It would also help with teambuilding, something that would help to ensure the survival of the project too. And you would be much more likely to get resources that don't "fit" together in the same world. Perhaps we could collectively tackle different areas (like specific cities) of the mod at once instead of allocating large aspects of a mod to one person.

But I don't have experience with organizing this kind of thing, so maybe I am horribly wrong. I just think that we should think about doing things differently than other similar projects that have failed, given the rather large percentage of failures of large mods like this with the traditional formula.

Maybe I rambled a bit too much. And yes I can get my hands on 3ds max, and after searching for a bit I am glad to report that niftools is compatible with the latest version of it.

I think you've overlooked the fact we've a mod that's been around for quite a few years working on OB, and are now switching to Skyrim -we already are structured like that, and we design from the bottom up, pretty much nothing in the mod is done without collective group planning, and cities especially are done from the bottom up starting with concept art, if you look over our forums, you'll find some of the development we've already done for the TES4 version of the mod (though most is still archived away from our old boards).

And in regards to plugins, we work via a main .esm, and merge individual plugins as claims role in -usually a city claim exterior will go out to one person at a time to avoid incompatibilities however.

Edited by The Old Ye Bard

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So only one person at a time can work on the mod in the CK? It's been a while but I seem to remember a fan-made tool that can read all the additions/changes that a mod makes and selectively copy those changes to another mod. That would seem to me like an invaluable tool to use so that more people can work on the project in the CK at the same time and selectively merge changes into the main file when they are done. Maybe I'm missing something that makes this impractical though.

Edited by finiras

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So only one person at a time can work on the mod in the CK?

No, not at all! That would be hopeless!!! You're completely right: nothing could ever be achieved that way.

There are a number of tools used to combine sections of mods together and we do use them.

The precise details of the process will probably change a little with Skyrim but basically it goes something like this:

The parent worldspace is created in a .esm file, which also contains the overall heightmap.

This master file is distributed to the team

The overall work is split up into "Claims" - sections of landscape; individual cities (or districts of cities); named dungeons etc

Each modder who takes a claim will work in a separate esp that has the master file as a dependency (as set in the data files section of the CS/CK)

Modders do need to keep work separate - you don't want two modders touching the same cell: merging and cleaning it all gets very messy if that happens

On completion of the claim, the resource coordinator (probably me) will merge the esp into the master copy.

From time to time a new master is released

The critical thing that makes it a problem working completely separately from the outset is the point that each esp must have the same master file as a dependency - otherwise the heightmap and all resources don't match up, and other nasty things happen - of the sort that Andalay Bay has been unpicking for Black Marsh.

So, when you start modding for Elsweyr (as I hope you will) you first need the barebones master file. If we haven't completed the heightmap then you won't be able to do exteriors (including cities - they use the same heightmap data as the parent worldspace).

However, you should be able to mod interiors. The only delay there will be getting our custom interior meshes and clutter created in the master so it can be referenced in the working esp.

One thing that is making it very hard for you to get an overview of how we work is that we've recently moved from the (now closed) Silgrad Tower site and we haven't posted up the old coordination threads (to save clutter) from our TES4 version and we haven't posted up the new stuff yet. We do work more or less exactly as you suggest.

My point about "handing a city to someone" was only intended to demonstrate why cities can't be taken off and done separately as "mini-mods." In practice one person (at most two) needs to "own" a city - some teams call that person the "mayor" which I quite like. He/she is responsible for coordinating work on the city but doesn't do it all alone. We insist, at least in the beginning, that the mayor is either an experienced modeller or works closely with one because - as Deeza said - lack of architecture meshes will kill city development almost immediately.

Hope that makes sense - and by all means keep asking until it does!

Edited by morcroft

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Come to think of it, wasn't that pretty much exactly what happened to almost all the Beyond Cyrodiil projects?

That is what happened to Akavir. I did try after ending up with leadership, but having no ability to do modelling pretty much killed it.

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That is what happened to Akavir. I did try after ending up with leadership, but having no ability to do modelling pretty much killed it.

But didn't a fair amount of models get made in the end? (Sorry for the off-topic, btw, we could perhaps discuss this elsewhere)

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That is what happened to Akavir. I did try after ending up with leadership, but having no ability to do modelling pretty much killed it.

But didn't a fair amount of models get made in the end? (Sorry for the off-topic, btw, we could perhaps discuss this elsewhere)

Most of those are up on TESNexus by the individual authors as resources. I believe they would be available here as long as proper credit is given. It's been a long time since I went looking for those though.

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Hey guys, I'm here from the Official Forums!

I've worked with a friend of mine on the High Rock Beyond Cyrodiil project in Oblivion, so I've done this sort of stuff before. I mainly do world building and scripting but can do some simple model editing and texture reworking if required. I've wanted to work on an Elsweyr project for some time now and once I saw a few members from the High Rock team here, I knew I had to join.

Hopefully, you can use someone like me on your team.

:)

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You're very welcome here, your majesty!

By world building do you mean general CS (CK) modding? We will certainly need that but of course there's a lot of modelling to get done first, especially as Skyrim seems unlikely to serve us up much material to work with.

Experienced scripters are especially welcome - although again it's going to be a while 'til you can really get cracking on that.

Take a look round, settle in, and join the discussions. We'll try to get something ready to work on as soon as possible.

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I've just recently started to learn level design in the Creation Kit, but if you guys need help making a couple of minor/small interiors, such as dry caves, ruins/dungeons or simple house interiors for your project, I'd be glad to help!

I'd rather attemtpt smaller interiors than larger ones mainly because I'm not an expert modder and therefore do not want to aim too high, but also because I want to put all my noob skills and effort into making the smaller area as good as possible.

I don't know that much about Elsweyr or Elsweyr lore, so I'm more interested in creating interior settings for quests and lore rather than creating the quests themselves, or join in too much on the story/lore direction. Yet I do have ambitions to learn more about quest design and such with time.

Anyhow, I like the idea of several modders joining forces to create larger worldspace-mods, so the Beyond Skyrim initiative is definetively one I like. :)

Edited by Chiaro22

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Hello Chiaro22!

You're actually arriving at just the right time - and with a good skillset. I've been pulled away for some time dealing with the all-Tamriel Heightmap leaving Elsweyr languishing untended but I'm hoping to pay more attention again soon.

The big requirement is going to be for modelling - especially for stuff like buildings so I can't ask you to help out with house interiors at the moment, but we will be needing both wet and dry caves and also mines. You should certainly be able to find stuff to do without needing too much lore knowledge or having to script quests yourself.

I will want to get a basic resource file set up first, because I want modders to use resources specific to Elsweyr so for example we can retexture or add local items to containers at a later date without having to change the underlying objects.

Can I ask you to please keep active in this forum and add your comments to whatever I put up in the near future? I want to get things rolling properly really soon so we need an active team.

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That's cool :)

I'll hang around the forums and read up on things CK- and Elsweyr-related, comment on trivialities and await further orders!

I'll also look more into the fine details of the cave and mine kits so I'll be mentally prepared to take the leap from the safety of the nordic ruin kit.

Congratulations on the Heigthmap by the way, that must have been an insanely huge amount of work!

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Fair point: Finiras hasn't been on since November but Asterai put together some interesting literature and deserves a credit. I'm adding you as a general CK modder.

Feel free to keep pulling me up on stuff like this - I've so many other things on that it helps to have the management issues flagged.

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Sound like a good plan - I'll start a guidelines for Elsweyr modding thread soon, and I'll get you added to the team roster.

A Guidelines for Elsweyr modding thread would be very much needed, indeed.

A few humble suggestions of what it would be practical to see in such a thread (or other, relevant development threads):

-An outline of how many different interiors there's a goal of creating, like x number of caves, mines, ruins/dungeons, villages, shipwrecks etc, plus «subcategorical details» of those, like x number of dry caves, x number of wet caves etc.

-If interiors are to be designed without specific NPCs in them it would at least be nice to know which general type of NPCs they are meant to house, like mages, bandits, undead, wild animals or combinations of these or other types.

-And finally, a thread like that needs to answer one of the big questions out there; which specific vanilla Skyrim assets (tilesets, clutter, flora etc) are approved for interior modding?

-As an addition it would also be nice to see a list of the orginial tilesets that are being planned/modelled for the mod, as well as gentle hints about when (approximately) these can be assumed to be finished so they can be used in the CK, although I'm sure it won't be tomorrow, or the day after tomorrow.

Edited by Chiaro22

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Yes it is! Welcome on board.

I see you're already in the TtC and RtM teams. It's fine for you to be in more than one team but bear in mind that if you spread yourself too thin then you won't achieve much for anybody. That's just a cautionary note, though: right now we're all scrabbling to find work for people so take advantage of the time to improve your modelling skills and help out wherever you can.

Edited by morcroft

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Yes it is! Welcome on board.

I see you're already in the TtC and RtM teams. It's fine for you to be in more than one team but bear in mind that if you spread yourself too thin then you won't achieve much for anybody. That's just a cautionary note, though: right now we're all scrabbling to find work for people so take advantage of the time to improve your modelling skills and help out wherever you can.

Hey, I though you were trying to steal people from me... ;)

Not sure where everyone went, though. Probably got bored as I wasn't ordering people around or putting on much of a show.

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Oh I am! This is the subtle, "act like the most reasonable guy around and they'll flock to you" ploy. Maybe.

It's hard to keep the momentum at this stage - especially as the skill most needed - modelling - is also the one people seem to find hardest to acquire. Good to see tetsuoswrath making the effort to learn to model: the more modellers we have in the community the better

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Well, the TES IV project stalled because Skyrim came out and we decided to cut our losses - Deserts of Anequina had rather stolen the crown for Oblivion. There's a bunck of pictures in my photobucket albums.

We moved to Dark Creations from the old Silgrad Tower site. Their new site, Silgradmodding.org still hosts our old archive - I think you need to create an account there to see it.

We need to migrate some of the old resources but there's an awful lot of remodelling to do.

TESV stuff is all here at DC - just browse!

Edited by morcroft

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Neat.

Just saw some youtube clips on Deserts of Anequina. Looks fantastic!

I hope I can share my opinion on design on top of modeling/texturing. Save those for other topics, of course.

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Okay sign me up, I can do anything really, (that I put my mind to) that modding team needs but I would like to be a texture and landscape artist for the team.

Edited by Zalpha

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Okay landscape textures: Do you make them in a program like Paint.net/Photoshop then bring them into blender, then NifSkope, then CK, then game? Or are they made in Blender/3ds max?

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Textures are made in Photoshop/GIMP/etc. and imported directly into the game, no nifskope or blender needed. You can make the _n map in a modeling program I suppose, but few (none?) do.

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That depends on the artist! They are pure graphic images. Often start with a photo or several; modify and blend in Photoshop or Gimp.

Modelling can be useful sometimes though. For the wattle and daub of my farmhuts I took a wicker texture; applied ot to a planar object in Blender; cut it up along the weave edges; reformed it and added a bumpy "daub" layer then "baked" the textures and normal maps from that.

Porscha's detailed cat statues will be made by modelling in blender/dsmax then rendering the colour ("diffuse") and normal maps and to preserve the detail of a high poly model on low-poly game mesh.

The landscape texture files are no different to object textures in principle - they can be modelled. More common to use photos and/or 2-D art to create them though.

Edit: I made a pebble-strewn riverbed in Blender fot the TES4 version. Could have been better and I may give it another go. That created both diffuse and normal maps from the model.

Edited by morcroft

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Thanks morcroft and Lady N. If I used photos for the texture, what quality and size does the photo need to be?

Sorry for posting this i this thread, probably should be in a different one.

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If your camera is older than 2002, it can. You'll want to take several shots so that you have more material to tile from. Check out this handy tutorial on photography for texturing.

If the CK is like the OB CS, it just throws out a warning when trying to do textures bigger than 512, but applies them just fine. It's a little bit annoying (I'd use 512 textures to work with and then switch the bigger ones into the release files), but not really a problem.

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A new modeler shouldn't have a hard time finding work on the Beyond Skyrim projects these days. :P

I think there's lots to be modeled in the rocks-and-plants department, as certain individuals on this site are fumbling around with something odd called "region generation", and thus needs rocks, plants, trees etc. I'm sure Morcroft will stop by here and guide you further into the mysterious details of what needs to be done.

Are you an experienced modeler by the way? And is there anything in particular you like to model?

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Yeah, i've modelled a lots of things in Oblivion, but never released anything.

I don't know what is changed since TES:IV in modelling. Anyways i can handle anything.

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Welcome Solken! Yes we are definitely in need of modellers. What package do you use? Do you have any nif files (even Oblivion ones) I can review to get an idea of your work? Things are a litte diffferent in TES5 but in most cases not in terms of the base model - just how we have to get it transferred to nif.

What do you prefer to work on? Right now Beyond Skyrim as a whole is most in need of flora - remakes of all the Oblivion plants in particular because Cyrodiil is central and its plants will spill over into all other regions. Otherwise we will need architecture, both interior and exterior - if that's your preference then we can ramp up the design discussions for that.

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It is a kind of funny story that what happened to my old models... (a computer crash caused by an angry ppl)

Anyways, it was a long time ago, i've forgot a lots of things, but im practicing in blender actually.

Plant modelling? Absolutely what i wanted to work on!

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So im verrey intrested in this and would like to be a part of it i havent done any modding since TES3 though. I can learn fast and im allready somewhat familiar with the creation kit. Im also a farly artistic person.

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Welcome saevelland!

Right now we've not much for pure CK modders to do because we're still working on resources, after which we need to do the region generation. Please take a look around the forum and see if anything intersts you in particular, and feel free to resurrect threads or ask questions. I'm afraid I've been more busy with the world at large than Elsweyr itself so this mod isn't getting the TLC it needs. Fresh interest will help wake it all up, I'm sure!

If your artistry extends to concept art please feel free to post stuff up but don't spend ages working on things in isolation - we (the team leads) have been on this project a lot longer than is apparant from the forum and will be able to give guidance on whether a particular idea is on the right track or not before you invest too much time in it.

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Greetings members, my name is Matt. Let me start off by saying how promising the Elsweyr Mod looks so far! I was told to introduce myself to the team while I wait for confirmation by morcroft as to joining the group. I hope to establish a clear and helpful role in the conceptual design of this mod. I feel my artistic skill allows me to successfully establish ideas visually. I very much enjoy the lore and game-play of The Elder Scrolls series and its mods. If excepted into the team, please know that I am free for you to ask anything of me as far as concept art and design, and you can put me to any task that is needed. I am completely open to criticism; anything to further the development of the mod. Thank you for your time.

As far as posting my first image however, I am experiencing some technical difficulty. I made a forum post on the concept art page, and intended on attaching an image file. I searched every where on the page for an 'attach file' option. There were, however, tools to upload images from the internet using links.... but my image is on my computer. The 'Welcome to Dark Creations/Site Features' forum thread told that there should be a 'choose files' button somewhere on the screen. I can assure you, on my screen, there is not. Any ideas?

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Greetings members, my name is Matt. Let me start off by saying how promising the Elsweyr Mod looks so far! I was told to introduce myself to the team while I wait for confirmation by morcroft as to joining the group. I hope to establish a clear and helpful role in the conceptual design of this mod. I feel my artistic skill allows me to successfully establish ideas visually. I very much enjoy the lore and game-play of The Elder Scrolls series and its mods. If excepted into the team, please know that I am free for you to ask anything of me as far as concept art and design, and you can put me to any task that is needed. I am completely open to criticism; anything to further the development of the mod. Thank you for your time.

As far as posting my first image however, I am experiencing some technical difficulty. I made a forum post on the concept art page, and intended on attaching an image file. I searched every where on the page for an 'attach file' option. There were, however, tools to upload images from the internet using links.... but my image is on my computer. The 'Welcome to Dark Creations/Site Features' forum thread told that there should be a 'choose files' button somewhere on the screen. I can assure you, on my screen, there is not. Any ideas?

I replied to your PM about this. It's due to the new security settings. Once you get "promoted" to the regular members group, you'll be able to attach files to posts.

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My name is Brendan (aka "perry) and you probably know me from High Rock, Hammerfell, and Cyrodiil. I can help with some advisements on Rimmen's architecture, having been to China, and not really much else, as I'm trying to keep up with my current three provinces.

Edited by perry7484

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Salutations, Elsweyr Team.

I'm Steel Ranger. I'm quite new to Dark Creations, but I came after hearing about this new and very large project. Despite being quite blind, I wish to somehow offer a helping hand to contribute to this massive endeavour. And don't mind me with odd spellings, heh. Canadian family, so, European English smattered with American English.

Anyway, I was directed here when I inquired about possibly lending a hand.

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Hm. I am able to learn modeling with the help of a program or two (More like three technically, but I digress) I use. Currently, I'm learning the basics of simple retextures.

As for other things...I can beta or alpha test (I have done both), and I can edit or write script dialogue for NPC's if any are to be voiced. I will navigate around and have a listen to...er....'see' (Pun very intended) what I can find, thanks!

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Hello Elsweyr team

i have introduced myself over at the recruitment thread but i want to apply to the Elsweyr team as I love the direction that the art is being taken.

Ideally I would like to make environmental assets but I am open to anything, so please throw some work at me!

Duncan

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 Anything and everything you could possibly place in a level.  Architecture, interior / exterior tile set, plants, furniture.

What also caught my eye earlier were the Tibetan attires and dresses featured in the Concept art: Anequina culture thread.

The heavy embroidery, jewellery and colour schemes really speak to me and I will try and come up with some concept attires that i am currently visualising in my mind.
 

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Definitely work on that concept art - clothing is obviously going to be very important. Post whatever ideas or artwork you come up with over in that thread - and feel free to add your ideas to any of the threads, or start your own if you find something we've neglected so far.

Just generally - I'd rather people posted their ideas to a topic-related thread than modestly hide their stuff in a "so-and-so's ideas" thread. It's easier on the filing.

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yoyoyo all, what's up team. i am hfiani creator of Tame beasts II and i am willing to help here, as you can see i am from elsweyr and i like to help build my homeland. :rofl:

so i am mainly a scripter, but i can help (maybe) building dungeons, i don't know how exactly this will go, but since scripting is not started yet as it seems why not trying to help in other stuff.

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Hello :) I've been added to the team and just want to say Hi.

My skills will mainly be in texturing, I think .. but am very keen to learn modelling as well.

I have Blender 2.69 / 3DMax / CorelDraw / CorelPaint / Nifscope / Gimp /  and Sculptris ... probably a few more floating around here.

Don't know jack about modelling, but I'm a good student!!

Little bit of artwork in my past and a keen interest in making things look good! :)

Happy to be here!

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