Thanks JBathropson. They are not yet perfect, but I'll try to refine them in the future. Now I have created and pushed them in hurry just to make some progress and to learn the interior modelling which I have done never before. The next steps I will take are to create models for rooms, halls (these will be a bit different from halls seen in vanilla sets and are rather tunnels on two levels, that's why the current tunnel models lack stair pieces) and clutter (such as stone-pile-bed where dead ones are left to "rest").
This is still WIP, but the first 12 models needed for simple tunnel construction are already in the game (however some of them might need some tweaking). Nevertheless they are usable and will reach the Git soon. I made a small test dungeon not far from Crane Shore to take some pics.
There's also the Toorheim, a city which was famous of it's huge forge powered up with the flamejewel (a fragment of sunstone). It was near the location of Crane Shore and has an entrance already on the exterior at the bottom of a pothole hidden near the Crane Shore. The interior was started as well but it's not too far to be redesigned.
You are right - as usually. While we need several dungeons the ones related to the main quest are the most important ones to bring in life. There are at least two important ones which development haven't yet started: - The Shaft of Forefathers, medium sized nordic dungeon with large burial shaft where the ancient Atmoran chiefs are buried. It's located under the wordwall at the abandoned temple area of Frulthuul. This dungeon might contain undead or/and frost trolls, gehenoths and grahls. - Creingolsh, ancient ruin alongside road in the woods not too far from Crane Shore. This dungeon is special and contains two areas. The first one is common dungeon player can explore at any time. The another one is sealed part of the dungeon player which entrance is hidden within common one but will open during the main quest. The sealed area is a large dungeon but also contains a huge room which differs from the rest of the dungeon with look and tone and is clearly build by something older than the Atmorans. That room contains the Sunstone, large magical object which shines like a sun and flows with flaming magical energy (and which the Quaestor uses to open a portal to weird realm during the MQ). The dungeon first part is home of glaistics but the sealed one is haunted.
We have several entrances for caves (on both warm and cold areas), nordic ruins and we could also use shipwreck dungeons here and there on the coast. Occupants could be corsairs, beasts, glaistics or undead. And we require all sized dungeons from tiny to huge. Let us know which kind of setup interests you the most and I'll find a certain claim for you.
That one looks nice. However I notice there log texture used for Riften is made on different side than the ones made for Roscrea. As you see the model shape makes the walls around windows look a bit odd because the logs are going on wrong direction. This can easily be fixed by rotating the UV's 90 degrees at that part of models.
That one looks great. I was thinking about more animal like creature when I designed the Tuskfang, but this ogre-like & ogre-size being you draw would work as well and could be easier for modelers to create.
There's nothing wrong with your voice ShotgunSeat. It's clear and you have courage to publish things with it. My voice might be a bit stronger but it also has a strong accent in it which is huge downside especially if you are voice acting with other language than your own. Anyway I gave this "Thovachiin, Thovachiin" a try but it got a bit corrupted because Bellatrix comment made me to empathize into Sochothaavs role too much when saying it.