Interesting lumber mill resources

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Interesting lumber mill resources

Postby abot » Sun Jan 20, 2013 4:54 pm

Hi,
just found these, I think you may want to use them.
Cheers

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Re: Interesting lumber mill resources

Postby Worsas » Sun Jan 20, 2013 7:12 pm

Thanks, abot. Good find!

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Re: Interesting lumber mill resources

Postby RubberMan » Wed Jan 23, 2013 8:55 pm

:o Who made that! lol

Hi Abot I did as you suggested and dropped by :)

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Re: Interesting lumber mill resources

Postby Lestat DeLioncourt » Thu Jan 24, 2013 9:57 am

Thanks abot,

but I've remade the whole Meshes/architecture/farmhouse folder a while ago as some sort of practice for my study, including that mill. I havn't made the UV Layout and the textures yet, since I want to finish at least one of the older, big tasks first before I'll go back to those houses again to do them in between some other tasks.

At the moment everything looks like this

Image

(Not everything that colorful since I made some in 3dsMax 2012 and the rest in Maya 2012 and Maya use the default grey lambert shader :) )


A few nights ago I got terrible annoyed when I looked at the first houses of my viking series. Some of those houses (esspecially the first houses in the set) look far to simple and plain for my taste nowadays...so I imported a house viking 01_01 in Maya to shape it in the right direction, to make new UV's and stuff. The density of the mapping differs from the material that will be used (Wood, Bricks, Hay)

Image
#include <iostream>
using namespace std;

int main () {
cout << "This is C++, you won't even think of Java again once you discovered what this language is able to do" << endl;
return 0;
}

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Re: Interesting lumber mill resources

Postby RubberMan » Thu Jan 24, 2013 12:09 pm

I hate Maya!! 3DS is rather sucky and unweilding also but acceptable I suppose. I like to use a different program each time I make something just to play about with them. Good stuff though, you obviously take more time than I do rofl I made that mill in about 30 minutes and it shows >.<

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Re: Interesting lumber mill resources

Postby Lestat DeLioncourt » Thu Jan 24, 2013 2:21 pm

RubberMan wrote:I hate Maya!! 3DS is rather sucky and unweilding also but acceptable I suppose. I like to use a different program each time I make something just to play about with them. Good stuff though, you obviously take more time than I do rofl I made that mill in about 30 minutes and it shows >.<


Yeah, I prefer 3dsMax over Maya, but was forced to get used to it. Meanwhile I have to admit that working in Maya is ok and it is pretty handy for a couple things, esspecial UV Editing.

The discussion which 3d application is better is some sort of religious discussion, both have their strengths and weaknesses, but both are some sort of standard in games industry.
What I've learned the last year is that it is not important which 3d Software a modeller will use, only thing that counts is how he is able to handle his tools. I saw people making awesome things in Blender. Can't say much about Cinema 4d since I never used it.

At the moment my focus is on 3dsMax, Maya and Zbrush for 3d content.
#include <iostream>
using namespace std;

int main () {
cout << "This is C++, you won't even think of Java again once you discovered what this language is able to do" << endl;
return 0;
}

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Re: Interesting lumber mill resources

Postby RubberMan » Thu Jan 24, 2013 7:45 pm

I luckily have lots of options as far as software is concerned but right now I am actually playing around with Wings3D and having a much easier life for it......

It is a pain in the arse getting the damn things in MW but I got hooked on it when I was modelling stuff for the Sims (for my daughter - obj files)

I tend to make things that can be easily ported between games so I don't really concentrate on specifics but as I am interested in Morrowind again I will perhaps buckle down a bit more.

The last 7 or 8 years have just been making models for my daughter to "colour in" as it were and I would make anything she wanted lol

Prior to that I was heavy into Milkshape making stuff for Half Life and before that.....I scripted AI for several games.....and before that....I owned a software company and wrote the bloody things before they got way too complicated to write alone (Amiga days :D)

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Re: Interesting lumber mill resources

Postby Luxray » Thu Jan 24, 2013 9:14 pm

Awesomeness-makers use all sorts of applications :) That said I think blender can convert obj to nif. Worsas* could probably tell you more, he's a Blender guy.

*edit: or actually, anyone who knows what the hell he is talking about who is not me, I know as much about models as I do open-heart surgery
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Re: Interesting lumber mill resources

Postby Worsas » Thu Jan 24, 2013 10:29 pm

wild_luxray wrote:Awesomeness-makers use all sorts of applications :) That said I think blender can convert obj to nif. Worsas* could probably tell you more, he's a Blender guy.

Getting the obj-meshes into blender is no problem at all and they retain their uv-mapping too. Only the material and texture have to reassigned.

Edit: They are always imported solid and have to be turned smooth in blender.

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Re: Interesting lumber mill resources

Postby RubberMan » Fri Jan 25, 2013 10:27 am

Well, I think it may be time to get out my thinking cap again and write a nif converter.......

I despise Blender so it may just be the way to go.

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Re: Interesting lumber mill resources

Postby Worsas » Fri Jan 25, 2013 5:34 pm

One reason why I'm opposed to using too many TES V - Models is that I'm afraid they will shed a bad light on the parts of the province where we are not using them. Not knowing our project history people may wonder why our Skyrim is not true to TES V in the west anymore.

So while I think we should make some nods at TES V, we've got to introduce those models in a way that they cooperate with our own stuff. Maybe the TES-V-Houses should be used alongside our farmhouses to make things feel integral? Only an idea. I don't know yet how to handle that but it's something you should pay attention to in future.

Edit: I realise the TES V-houses would work well alongside our "viking"-set, looking at Lestats example above. Yeah, I probably do not need to mention that even.

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Re: Interesting lumber mill resources

Postby Lestat DeLioncourt » Fri Jan 25, 2013 7:10 pm

Worsas wrote:One reason why I'm opposed to using too many TES V - Models is that I'm afraid they will shed a bad light on the parts of the province where we are not using them. Not knowing our project history people may wonder why our Skyrim is not true to TES V in the west anymore.

So while I think we should make some nods at TES V, we've got to introduce those models in a way that they cooperate with our own stuff. Maybe the TES-V-Houses should be used alongside our farmhouses to make things feel integral? Only an idea. I don't know yet how to handle that but it's something you should pay attention to in future.

Edit: I realise the TES V-houses would work well alongside our "viking"-set, looking at Lestats example above. Yeah, I probably do not need to mention that even.



Yes mate,

esspecially the reworked viking houses will include many features of the TES5 Remakes which will make them look like they are from the same series. I also think about spliting the whole viking series in 2 or 3 sets, since at the moment it's around 60 houses I guess, by improving their shape in more different styles.

At the moment it is still possible to introduce those house style in the west as well, possible are villages like Dragon Bridge, Granite Hall and Lainalten. We could easily make a set of "common" houses from improved viking models and the TES5 Remakes to be used all over Skyrim for small villages, hermits and stuff like this, similar like the log cabins.

Capitals and towns should still feature their own architecture style per hold to keep their uniqueness to the hold setting, but it would be also nice to have lower class common houses that could be used all over Skyrim as well, to make a connection between the nords simple way of life and the uniqueness of the bigger settlements.

I think such houses could also be labeled as common houses, which doesn't automatically give them the same imperial status as the common houses on Vvardenfell
#include <iostream>
using namespace std;

int main () {
cout << "This is C++, you won't even think of Java again once you discovered what this language is able to do" << endl;
return 0;
}

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Re: Interesting lumber mill resources

Postby Lestat DeLioncourt » Sat Jan 26, 2013 5:38 pm

Viking House 01 Old and New


Image
#include <iostream>
using namespace std;

int main () {
cout << "This is C++, you won't even think of Java again once you discovered what this language is able to do" << endl;
return 0;
}

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Re: Interesting lumber mill resources

Postby Worsas » Sat Jan 26, 2013 7:33 pm

I'm really impressed by the effect those bended beams have. Now it is really capturing something.

Will you change all of the old viking houses then? I think some of them would only need minor touchups, if anything, or am I mistaken? The vertical arrays of wooden trunks have always been a cool feature about the 05-Ones, for example (which were my favourites until now).

Will you eventually incorporate (and overhaul) Dirnaes viking-houses into the set? Man, man man, the way it looks things are turning out really well. This also may be something to show off at the officials, when finished.

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Re: Interesting lumber mill resources

Postby Luxray » Sun Jan 27, 2013 10:52 pm

By Shor, those new houses look amazing. I love the larger stones in the new texture especially. I agree with Worsas, that this is definitely something to show off to everyone :D
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Re: Interesting lumber mill resources

Postby SamirA » Fri Feb 01, 2013 2:57 am

That new house looks amazing Lestat

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Re: Interesting lumber mill resources

Postby Lestat DeLioncourt » Fri Feb 01, 2013 7:00 pm

Thanks for the positive feedback, guys...and sorry for my terrible late reply. I'm a bit occupied with a big final project at the moment, but finished the majority of my tasks the last 2 weeks. Modding still is going on well but my forum communication always suffers if I'm in some sort of time pressure. I hope you don't mind :oops:


@ Worsas

Thanks, mate. I don't plan to revamp the viking set completely. It's more my intension to give those many houses a more different looks to split them in 2 or 3 sets, since at the moment it is some sort of waste to have over 60 houses in a set. I'll only change the very simple versions of the houses that much as seen above, for the rest I think more on some fine tuning like bended roofbeams and stuff like that. I'll try to incorperate Dirnaes houses...I'm very sad about the fact that Dirnae disappeared again from ShotN, since I always liked this guys very much...but things are as they are, and I see no option to change that fact, even if I wish it would be different.

I'll email you this weekend because of sharing the book workload :D
#include <iostream>
using namespace std;

int main () {
cout << "This is C++, you won't even think of Java again once you discovered what this language is able to do" << endl;
return 0;
}

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Re: Interesting lumber mill resources

Postby Worsas » Fri Feb 01, 2013 7:52 pm

I agree with mostly keeping the more complex houses the way they are.

Looking at this
viewtopic.php?f=13&t=89&start=56

I would like to create snow versions for all of those houses when they are in a somewhat definite shape. I also think we could do with some new windows and doors later.

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Re: Interesting lumber mill resources

Postby Lestat DeLioncourt » Fri Feb 01, 2013 9:55 pm

Worsas wrote:I agree with mostly keeping the more complex houses the way they are.

Looking at this
viewtopic.php?f=13&t=89&start=56

I would like to create snow versions for all of those houses when they are in a somewhat definite shape. I also think we could do with some new windows and doors later.


Good idea!

I'll send the houses to you as soon as the first set (common set) is final.

Looking at Dirnaes Thread it is really a shame that his houses are completly lost.
#include <iostream>
using namespace std;

int main () {
cout << "This is C++, you won't even think of Java again once you discovered what this language is able to do" << endl;
return 0;
}

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