About this image
I’m launching an artistic side project: robe redesign. Most of the original Morrowind robes I found quite ridiculous and impractical, so that is the first one: Extravagant robe of House Redoran
Keep in mind that ecstatic feedback and poetical odes to my honor making me spend more time on this lowpoly crap.
Follow me on my Tumblr if you want to receive updates the day before I post them here.
Best regards,
Heinrich
17 comments
No release yet, only screenshots.
Have you been touched by Skywind virus, товарищ?
AlexeyRudikov on DeviantArt has some really great paintings of Dunmer robes and clothing if you need any further inspiration :)
Was just thinking the other day why did you leave the community and was hoping to see you returned. Glad it come earlier than I expected.
Thanks for your feedback, I appreciate that.
Yes, I saw lelek's works. They are magnificent.
But there are some problems in your work.
And the first problem is its clumsy silhouette. Try to reduce the volume of the neck and in increase the volume of the arms. Remember, robes could be worn over all other clothes and armor, so narrow sleeves will look pretty strange. Also, if you make upper arms more massive, it'll make the look of the mesh little bit less feminine. Unless you are going to make only one unisex mesh, of course. Maybe, it'll be a good idea to move the belt little bit upper too. And make its back part a bit narrower. Not sure what else wrong with the silhouette, but now the design just doesn't work.
The second HUGE problem is the cloth. I mean, the wrinkles on the sleeves and the hem of the robe. Actually, you can't draw it at all. Now it's just a set of parallel stripes. Just google some like XYZ cloth wrinkles (because 3 basic forms of the wrinkles look like these letters). Also, try to find a good reference for the hem: the creases of the cloth should be mostly vertical, not horizontal! And add a few X and Z-wrinkles on the inner part of the elbow. Now it looks like your guy never bends his arms! The same thing about knees and shoulders. Yes, there are creases, but on the real cloth, they'll look quite different. The scarf and the belt are almost OK. I'd recommend to make the scarf wider (and/or reduce the volume of the neck). And add a few Y-wrinkles to it.
The last, but not least problem is your material rendering. You paint only one kind of shades - ambient occlusion. And don't paint glares at all (on the robe). Or you paint them at the wrong places(on the head). So it looks kinda strange. The sad truth is that none of existing engines for Morrowind can relieve you of it. I mean, even with MGE XE and OpenMW you still need be able to draw shades and glares by yourself) Partially, at least.
P.S. Poetical odes... maybe later. I'll save them for the final version) Now just an honest feedback))) Your mastery of drawing small details is incredible, but I can't to say the same thing about medium and large forms.
P.S.S. I really know, what I'm talking about: I'd been learning in art school for five years. And I could help you with your project, at least in its theoretical part) Maybe you could help me too - I still can't find out how to import armor meshes back to Morrowind)
This robe was wrapped with a single texture atlas which I created to cover all my dunmer-equipement needs, you can see it on the other images in my image tab, so there can be no "paint" at all even if you think there is. This is highly optimized lowpoly game asset that won't place another material into your GPU and have classical beth-style UV, nicely rigged and produce no more than one draw call per instance.
Ambient occlusion is a part of blender internal viewport shading.
What is usually called Glares in CG is a part of post processing similar to bloom fragment shader, nobody paint them and MGE XE does support bloom functionality.
Silhouette is based on vanilla body proportions and vanilla dunmer male chest proportions, while I do want to make them more human it is not possible without enormous amount of labor i.e. replacing all bipedal animation system and introduction of new skeleton.
I'm really happy that your artistic school linked you video about x-y-z wrinke painting technique, but it's quite sad they never told you about marvelous designer and it's place in cloth simulation pipeline.
Come back when you have at least a portfolio to show.
But a texture atlas is just a fancy word for one texture for many objects)))) etc, etc.
Yep, I see, that you just haven't got proper skills for such work) Also i see, that you location RF, so I'll continue in PM)
In other words, I don't give a scrib's farm for advises from anyone who's apogee was retexturing vanilla robes.
Lame jokes aside though, that looks incredible! Like, what the heck, that's genuinely absurdly impressive.
GVALT-given || goodly attire
Yeah, that's about as much patience as I have for ode-composing in alliterative verse. :P