Chapel Windows Redux

Submit meshes and textures you would like to be added to PC Data.
User avatar
Saint_Jiub
Head of Concepts
 
Posts: 575
Joined: 16 Mar 2012, 00:42

Chapel Windows Redux

Postby Saint_Jiub » 08 Oct 2014, 22:51

Decided to start from scratch on the chapel windows (again), as they were one of the best things about Oblivion, visually, and I want to get them right. So, here's the first two, started with Dibella and Kynareth again so they can be used for Stirk and Anvil while I develop the rest.

https://www.dropbox.com/s/ydwv5wyr3h7if ... s.png?dl=0

Went for a slightly more abstract style more in line with illuminated manuscripts, per the suggestions I got in my art thread while working on the original concepts.

Thoughts?

User avatar
Infragris
Head of Lore
 
Posts: 425
Joined: 23 Jun 2013, 19:46

Re: Chapel Windows Redux

Postby Infragris » 09 Oct 2014, 01:07

I liked the last set, but I absolutely love these two. The slightly more archaic style works very well, and the abstraction (especially in the face) makes them seem more impersonal, distant (which is a good thing). The new Kynareth has a lot more character, very true to her nature. I also love the subtle way you integrated the red diamond. The only thing I would change are the wavy backgrounds: a more purposeful pattern might make the image stronger, something like a pattern of flower petals or stylized feathers. And maybe you should de-emphasize the gray lines a little bit, make them part of the general lattice: they obscure too much detail right now.

User avatar
SamirA
P:C Coordinator
 
Posts: 3284
Joined: 14 Dec 2010, 16:35
Location: Some interior in Tamriel

Re: Chapel Windows Redux

Postby SamirA » 09 Oct 2014, 01:36

These are great. I really like this style. I also think it matches with the Stirk window designs better like this.
Project Coordinator

User avatar
Saint_Jiub
Head of Concepts
 
Posts: 575
Joined: 16 Mar 2012, 00:42

Re: Chapel Windows Redux

Postby Saint_Jiub » 09 Oct 2014, 06:33

https://www.dropbox.com/s/dtr7a55ck8uw4 ... 2.png?dl=0

V2- I wasn't able to find patterns I liked for the background, so these are more plain. Dunno, I'll keep tinkering with it.

Worsas
Asset Manager
 
Posts: 847
Joined: 17 Mar 2011, 20:55

Re: Chapel Windows Redux

Postby Worsas » 09 Oct 2014, 08:34

The window frames could get improved aswell. The arc of your window here could be made considerable rounder in shape. The anvil- and stirk windows could get their window frames shifted into the inside of the building so the windows don't look that much appended to the wall but rather like an integral feature of the building.

That is both something I could do for the next update. It's not much work.

User avatar
Saint_Jiub
Head of Concepts
 
Posts: 575
Joined: 16 Mar 2012, 00:42

Re: Chapel Windows Redux

Postby Saint_Jiub » 12 Oct 2014, 05:50

Cool, I think that's a good idea. I dunno who modeled them for me originally but I agree that some improvements could be made.

So here's the first four for downloading: https://www.dropbox.com/s/xuj5fzq4k2c7y ... I.zip?dl=0

Which includes Kynareth, Dibella, Stendarr and Talos. So we should be good for Stirk, Anvil, Sutch, Chorrol, and Bruma, plus the chapels for Legion installations (Stendarr and Talos being the main patrons of the Imperial Legion)

Screen of the two new additions: https://www.dropbox.com/s/it1s55iylrpv1 ... 3.png?dl=0

Tarius
Head of Modelling
 
Posts: 1579
Joined: 03 Jan 2011, 04:46

Re: Chapel Windows Redux

Postby Tarius » 12 Oct 2014, 23:21

Ok, yea, the frame UV maps need help. Otherwise, very nice.
Tarius: I have now conquered the galaxy twice and am working on a third. Once thats out of me, I will be back to work.
TDF: Which game is that(I assume its a game and not real life)
The Khan: If it was real life, we would know about it. And I dont think he means this Galaxy.
Tarius: Yes, I really lead a secret double life where I am a galactic overlord.

User avatar
Praedator
P:C Reviewer
 
Posts: 516
Joined: 02 Sep 2011, 18:52
Location: The Netherlands

Re: Chapel Windows Redux

Postby Praedator » 14 Oct 2014, 10:32

Saint_Jiub wrote:Cool, I think that's a good idea. I dunno who modeled them for me originally but I agree that some improvements could be made.

So here's the first four for downloading: https://www.dropbox.com/s/xuj5fzq4k2c7y ... I.zip?dl=0

Which includes Kynareth, Dibella, Stendarr and Talos. So we should be good for Stirk, Anvil, Sutch, Chorrol, and Bruma, plus the chapels for Legion installations (Stendarr and Talos being the main patrons of the Imperial Legion)

Screen of the two new additions: https://www.dropbox.com/s/it1s55iylrpv1 ... 3.png?dl=0



Looking very good St Jiub :)

User avatar
Saint_Jiub
Head of Concepts
 
Posts: 575
Joined: 16 Mar 2012, 00:42

Re: Chapel Windows Redux

Postby Saint_Jiub » 15 Oct 2014, 20:19

Not sure if this is one we'll end up using, but since Varieties of Faith gives Reman equal billing with the Nine Divines, and we'll need a patron deity for Sancre Tor anyhow...

https://www.dropbox.com/s/tu3vo25m80m6j ... 4.png?dl=0

Worsas
Asset Manager
 
Posts: 847
Joined: 17 Mar 2011, 20:55

Re: Chapel Windows Redux

Postby Worsas » 15 Oct 2014, 23:05

I think this breaks up the divines a bit and makes things more interesting and indiviual.

User avatar
Infragris
Head of Lore
 
Posts: 425
Joined: 23 Jun 2013, 19:46

Re: Chapel Windows Redux

Postby Infragris » 16 Oct 2014, 00:50

A window like that could come in useful (perhaps one for Alessia too?) although I don't think we should treat Reman the same way as we do the Divines - he is considered a god to the Imperials and will need some places of worship, but they should be quite different from normal Divine representation. Also not sure why we need a patron deity for Sancre Tor - at least not in the way the Divines are associated with cities. Sancre Tor is a holy city to almost every faith of Cyrodiil - not just the Remanites.

EDIT: if we would hint at a tenth Divine, this should definitely be Shezarr.

User avatar
Infragris
Head of Lore
 
Posts: 425
Joined: 23 Jun 2013, 19:46

Re: Chapel Windows Redux

Postby Infragris » 23 Oct 2014, 01:29

Oh wow, I just saw your drawings of the Divines on tumblr. Simply beautiful work. I especially love Julianos and his triangle, that's just amazing.

User avatar
Saint_Jiub
Head of Concepts
 
Posts: 575
Joined: 16 Mar 2012, 00:42

Re: Chapel Windows Redux

Postby Saint_Jiub » 25 Oct 2014, 03:41

Thanks Infragris, I really appreciate that :) (Here's the image he's talking about, if anyone's curious: http://33.media.tumblr.com/5539afd4261a ... 1_1280.png)

Update on the windows themselves, I decided to start over on the textures again and I think I'm finally happy with the look of it: https://www.dropbox.com/s/ey5888y1aq1sv ... 5.png?dl=0 (This is the final version, btw :P)

Worsas
Asset Manager
 
Posts: 847
Joined: 17 Mar 2011, 20:55

Re: Chapel Windows Redux

Postby Worsas » 25 Oct 2014, 11:30

Those all look quite brilliant. Good work.

User avatar
Saint_Jiub
Head of Concepts
 
Posts: 575
Joined: 16 Mar 2012, 00:42

Re: Chapel Windows Redux

Postby Saint_Jiub » 28 Oct 2014, 22:16

A little more work to do finishing up the exterior textures (basically just flipped and darkened) and getting them in-game, but here's the finished look for the Divines: https://www.dropbox.com/s/1ukfxyttz9uyu ... l.png?dl=0

I'm rethinking the Reman one, stay tuned.

User avatar
Infragris
Head of Lore
 
Posts: 425
Joined: 23 Jun 2013, 19:46

Re: Chapel Windows Redux

Postby Infragris » 28 Oct 2014, 23:32

These look very nice, but I feel like they might be a bit too desaturated and monochrome. Have you looked at the color combinations used in Oblivion's windows? You shouldn't feel tied down by them, but there are some interesting choices: the pure white in Kynareth's background, for example. With this kind of colored glass, we can afford to go bright. I'd love to see what they look like in-game!

Also, and I don't mean to increase your workload, but would it be possible to have variant windows in the same colors, but without the Divine figure? If we start using these to plaster entire walls of our chapels, the artwork will quickly seem copy-pasted and stale. Better to have a wall of windows with only one central figure, I think. And we'd be able to use these windows in more places.

User avatar
Saint_Jiub
Head of Concepts
 
Posts: 575
Joined: 16 Mar 2012, 00:42

Re: Chapel Windows Redux

Postby Saint_Jiub » 01 Nov 2014, 04:09

Ha, mark your calendar SamirA, somebody told me my textures were *too* desaturated this time. I blame you :P

As for in-game screens, ask and ye shall receive: https://www.dropbox.com/s/q23d4dl0s629d ... 0.png?dl=0

I probably won't tweak the palette too much, other than possibly adding some more contrast to the background tiles. And no worries, plain versions are in the works as well.

User avatar
Infragris
Head of Lore
 
Posts: 425
Joined: 23 Jun 2013, 19:46

Re: Chapel Windows Redux

Postby Infragris » 01 Nov 2014, 13:14

I was worried that it would look odd with a light on it, but that is clearly not the case. Great work!

User avatar
Scamp
Head of Reviewing
 
Posts: 1192
Joined: 17 Feb 2011, 19:38
Location: The Gold Coast

Re: Chapel Windows Redux

Postby Scamp » 01 Nov 2014, 14:22

Oh that looks magnificent indeed.
Image

User avatar
SamirA
P:C Coordinator
 
Posts: 3284
Joined: 14 Dec 2010, 16:35
Location: Some interior in Tamriel

Re: Chapel Windows Redux

Postby SamirA » 01 Nov 2014, 15:08

Saint_Jiub wrote:Ha, mark your calendar SamirA, somebody told me my textures were *too* desaturated this time. I blame you :P

As for in-game screens, ask and ye shall receive: https://www.dropbox.com/s/q23d4dl0s629d ... 0.png?dl=0

I probably won't tweak the palette too much, other than possibly adding some more contrast to the background tiles. And no worries, plain versions are in the works as well.


Looks perfect. I blame myself for that as well :P
Project Coordinator

Next

Return to Models & Textures



Who is online

Users browsing this forum: No registered users and 2 guests

cron