Nexorcist wrote:
I was inspired by the Conan weapons you have made, to create a very small corner of Oblivion to store them. Its still very much a wip but I thought I would try and get some feedback.


Its larger than the actual tomb in the movie, I tried to keep it to the same scale but it felt cramped so I used a bit of artistic license. I really should do a bit of a reskin on the cave its sitting in so I can use a sandstone base texture, as it is I just tossed together something that would make do for now. I'm new to Oblivion modding and this is my first attempt at getting something in game so any feedback is much appreciated.
Nex.
interesting stuff.
I don't know where you are with your models if they're final or not. In case they are final, here are some pointers in case you don't know that already...
When you model in 3d, always bevel you edges, or almost always. Depending on the software different beveling techniques are available, but it's all the same in the end (some will preserve the UV while beveling, some will F the UV). Or you can do it by hand too.
Each angle in your architecture shouldn't be 90 degree as they appear to be now. The subject here is old rock, it should not be angular like this. Round it up a little. It will soften the view, and your scene will instantly look a lot more realistic. Be careful when you bevel your edges to think how the volume is made. Don't over do it, but bon't under do it either. A bevel too fine would look too sharp on a massive subject.
You should also consider adding vertex colors, (shades of dark grey here) to your model(s), to simulate light and dark areas. If you lack resolution, a few cuts in your mesh will help you apply the vertex colors where you want them, although the alcoves form must have a good roundness already.. This is a required step if you want your mesh to have more depth in-game.
