Not sure if this (aetherium as main material) good idea - but i think it will be better to use this rare subs as element of construction (and not in every item of set - it should have some function) or even as thin layer on glass. Pls imagine (and give this imagination to players) aetherium as some real-word plutonium - very rare and too much valuable to making solid constructions from it. Just graduation of better material and quality of work isnt interesting and plausible as graduation of complexity.
---
be good to make set dwemer-styled (1g of aetherium and all other from dwemer metal and glass). Will be nice to use some existing dwemer stuff (tubes, coherer) as parts of it.
still need to add a few more details for the normal map make this low poly add all the existing pieces from the original model add a few hammers and pliers to the handles on the forge and make a new glow map but getting there :)
edit: the top will be separate for different areas if they fit and for a bit of variation
That is complex: from what material is it (i presume metal)? what function do this have (smelter?).
If this is metallic opened smith/smelter - that should be really ineffective - it will be like big warm radiator.
(That is complex) complex? its a forge with 4 wooden logs holding up a vent for smoke extraction for either indoor use or for a covered area above like the forge at raven rock in the dragon born DLC
No offense: It's nice designed as always, but implausible. ---
Material look like metal for me, not sure if this possible to polish such big stone to light-enough layer for upper part of it.
May be you could make upper part from metal coveredfumes (wooden logs and fire you know...).
May be ceramic material (like on Balmora buildings) is better idea for lower part of it.
Even though it look like stone to me for the sake of argument even if it wasn't stone the forge would be completely plausible. Forges are made from many different materials that range from metal, clay, stone, ceramic, or a combination of these different materials. Knowing this its not that hard to say that scumps forge could be made from a variety of different materials that would give its appearance.
sorry but (furnace with wooden elements and massive polished stone element on it) looks implausible for me still.
i can recommend ceramic (or more obvious stone) basement, metallic stands and upper.
The forge needs air. I recommend this be modified or redesigned. Also, in their current position, the wooden supports dont seem very practical or easily replaceable. What are the handles doing? or is that to hang tools (if so they are too low). Consider the function of every detail.
@alysander as i have mentioned in my previous posts my normals need to be made EG: fine details like rough stone need to be added so it will look smooth at the moment and as for using ceramic i would have a feeling it would crack from heat
@ sasquatch yes i do agree the extractor is too low at the moment and i have played with the idea of a metal top to the forge but it doesn't quite look right (i am still playing with the idea) i am thinking of adding a raised area to the rear to keep the wood from being too close to the fire this has been a concern of mine too but its not like fire resistant wood is unheard of and especially in the realm of fantasy EG: shields as for the forge needing air that is why there is a bellow system the handles yes they will hold a hammer and some pliers from skyrim they are low but it should be about knee lvl in game and i dont find it hard to pick things up from knee lvl and neither does this blacksmith i bet he has a bad back at the end of the day tho
Do you people have anything better to do than sit around and nit-pick every 3D model that is posted?
And before you get up in arms and start talking about how critique is good and useful, just know these people are doing this for free and don't want every part of their work criticized about the smallest of details. It's annoying and unhelpful. Please find something productive to do or get out of the way and let the devs do their work.
Edit: Amazing model by the way. Continue to do what you do best! No criticisms here. Thank you for the work you are doing!
Hmmm... It's a hard one. I do agree with Squally that some critique is more annoying than helpful, and the forge, except for wooden beams which would instantly on fire looks perfectly fine (yes, forging is one of my many hobbies).
I must say though, I did like the Dunmer forges from Morrowind, made out of clay, smooth and curvy.
Would they be hard to make? I'd assume we could use a few different types for variations, especially among different cultures.
Before you critique my critique, before you say something stupid, how much time have you spent blacksmithing exactly? Have you checked images of forges or taken time to understand how they work? Yes, the modeling and textures look good. Noone is questioning scumpunx's skill.
As I was saying, a bellows could be added to the side, but it is not pictured as is. The supports are impractical. The opening is too large for intended purposes (would be more efficient with a 2/3 backing). The forge can and should be improved.
Great model, and just ignore every reply not coming from team leaders. This site is notoriously full of people knowing how to do things the "right" way. I'd rather see this project finished asap.
I have not only checked images Sasquatch, I have worked in faithful reconstructions of medieval forges from different periods.
Yes, it has bellows, and bellows are very important, but I assumed they'd be added later. They're pretty much necessary since Skyrim forges have them and animation wouldn't play right, so it was obvious for me. As you can see in the photo that 11th Century forge has no overhang except for deer skin (the fur catches sparks so that the thatch roof doesn't catch fire), and yet you're perfectly capable of forging a big knife, a helmet, or even a sword in it.
And you people keep forgetting that the key to constructive critique is offering solutions and ideas, not just saying "this and that is wrong", because that way you really hold the project and asset production back. As I said, replace the wood, perhaps think of slightly different materials, add bellows and we're fine. Lectures on how things work are of no use this late in production.
You should try working on some of the originals to scumpunx because some of the originals could look really cool. But Amazing work so far keep it up. :)
link sasquatch i was tasked with remaking the original which shall be used as a kiln http://tesrenewal.com/comment/55932#comment-55932 this model is still in the works and subject to change i was not aware of any forge that has allready been done
before theres any silly comments about the retorts being straight or theres something missing here and there this is because it is still work in progress but i have got the basic shapes down and there coming along nicely and should have all 24 hopefully done over this next week or 2
Personally I know my ranger will love to use these sets to create some nasty poisons for his arrows. I'm especially fond of the glass set.
On the topic of variety - I think four types are great, however there aren't many differences in the set outside the P&M. Glass standing as the exception, there are few differences between the first three retort or alembelic. Maybe changing their shape subtly could go a long way to make them feel more different and authentic than a simple upgrade.
Some people likes complex_structures (and as consequence - transparent objects with visible structure).
Will be nice to see more of alchemy set with glass. Transparent material can be really necessary for some work in alchemy (to control condition of substances in it).
---
I can recommend to make higher pieces of alchemical set (except mortar/pestle) from glass - you have green glass items, so you can make another one from refined glass (with some visible structure inside).
im hoping so im also hoping that the candles/items that make the table work can be hidden in the mesh if it is the case still need to work that side of things out
yes he is the man i need to chat to about the exact pieces that make the table work i think it two candles and the skull and possibly neloths crystal on the staff enchanter that make it work but if i can hide it in the mesh itself on the telvanni table without it efecting the activation that would work exelent for me and the new tanning rack would be my work too that reminds me i need to make a smaller one for a town/city
as some of you may know ive been trying to get my high to low poly work flow down to a fine art or as the case was to work at all with maps not working looking right ect but now i think ive finaly cracked it so with any luck the lovely hp stuff i have made up till now shall be coming thick and fast now 60% of my time is not wasted on working out why its not working i may need to reduce the map size from 2048 and remove a few polys at some point for this as its currently sitting at 1400 tris but at least i know its all working
quick update and render of some of the enchant tables and the new mages logo for the table and yes aly the legs are still not resized will correct that now
Not sure if this (aetherium as main material) good idea - but i think it will be better to use this rare subs as element of construction (and not in every item of set - it should have some function) or even as thin layer on glass. Pls imagine (and give this imagination to players) aetherium as some real-word plutonium - very rare and too much valuable to making solid constructions from it. Just graduation of better material and quality of work isnt interesting and plausible as graduation of complexity.
---
be good to make set dwemer-styled (1g of aetherium and all other from dwemer metal and glass). Will be nice to use some existing dwemer stuff (tubes, coherer) as parts of it.
alysander wrote:
https://www.youtube.com/watch?v=jrbN2y5r-vU&feature=kp
Heh. Yeah, this napkin of my is shitty.
---
If only i can make plug-ins for ZBrush. Symmetry features is really underestimated in all sculpting soft.
still need to add a few more details for the normal map make this low poly add all the existing pieces from the original model add a few hammers and pliers to the handles on the forge and make a new glow map but getting there :)
edit: the top will be separate for different areas if they fit and for a bit of variation
That is complex: from what material is it (i presume metal)? what function do this have (smelter?).
If this is metallic opened smith/smelter - that should be really ineffective - it will be like big warm radiator.
No offense: It's nice designed as always, but implausible.
---
Material look like metal for me, not sure if this possible to polish such big stone to light-enough layer for upper part of it.
May be you could make upper part from metal covered fumes (wooden logs and fire you know...).
May be ceramic material (like on Balmora buildings) is better idea for lower part of it.
Even though it look like stone to me for the sake of argument even if it wasn't stone the forge would be completely plausible. Forges are made from many different materials that range from metal, clay, stone, ceramic, or a combination of these different materials. Knowing this its not that hard to say that scumps forge could be made from a variety of different materials that would give its appearance.
sorry but (furnace with wooden elements and massive polished stone element on it) looks implausible for me still.
i can recommend ceramic (or more obvious stone) basement, metallic stands and upper.
The forge needs air. I recommend this be modified or redesigned. Also, in their current position, the wooden supports dont seem very practical or easily replaceable. What are the handles doing? or is that to hang tools (if so they are too low). Consider the function of every detail.
@alysander as i have mentioned in my previous posts my normals need to be made EG: fine details like rough stone need to be added so it will look smooth at the moment and as for using ceramic i would have a feeling it would crack from heat
@ sasquatch yes i do agree the extractor is too low at the moment and i have played with the idea of a metal top to the forge but it doesn't quite look right (i am still playing with the idea) i am thinking of adding a raised area to the rear to keep the wood from being too close to the fire this has been a concern of mine too but its not like fire resistant wood is unheard of and especially in the realm of fantasy EG: shields as for the forge needing air that is why there is a bellow system the handles yes they will hold a hammer and some pliers from skyrim they are low but it should be about knee lvl in game and i dont find it hard to pick things up from knee lvl and neither does this blacksmith i bet he has a bad back at the end of the day tho


Do you people have anything better to do than sit around and nit-pick every 3D model that is posted?
And before you get up in arms and start talking about how critique is good and useful, just know these people are doing this for free and don't want every part of their work criticized about the smallest of details. It's annoying and unhelpful. Please find something productive to do or get out of the way and let the devs do their work.
Edit: Amazing model by the way. Continue to do what you do best! No criticisms here. Thank you for the work you are doing!
Hmmm... It's a hard one. I do agree with Squally that some critique is more annoying than helpful, and the forge, except for wooden beams which would instantly on fire looks perfectly fine (yes, forging is one of my many hobbies).
I must say though, I did like the Dunmer forges from Morrowind, made out of clay, smooth and curvy.
Would they be hard to make? I'd assume we could use a few different types for variations, especially among different cultures.
Don't touch Imperial, Dwemer or Daedric forges yet, though...
Dragomir:
Those Morrowind forges are being used as well, but as kilns, so the smooth and curvy clay design is in as well, as seen here:
http://tesrenewal.com/comment/55934#comment-55934
Before you critique my critique, before you say something stupid, how much time have you spent blacksmithing exactly? Have you checked images of forges or taken time to understand how they work? Yes, the modeling and textures look good. Noone is questioning scumpunx's skill.
As I was saying, a bellows could be added to the side, but it is not pictured as is. The supports are impractical. The opening is too large for intended purposes (would be more efficient with a 2/3 backing). The forge can and should be improved.
Great model, and just ignore every reply not coming from team leaders. This site is notoriously full of people knowing how to do things the "right" way. I'd rather see this project finished asap.
@scumpunx: You posted nice photo-refence. It's completely equal to my propose: ceramic basement, iron stands and roof.
> ...using ceramic i would have a feeling it would crack from heat
= there is bricks on your reference. Bricks = ceramic.
I have not only checked images Sasquatch, I have worked in faithful reconstructions of medieval forges from different periods.
Yes, it has bellows, and bellows are very important, but I assumed they'd be added later. They're pretty much necessary since Skyrim forges have them and animation wouldn't play right, so it was obvious for me. As you can see in the photo that 11th Century forge has no overhang except for deer skin (the fur catches sparks so that the thatch roof doesn't catch fire), and yet you're perfectly capable of forging a big knife, a helmet, or even a sword in it.
And you people keep forgetting that the key to constructive critique is offering solutions and ideas, not just saying "this and that is wrong", because that way you really hold the project and asset production back. As I said, replace the wood, perhaps think of slightly different materials, add bellows and we're fine. Lectures on how things work are of no use this late in production.
Awesome!
I like it. Can't wait to see how the others turn out.
Looks awesome, can't wait to see it in game.
You should try working on some of the originals to scumpunx because some of the originals could look really cool. But Amazing work so far keep it up. :)
Looks good! Also note there is a vanilla furnace hood and .furn bellows for redesign in the firepit thread.
link sasquatch i was tasked with remaking the original which shall be used as a kiln http://tesrenewal.com/comment/55932#comment-55932 this model is still in the works and subject to change i was not aware of any forge that has allready been done
Hmm i still think there could be more variation on the alchemy set I'm sorry to say man. I know you put a lot of work into them :( .
Personally I know my ranger will love to use these sets to create some nasty poisons for his arrows. I'm especially fond of the glass set.
On the topic of variety - I think four types are great, however there aren't many differences in the set outside the P&M. Glass standing as the exception, there are few differences between the first three retort or alembelic. Maybe changing their shape subtly could go a long way to make them feel more different and authentic than a simple upgrade.
Hope this helps! You're doing terrific work!
Some people likes complex_structures (and as consequence - transparent objects with visible structure).
Will be nice to see more of alchemy set with glass. Transparent material can be really necessary for some work in alchemy (to control condition of substances in it).
---
I can recommend to make higher pieces of alchemical set (except mortar/pestle) from glass - you have green glass items, so you can make another one from refined glass (with some visible structure inside).
The Telvanni crafting table... yes! *drool*
Baneling-like fungus is awesome. Maybe you could try full-organic variant of table.
Or crossover with table from lowest pic (round colored surface).
Are these enchanting tables? They looks amazing in any case. :)
Gorgeous, great job on these. :)
Will they glow?
im hoping so im also hoping that the candles/items that make the table work can be hidden in the mesh if it is the case still need to work that side of things out
I think Iceflame542 knows how to make the new enchanting table work. He made some new models for tanning racks work in game.
yes he is the man i need to chat to about the exact pieces that make the table work i think it two candles and the skull and possibly neloths crystal on the staff enchanter that make it work but if i can hide it in the mesh itself on the telvanni table without it efecting the activation that would work exelent for me and the new tanning rack would be my work too that reminds me i need to make a smaller one for a town/city
as some of you may know ive been trying to get my high to low poly work flow down to a fine art or as the case was to work at all with maps not working looking right ect but now i think ive finaly cracked it so with any luck the lovely hp stuff i have made up till now shall be coming thick and fast now 60% of my time is not wasted on working out why its not working i may need to reduce the map size from 2048 and remove a few polys at some point for this as its currently sitting at 1400 tris but at least i know its all working
Really well done scump! this set of enchanting tables will make a huge diff in the game!
5437 tris
im loving the custom tables here, my good man
ty there getting there few tweaks here and there and it should be good to go
If this table made from stones - it would be more good-looking with wider basis.
Construction in center of table is not looking stable.
quick update and render of some of the enchant tables and the new mages logo for the table and yes aly the legs are still not resized will correct that now

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