If you have some experience with modeling then we are currently building a team that can work in an organized workflow manner.
The idea is to get a list of needed assets and assign people who can do the various aspects where they are best suited.
Please introduce yourself and let us know what you can do. Start with what you are really good at and what you would like to help with. Then move on to the other stuff you know but your skills in that area may not be as strong.
Don't worry if you are only good at one thing. Most 3D artists specialize in one or two areas. 3D generalists are rare, that's because 3D content creation is extremely complex "jack of all trades, master of none". So if you can do any of the following let us know.
Modeling, Textures, Rigging, Animation, Knowledge of (Niff Tools)
Our current 3D modlers, animators and texture people are:
Eloth and Machine our long term members who have expertise with all aspects of modeling Elder Scroll assets and best knowledge of how everything is set up.
New to the team are the people who have recently joined up, mostly via Gopher recommendation, so you will find yourself in the same good company of people.
Ravanna
3d modeling character artist graduate. 3dsmax, Zbrush and Xnormal.
Our needed assets are:
Armors: We are utilizing what we can already find in Skyrim modding community, perhaps with some alterations. We have a spreadsheet of all the armor resources available, so visit this thread to find out what Armors you can work on: http://morroblivion.com/forums/skyrim/skywind-development/3423
Clothing: I’m unsure of the plan here. Will wait for somebody with more knowledge on the approach.
Weapons: Same as armor, will utilize what we can find already, and make a list of those that we need.
Creatures: There are some Skyrim creatures that are very similar to Morrowind counterparts, but we will need to port some of the creatures over. This is where we need animators and some new models for the creatures. For a list of creatures that need to be created use this spreadsheet to guide you: https://docs.google.com/spreadsheet/ccc?key=0Alvwmz6hbHGPdHh...
We have over almost 5000 meshes and textures that make up the Morrowind world and there is a desire to make our assets as spectacular as possible. We have done some work on various models to make them more appropriate for a modern game, and a complete overhaul has been done on the textures. But we are still in need of making sure that all our models are not considered Bethesda property if we want to distribute freely.
Without a doubt the challenges that are faced when working with any Bethesda game is the lack of supported tools. NifTools have been producing the most handy utilities, and NifSkope is the main product that would be used by the Skywind team, along with 3DS Max. We have a few tools that we have used to make the porting process easier for us. We have NifConverter which can port Morrowind format nifs into the Skyrim format. It can also apply certain settings to nifs in a batch style manner. The same with collisions, in that we can apply certain settings in a batch style way. We have been using a 3DS Max plugin for exporting/importing nifs. There is similar plugins for Maya and Blender, if this is your choice of software. However all of these are not perfect and come without some features that we would like.
We currently have some coders trying to iron out these things and add more functionality, but the reality is that it will take time. You will not be the only people in this situation, so persistence and patience at learning what is possible will ensure that you stay sane :p This is probably the number one reason why 3D modelers find it hard to stick with the Elder Scroll series.
However on a positive note, that is why we are building a team of people that have got experience with these things, and as a group will be able to figure things out together :)
These are the various workflows as listed by Onesepaph:
Modeling: building meshes, Optimizing meshes, Make morph targets, Editing meshes and making the initial UV maps for the texture team. Build organic meshes with poly flow required by the rigging and animation teams. Modelers you know the drill.
Texturing: Build/edit color maps, Build/edit normal maps, build/edit alpha maps, Build/edit spec maps etc. Texture makers you know the drill.
Rigging: Rigger with Nif experience or willing to learn Nif. Hard body rigging, Soft body rigging, Face rigging, Build riggs to game spec. Build riggs to animation team spec when it does not conflict with game requirements. Riggers you know the drill.
Animators: Hard body animation, Soft body animation, face animation, lipsync, Biped animation, Quadruped animation, strange and freaky creature animation. Animators you know the drill.
3D Asset integrator: Compile and package 3D assets for the game engine.
Testers: The test team needs its own leader. Create test cases for 3D assets, Make bug reporting database, Test 3D assets as they become available, report bugs to the 3D asset leads. Testers you know the drill "they make it, you break it"
A Content Management System for 3D assets needs to be put in place. fancy is nice but something simple will work. Not having some way to manage the 3D assets is not going to work. This is a very high priority.
If we can put together a 3D asset team, this could get real fun, real quick.

Hi, I'm Oneseraph
I am interested in being on the 3D asset team, I am an excellent 3D modeler (film and TV production level). I am skilled at producing UV maps for use by someone who can make textures "someone not me" In a pinch I can do textures but expectations should be kept "Low". I can build model meshes to accommodate Rigging, All the rigger has to do is ask. Notice that someone else will be doing the rigging, that's because if someone put a gun to my head and said "Rig that Biped" that other person would be the only one left to do it. Same goes for animation. I am trying to learn Niff and get better at texture making.
P.S.
Your introduction should include Good, So-So, don't ask and what you are willing to learn. One of the potential benefits of being on the 3D asset team is learning new skills with the help of others on the team.
Thank you, Oneseraph
Hi, everyone
This post is for people new to 3D content "asset" creation. Or just a quick FYI to anyone not familiar with UV maps. The aim of this article is to give a basic description of a UV map, what it is used for and who is responsible for creating it.
What is a UV map? Put simply "if I can" a (UV Map) is a set of data that describes what a 3D model would look like if you carefully unwrapped it and then flattened it on a 2D surface. (See images 1 and 2 below).
What is a UV map used for? That is a very complicated question, the short answer is a whole bunch of stuff. Today I am going to focus on using UV maps for building Textures. Once a UV map has been made for a model mesh/meshes then a image template can be made (see image 2 below). The important thing to know about the image template is that it's resolution is independent of the UV map. For instance the same UV maps could produce an image template that is 512x512 pixels or one that is 2048x2048 or at whatever resolution is required. Once the image template has been made it can be used in any 2D program like Photo Shop or GIMP. The texture artist uses the template as a guide for painting textures to the object (see image 3). Once the Texture artist is complete then the texture is applied to the UV on the model Mesh/Meshes (see image 4)
Who is reasonable for making the UV map? Generally the modeler who built the mesh/meshes. In our workflow the modeler builds the initial UV map and the Initial template at the resolution required by the project. If the initial UV map needs some tweaks the texture artist will explain to the modeler what needs to be done and the modeler will make the necessary changes. Sometime the texture artist is very skilled at producing UV maps. When this is the case the texture artist can usually build they're own UV maps. (note we need to formalize a check-in process for this)
This article is an experiment, please let me know what you think.
Oneseraph
Oneseraph: Happy to have you on the team :) There is much you can start with: Modelling creatures we are missing, like cliffracer, alit, kagouti, ash creatures, scamp, ogrim, kwama creatures, daedroth, nixhound, winged twilight, shalk, olden saint. Make new building meshes inspired by the original meshes, some is already done, like the andoran tc have made some replacements we can use hopefully. This list ofcourse apply to all modellers on skywind project so someone must organize and divide up work for everyone based on what they do best.
Also weapons and armor is needed to be either made from scratch, or tweak skyrim armor(or modded armor) with original morrowind armor as inspiration, doesnt have to look 100% the same(as some morrowind armor looked like crap).
Also take a look at the original morrowind concept art that was made during development, this can also be a source of inspiration for armor, creatures, weapons, and architecture.
you should chek out monster mod/skymomod the got a few creatures from morrwind and oblivion i am not sure what the al got because the got a lot of creatures google it i think hey dont mind if we use it
http://skyrim.nexusmods.com/mods/16411
http://www.moddb.com/mods/skymomod-v12/images/necromancer#im...
love the bonelordt above me skeletons rule to bad not in skyrim but that why i want to go back to morrowind and oblivion
Hey, i making a base mesh for the Bonelords.
What do you guys think? should i make his neck long like in Morrowind?
It's still a wip.
neck should be a little longer yes, thats what was so scary about them first time i ran into them playing morrowind :) cool looking mesh, i can see you have talent for this :) just some minor tweaks and its good :)
need shoulderparts, but i think you know about that:
http://images.uesp.net/3/37/MW-creature-Bonelord.jpg
Very nice!
But the arms look like they're just stuck into the mesh. Maybe you can modell some sleeves around the bones ..or something like that.
Ok, I'll make the neck longer, add the Shoulder pads and then i'll put a download link for the mesh.
Hey David and Finger,
Maybe you two can work together on the Bonelord? I know Finger, you have experience with rigging and animation, so that would be a great help in getting the Bonelord to come to life.
We are still trying to get lists together, so this might tie you over until we are clearer on what everybody wants to work on.
I could work with him.
I made some adjustments on the mesh, made the neck longer and added the shoulder pads.
I think this should be used as Base for modelers to make a better bonelord (with better robe, hood and shoulder pads). I'll retexture it when i have time to. I think the arms don't look like they're just stuck into the mesh now.
Also, I made 2 versions.
Sure I can help with the bonelord. As I wrote before my rigging skills aren't the best. But i think i can mangage the Bonelord. Animations won't be a Problem.
And I started scultping this little kwama forager. Its still work in progress.
Original Kwarma
http://www.uesp.net/wiki/File:MW-creature-Kwama_Forager.jpg
New
wtf is this url bullshit ?
Wow, that looks great, the bonelord and kwama!
Thanks Shadow.
@Finger
That Kwarma is really looking good. I'll send you a pm with the link to the Bonelord.
Damn, my mouse batteries are ending. lol
Why the hell I'm a programmer? Damn I want to be a 3D artist after looking at those screenshots. Great work!
zilav, im fully agreed with u))
The Kwarma and Bonelord are coming along nicely.
For a complete list of creatures that we need for Skywind please reference this spreadsheet: https://docs.google.com/spreadsheet/ccc?key=0Alvwmz6hbHGPdHhWWFVzcnhURzhQdWVOclRIRXREYUE&usp=sharing
If you discover or know of a modders resource that covers one of the creatures please post, or alter the spreadsheet as need be.
There's also a Hunger in Skyrim monster mod (on 1:45):
http://www.youtube.com/watch?v=ZrK6WYTsqdU
we got hunger also in moster mod
i think we should use rat from monster mod because skeevers arnt realy rats in my eyes http://www.moddb.com/mods/skymomod-v12/images/rats#imagebox
ascendet sleeper i think this guy fills that place very wel http://www.moddb.com/mods/skymomod-v12/images/necromancer#imagebox
dogoth ur isnt hey just a dark elv whit nice clothes?
this clif racer probely isnt what we need but maby can be ust
http://skyrim.nexusmods.com/mods/8579
for the rest nice list
if someone have experience with skinning(vertex weighting) pm me, i have some jobs for you :)
There is an ancestral ghost in the Sheogorad - Forsaken Isles mod, the author has already given the Skywind team permission to use his assets, it has all new textures and meshes so copyright shouldn't be a problem, all that needs to be done is to convert it to Skywind
http://oblivion.nexusmods.com/mods/37329
The Guar, Daedroth, Hungar, and the rat from Skyrim Monster Mod are great (some textures might be a little low poly and would need retexturing), the creatures from Skyrim Immersive Creatures I feel are too different from their Morrowind originals, and they are easily seen as modified versions of Skyrim creatures
There is a Durzog and Kagouti from the Elder Scrolls Online website, if these were recreated from scratch and put into Skywind that would be amazing
double post
Hey guys! Been a long time lurker, figured I could chime in here.
I work mainly as a modeler, but I do quite a bit of UV mapping and texture work. I work primarily in Softimage (Mudbox, Topogun as well) so any and all rigging experience I have won't be useful here. :(
Also, I have no real experience with the .Nif format, or on how to get models ingame. I can learn though. :)
grabs of an example model. http://imgur.com/a/PEkHf
Just let me know what you guys want / need me to do. :)
thats no problem, you can just model, and export as .3ds or something else 3dmax can import, then we can export to skyrim .nif :)
Nice model you did there :) There is much work need to be done by replacing bethesda assets, by community made assets, so if your interested, you could start modelling replacements for buildings, clothes, or flora :)
Hey guys, let's be careful with using assets from SkyMoMod, most of the creatures are imported from other games ._.
Anyways, i already sended the bonelord model to finger.
and why would that be a problime david aron we arnt using those only the lore friendly stuf afcourse and hey doesnt mind if we use it i spook whit hime and hey is making a clanfear nowe so thats a other 1 we can use
is there a picture of the bonelord when done i love that guy
reminds me to finaly play moonpath to elswere
https://images.nonexiste.net/popular/wp-content/uploads/2012...
thats 1 ugly son of a bitch
Hey Guys
I was Browsing the nexus fro resources and i found that this mod has so many things we could use but it spans about ten different threads so feel free to strip it to the bones and shove it in skywind :)
http://skyrim.nexusmods.com/mods/30390
i saw ashopper and thought it doesnt look a lot diferent from a scrib so if any is gone make a scrib the maby want to look at the ashopper is basicly a scrib whit grashopper legs and a thoung from alians wierdt enough
Yes we already know about virtually all of the usable resources in Dragonborn. In fact, the ash hopper is actually named as "Scrib" in a lot of places at the .esm and mesh level.
oke good to knowe can u update creatures list i am missing a few things that where put in the comments a while ago
Can some of the people on the list, ummm, give like a status report? I hope nobody ragequitted now =p
Hey Folks.
Came across the developers needed post on Gofers Site, thought i can help out.
My Skills are:
Modeling - Mostly Hard surface stuff (weapons, armor, buildings, etc) i can do organics (creatures, people, etc) but that takes a bit more time.
Texture Art - I use photoshop, and i mostly use photo reference for my textures to try and make them as realistic as possible.
Ive worked on Two other mod groups including this one for Star Wars Forces of Corruption: http://www.moddb.com/mods/thrawns-revenge
I also am interested in voice acting.
And have released a few mods for Skyrim Including this one:
http://skyrim.nexusmods.com/mods/30141
Speaking of which, if you think any of my mods will be useful in Skywind, feel free to use them, just let me know which ones you are using.
dragonborn dlc playt it done every thing explored every corner of it so back here cheking if somthing new happend seems not raely every 1 stil playing dragonborn ?
creatures list stil isnt updated o wel just wanted to share this link best looking alit i ever seen
http://www.darkcreations.org/forums/gallery/image/634-rtm-alit/
@David237
Try giving eloth a pm, he'll dump some work on you.
@no1
They might've ragequitted or are busy. I'm hoping it's the second one.
This is
http://vk.com/doc179511800_155133045?hash=7c0b85917007b5309f&dl=633882e8560befbaa6
a siltstrider (no textures)
u knowe silstrider is in dragonborn dlc and before that there was a mod that remade 1
just saying
Hey guys you need to communicate with eloth or happychappy to know what you need to do so people don't work on the same thing. It will make things go allot faster. :)
my name says it al biger help than comment i am not gone be not gone bother any 1 whit my bad english i just like to give comments ( :
whit great stuf comes great anoyings
Hey Davis237 - let me know if you have been given some direction on what you can work on? We have armor, weapons, clothing and creatures that all need creating. Also if you prefer architecture, or something else, then there is plenty to do. Lets us know what sort of thing interests you most?
Creating animated trees for Skyrim
Hey guys, I would like to help the project with remodelling of static meshes. I have no experience in dealing with animations, but I have a pretty decent grasp at making statics with Blender from zero up to everything including UV mapping and texturing. If anyone else is not working on it, I would like to take a stab at the architecture interior and exterior meshes, particularly the cantons of Vivec.
Or if there is something else that is higher in the priority list, I would be happy to do it still. Just let me know.
I think the team will be happy to have ya. message eloth and he'll put ya to work. :)
I'm an amateur modeler/animator, but I work and learn rather fast. I can do texturing, pretty nicely for statics, and have a good eye for detail.
Armors are definitely not my specialty(translated I suck at them), but I can make weapons given a reference.
However, I would be quite interested in specifically making little things. Candles, torches, bowls, cups, anything like that. I would prefer to work on the lights first, however. If you want, I can put up a few models (textures unfinished). If anyone has a static spreadsheet, I'd love to take a look at it, knock out some of the unfinished ones.
I like to work in Maya, but I have blender and Nifskope for importation to skyrim. I'm not rock solid on how to import things, but that's what the internet is for!
Hope I can be of help!
ok i'm here because I want to have some fun making 3d again, with a team, and because I loved dragonborn so much I wanted to see morrowind recreated. (again. big fan of morrobliv)
here's my portfolio: http://ravanna.wix.com/portfolio
I've made some stuff for skyrim already:
https://dl.dropbox.com/u/33409411/Baquin.jpg
https://dl.dropbox.com/u/33409411/1.jpg
Sadly, the modding community's knowledge with custom animation's was either zilch or a closely guarded secret, so i never got these ingame moving/working. I also tried my hand at the CK and nif tools, and decided it was just easier to self harm instead. Seriously, awful :(
Has anyone here had more luck with new rigs/skeletons?
Anyway, I'm interested in making an Ash Slave or a creature for my 1st model. But if we have to base all new creatures on preexisting skeletons, I'm gonna need to know before I start.
If I can add some of you on skype we can talk more, I will probably need the human skeleton/base meshes to start.
o0o who gets to make the dreaded cliff racer?
skype=aeryn.davies
programs = 3dsmax 2013, zbrush4R2, CS6 xnormal.
a whale a freaking whale damm man i wanted that in skyrim
also u can remake any creatures u want on existing skeletons ore not what gives u the best end result just say what u want to make so we knowe u cliamt it
but i am no1 i just reply because i can also the creatures list stil isnt updatet just saying
Hm, we had a few people who were supposely going to help us with skeletons and body rigging, but alas, they vanished. Anyway, when Eloth sees your post, he'll most likely pm you and probably give you a bit more info on that subject.
Hey Ravanna,
The community still lacks custom rigs/skeletons, so for the moment still assume that all creatures will be based off pre-existing ones.
We will get you into the chat messaging on the website, so you wont need to use skype to talk to everyone :)
Your work looks amazing so please go ahead and do the Ash Slave. Post your updates here if you want and also if you are not a Nif person, then another team member can do the rigging, importing, etc.
If you want to do the all important cliffracer then go for it :) The problem is which skeleton to use, without having custom rigs at the moment.
Welcome to the team!
in the process of updating textures
what do you think?
It looks pretty good. Aren't almost all of of our textures already HD though? Were the tents just missed or something?
i dunno. I asked eloth what seamless textures i should make, and he suggested these ashlander tents...
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