justa quick one - forgot to post this:
Sunday, 16 June 2013
Skyrim Style Falmer
I may have been away from the net for a while but Morrowind is never far from my mind. In particular the vast amount of mods that I am working on. One in particular is taking new turns all the time. That is the Shrine of Falzan.
The shrine of Falzan, the 4th in the Falmer Project mod series that looks to put Falmer ruins on Solsthiem takes some inspiration from Skyrim. I've wanted to add actual falmer into the game for a while even considering ressurrecting the race but I thought no, I like the race to be gone. I like Skyrims approach - having the falmer decedents, a no longer proud and noble race but rather a goblin type creature.
With help from the guys at Great House Fliggerty I took it upon myself to learn blender and to recreate the Skyrim style Falmer. After messing around with some heads from a Playable Falmer race I created a head that suited my needs. Using blender, nifskope and Paint.net I cobbled together a new creature (to date all my creature mods are two or more existing creatures meshes together with new textures), and thus created what I can call a "New creature" (only about 89% vanilla meshes! my "most newest complete creature" to date)
So I give you, with comparison of the head mesh I edited in blender and the creature I hacked to bits:
Skyrim Style Falmer
The shrine of Falzan, the 4th in the Falmer Project mod series that looks to put Falmer ruins on Solsthiem takes some inspiration from Skyrim. I've wanted to add actual falmer into the game for a while even considering ressurrecting the race but I thought no, I like the race to be gone. I like Skyrims approach - having the falmer decedents, a no longer proud and noble race but rather a goblin type creature.
With help from the guys at Great House Fliggerty I took it upon myself to learn blender and to recreate the Skyrim style Falmer. After messing around with some heads from a Playable Falmer race I created a head that suited my needs. Using blender, nifskope and Paint.net I cobbled together a new creature (to date all my creature mods are two or more existing creatures meshes together with new textures), and thus created what I can call a "New creature" (only about 89% vanilla meshes! my "most newest complete creature" to date)
So I give you, with comparison of the head mesh I edited in blender and the creature I hacked to bits:
Skyrim Style Falmer
Monday, 6 May 2013
Fort Frostmoth Expanded - Update
Still working on the update to fort frostmoth. Added in vertex shading and also a farm area. Its not looking to bad at the moment - its going to need some NPC's and of course farm animals.
Thursday, 2 May 2013
Drow Bow Resource
Labels:
Bow,
Drow,
Midgetalien,
Mod,
Modders resource,
Morrowind,
Resource
Sunday, 21 April 2013
Nord Bows
Been working on some new bows for Solsthiem. So far I have a standard bow and a bow to match the Nordic mail armor:
Monday, 15 April 2013
Forst Frostmoth Docks Enhanced - working on a new version!
Been working on a new version of Fort Frostmoth Docks enhanced.
Aside from adding in more clutter, I've added in a light house, guard tower, refined the path to the fort and also made some addtions to the fort itself! Theres alot more than the previous version now.
Heres some shots from the construction set (note the rubble in the fort is part of the Bloodmoon main quest - it was not added by me. It is not seen in game untill the werewolf attack)
Aside from adding in more clutter, I've added in a light house, guard tower, refined the path to the fort and also made some addtions to the fort itself! Theres alot more than the previous version now.
Heres some shots from the construction set (note the rubble in the fort is part of the Bloodmoon main quest - it was not added by me. It is not seen in game untill the werewolf attack)
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