Monday 29 December 2014

Brain

just something I'm making when I'm tired of rigging and bones and stuff. I use it for learning stuff, for example how normal maps and Highpoly meshes work. The texture I'm drawing myself as I just don't ahve the precision with a mouse that I have with a pencil.



concept art



My new Logo! It says 'Magicspook' in Daedric. 

Chimer shield concepts I wanted to show someone


















magic wards concept

Thursday 4 December 2014

Auroran



VERSION #1 (DISCONTINUED)



VERSION #2 (WORK-IN-PROGRESS)


current concept art by Minervose:


CURRENT WIP MODEL HELMET:


Wednesday 19 November 2014

haskill suit

another request from the boss.

it's a modified Jester suit.

and a little update:
the clasps will be duplicated when I've UV mapped them.
 got the mesh in-game, just needs textures now.

 added an amulet

Sunday 16 November 2014

staff

The staff of sheogorath!





and the finished product, textured by our project leader:

Saturday 15 November 2014

Daedric Tower

bringing back the daedric towers from Oblivion for the Battlespire project, that is (re)creating the daedric planes of oblivion!

Quick update: added horns
added a depression in the top, and added some spikes
Added windows

added doorway and stairs:
AAAAND...
added the last spikes

Monday 10 November 2014

Bridge

something I'm working on when I'm bored of the Newt. The newt will still prgress though!
the triangle points to the side of the walkway will look like one of these (as you can see, the second row has much more detail than the others, but maybe I'll stick with triangle because flowing lines don't really fit in the model):
The brisge currently consists of 2 anchor points, a pillar and a bit that can be put between the pillars. By duplicating these meshes it is possible to adjust the length of the bridge.


update:
I searated the pillar and end bits, and made a middle bit with which multiple pillars can be connected.
like this, I can make a bridge that is as long as I want by adding more pillars. As you can see, I went for design #4 and it turned out quite well!


Monday 20 October 2014

Giant Newt

making a giant newt on request for Beyond Skyrim. It will be used for Cyrodiil.

Also, I came across a test model while playing. It uses the Hjaalmarch banner texture :P
increased the tail flap size.
In case you didn't notice, I am just placing pictures here. That is because the official development thread is on the dark creations forums (the atronach forge). The link is up above. Actually, the reason I'm posting ehre at all is that 1) Not everybody looks on some forum hidden away on the internet and 2) I can't upload pictures to those forums, instead I need to link it from another site.
Finally, an update!
fanially did some more: added toe bulbs

Saturday 30 August 2014

making a helmet

just something i was doing...
left is my helmet, right is the default ebony helmet I based it on.


UPDATE

Can't get it to work, I can get it in-game but it's completely black (which isn't my texture :P)
This is one of the big cons of blender: you could just destroy your mesh if you're not careful!

Saturday 23 August 2014

Wizard hat

this is for the same guy as the golem.



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UPDATE
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Added a clasp now, and fixed the band for a bit (it was a bit twisted, which you can't really see in-game)

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UPDATE
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added simple texture and fixed the mesh a bit


Friday 4 July 2014

Chicken head abomination

A friend came over and... well.... this is the result...







The thing at the throat is actually the mouth I forgot to remove... It moves when it speaks... terrifying.













Monday 23 June 2014

Illithid mod :D

 For the official forum thread, go to
http://forums.nexusmods.com/index.php?/topic/1834925-playable-illithid-mind-flayer-race-mod-progress/
a mod I'm making... enjoy this true abomination of failed meshes and even worse textures :D

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update 1
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I've been working on getting the meshes right and I updated the UV map (the last image used the texture of its predecessor but had a different UV map, that's the reason why there are black spots everywhere), and this is the result:

it's still a bit scaly, which will be because I used Argonians as a source for everything. I'll fix that.
Tentecles might be a bit longer, and I need to fix the weight painting (which makes the tentacles, for example, follow the chest rather than the head). at least the textures are fixed and I'm getting no more chrashes :D

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update 2
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some work on the head mesh:





















































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update 3
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update 4
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Something went horribly wrong
what it should look like:


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update5
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Now with eyes, no clipping around the shoulder, and updated weight painting and UV map! 

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update 6
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update7
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