Morrowind houseflipper. Fixing houses after Bethesda

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  • Опубліковано 16 січ 2025

КОМЕНТАРІ • 56

  • @mogos2614
    @mogos2614 2 дні тому +48

    I barely know blender but I am sitting here watching this guy fixing houses from Morrowind in blender like its my fulltime job. (I also ignore my actual job to watch this). 10/10

  • @humanharddrive1
    @humanharddrive1 3 дні тому +19

    I really love how you picked apart everything that’s wrong with those models, I enjoy the technical ezplanations 🙏

  • @amnothere1234
    @amnothere1234 5 днів тому +46

    Why was this suggested to me? Why am I here? What is going on? Fuck it, this was rather interesting. Nice!

  • @SkyBorik
    @SkyBorik 3 дні тому +15

    Surprisingly useful video. Rare youtube algorithm W.
    Thanks!

  • @Pseudocue
    @Pseudocue 2 дні тому +3

    Man as a games artist this is satisfying as hell, thank you so much for posting this!

    • @Pseudocue
      @Pseudocue 2 дні тому

      I'd love a before and after too!

  • @DrTheRich
    @DrTheRich 3 дні тому +7

    Custom normals in blender reaaaaally needs an overhaul. They are currently so messed up they can't even be implemented in geometry nodes, which would be extremely useful

    • @antonisauren8998
      @antonisauren8998  3 дні тому +3

      Dozen houses later I noticed they get messed up even when mirroring, at least with putting -1 to root scale and applying that.

    • @josephbrandenburg4373
      @josephbrandenburg4373 3 дні тому +1

      they can be edited in Geometry Nodes tho.

  • @sophiapolfliet5839
    @sophiapolfliet5839 4 дні тому +8

    Learned a lot from your video thanks for posting it. Would love to see you tackle the televani housepods someday in mop. I did fix them myself but would like to see a professional take on the process. Housepod 03 is expecially messed up.

    • @antonisauren8998
      @antonisauren8998  4 дні тому +5

      I opened it up just to check how bad it is and done what I could. Sorry, out of camera. :P On one hand it's much simpler than Hlaalu houses, just single blob, but on the other it has major design flaws. At least it was something different. Top is single relaxed island, just must be warped a bit so that tit on geometry matches the texture. Same with pod. Gills looks the best when set to utilise whole height of the texture. Distortion is much worse than aligned to one edge only but seam with pod part gets masked a bit at least.
      I'm going over Hlaalu in preparation to fixing similar issues in Tamriel Data before Narsis release. My contributions to MOP are limited to things that bother me in game or are required to match with TD extensions.

    • @sophiapolfliet5839
      @sophiapolfliet5839 4 дні тому +2

      Thanks for responding. ❤

  • @xx_kuus_xx
    @xx_kuus_xx 14 годин тому +1

    how many septims for a home fix in balmora?

  • @wiredmania2653
    @wiredmania2653 8 хвилин тому

    Finally the game is playable

  • @ackselpacksel
    @ackselpacksel 16 годин тому

    Good stuff. Are you also using the Atlas texture?

    • @antonisauren8998
      @antonisauren8998  14 годин тому +1

      No, those are for vanilla textures, using five materials per building. But I try to keep UVs in a way to ease up atlasing.

  • @udese730
    @udese730 День тому +1

    What are you doing on your other monitor (I assume, your mouse is going offscreen) in the UV part?

    • @antonisauren8998
      @antonisauren8998  17 годин тому

      Yes, I'm used to having UV window on second screen. When I have to show something and work with both on single monitor I struggle a lot, especialy as blender ui does not fit. Here it was not the point so I didn't bothered.

    • @themonotonist
      @themonotonist 8 годин тому

      @@antonisauren8998 What were you doing in the UV editor? Running unwrap on the UV islands?

    • @antonisauren8998
      @antonisauren8998  7 годин тому +2

      @ Pinning one edge and relaxing stretched islands mostly. Unwrap, turn into quads, follow active quads in case of trims.

  • @MoonnyMoo
    @MoonnyMoo 3 дні тому +5

    What are they using vertex color for? Fake ambient occlusion?

    • @PASTRAMIKick
      @PASTRAMIKick 3 дні тому +1

      I was wondering the same thing, could be fake AO or it could also be a simple map texture that darkens certain areas of the base (diffuse / albedo) texture, morrowind being an old game doesn't use more advanced techniques and probably "bakes" a lot of the visual information into the textures. (I guess this is probably what you meant but in fewer words haha)

    • @jin3121
      @jin3121 3 дні тому +3

      Yes. They also used this a lot in Skyrim, as they still didn't implement AO maps into their materials. Not sure if that changed for Starfield.

    • @MoonnyMoo
      @MoonnyMoo 3 дні тому

      @@jin3121 Now I wonder if there is some tool or plugin that allow to convert AO map to vertex colors.
      UPD: Answer is Blender addon - Bake to vertex color on Gumroad. So one can also create AO with Blender or Substance Painter and then convert it to Vertex Color.

    • @jin3121
      @jin3121 3 дні тому +1

      ​@@MoonnyMoo Yes, most 3D software comes with built-in tools or community plugins for generating "Ambient Occlusion" or shadow vertex colors. This method can be a cost-effective way to add detail to games, especially when working with older game engines. However, caution is needed when using shader injectors like ENBSeries, which includes an external AO shader. Combining dark textures, vertex color shadows, and external or in-engine AO can sometimes result in overly dark or "crushed" assets, where the black or shadowed areas lose detail.

    • @antonisauren8998
      @antonisauren8998  3 дні тому +3

      Morrowind does support AO textures. (kind of, not in PBR sense. It's still phong lighting model after all) They can even use separate UV set. Same material slot can be used also for alpha mask. Keeping it as vertex data is ofc takes much less memory and it had to fit into few MBs of first x-box vram. Besides fake AO, it's also used to break tiling and add some grim details.

  • @mups4016
    @mups4016 18 годин тому

    Wait what, vertex coloring? I need to check that out.

  • @KingLich451
    @KingLich451 12 годин тому

    will these be available to dl somewhere?

    • @antonisauren8998
      @antonisauren8998  11 годин тому

      They will be part of Morrowind Optimisation Project.

  • @Elrumel
    @Elrumel 2 дні тому +2

    thats great but how to fix
    the urge to jump on and off of it

    • @samuelbanya
      @samuelbanya 2 дні тому +2

      Haha, spoken like a true Acrobatics legend

  • @The_Crucifix
    @The_Crucifix 3 дні тому

    legend

  • @scgstudio
    @scgstudio 2 дні тому

    as for split by material problem, it was the same issue in 3Ds Max. Workaround for it was to make a copy of the object for each material and remove faces for any other material from that copy. This can be 100% "one click" solution.

    • @antonisauren8998
      @antonisauren8998  2 дні тому

      I started in max but engine I developed for supported only smoothing flags directly exported from it back then. Were custom normals even a thing in 3ds 25 years ago? Maybe that is a cause why those buildings looks like that. Most modders nowadays is way more experienced in both tools and engine than Bethesda devs were during development.

    • @scgstudio
      @scgstudio 2 дні тому +1

      @ as long as edit normals modifier was present. And then, they had to be set to "explicit" to survive some topology manipulations. Each other modifier being able to change topology data ( edit poly ) was removing ( resetting ) all vertex normal data. Now, since few max versions, all is stable, even boolean are not changing them, which is fantastic.

    • @antonisauren8998
      @antonisauren8998  2 дні тому

      @ I have slight memories of direct normal manipulation in Max. Last version I used was 17 I think.

  • @Ally2_
    @Ally2_ 2 дні тому

    Finally, i was waiting from premiere.
    ; )

  • @JimmySahlin
    @JimmySahlin День тому

    Are we sure blender and the extraction tool gets the normals right? Are the errors visible in the game I mean?

    • @antonisauren8998
      @antonisauren8998  День тому +1

      They sure are there in game. Especially visible if you crank up diffuse lighting above default values.
      I've learned that if you leave object with multimaterial and let exporter split it, normals are fine, but you end up with one redundant empty parent for them.

  • @yoyobird8427
    @yoyobird8427 День тому

    HA i love the title just wanted to say

  • @samuelbanya
    @samuelbanya 2 дні тому

    Is this easier than the construction kit?

    • @antonisauren8998
      @antonisauren8998  2 дні тому +1

      Like blender overall? No, but less limiting plus knowledge is appliable in any other game/project. Is making legos easier than building from them?

  • @orrode2
    @orrode2 2 дні тому

    Awesome job

  • @stal2496
    @stal2496 День тому

    Did u upload this to nexus?

    • @antonisauren8998
      @antonisauren8998  День тому +3

      It will be commited to Morrowind Optimisation Project when I'm done. For now they're available on my fork of their github.

  • @sergey8692
    @sergey8692 3 години тому

    Не проще ли заново нарисовать твердотелом чем вылавливать эти мелкие баги?

    • @antonisauren8998
      @antonisauren8998  3 години тому

      Not really. I'd have to do the same plus unwrap whole thing plus model it. And mesh must adhere to the original 1:1 as dimentions goes.

  • @Ostarrichi996
    @Ostarrichi996 День тому

    why not use 4.x?

    • @antonisauren8998
      @antonisauren8998  День тому +1

      Nif I/O script was not updated to 4.2 for a long time and then in 4.3 they decided to remove alpha properties breaking whole material logic. Untill there is some major feature I can make use of, staying on old version I know works is safer. Only downside so far is, that files from 4.x hava proken UV edytor UI even when appended into new file.

  • @dreamydimes
    @dreamydimes 4 дні тому

    😲

  • @buhumon123
    @buhumon123 22 години тому

    can you decompile assets from lineage 2 and fix those?

  • @NeatWolf
    @NeatWolf День тому

    Bethesda really doesn't deserve modders, it exploits them and the users regardless T_T
    Besides, loved what you did with this model! May I suggest a before/after comparison at some point?

  • @Nick-y9c
    @Nick-y9c День тому +1

    If *you are the 3D modeler* who made that 20 years ago at Bethesda, *shame on you! 🙃*

    • @stanpikaliri1621
      @stanpikaliri1621 День тому

      20 years ago people had no such sophisticated tools to model everything fast and without imperfections.