Author Topic: Adraax: Klyro's City Project  (Read 87036 times)

Arangol

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Re: Klyro's City Project
« Reply #630 on: July 29, 2006, 04:07:55 pm »
I'm currently working on as scetch for some of these ship-houses Inca mentioned. I think it will be completed tomorrow ...or something...
Coral would be great for buildings and such.

Nice to see you again Rast and welcome back  :)




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minetus

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Re: Klyro's City Project
« Reply #631 on: July 30, 2006, 12:31:21 am »
basic form study for corner hanging klyros sleeping poles :detective:

LARAGORN

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Re: Klyro's City Project
« Reply #632 on: July 30, 2006, 03:13:31 am »
Let the laughter start
here is my attempt at a sleep system.

The proportions are off but i think you can get the idea. This can be moved anywhere in the house.

My fiance had a great idea for sleeping in the Baku. While the Baku is being formed for windows and doors, molds of the owners feet could be put in the cieling of the still soft Baku.  :woot:  Custom fit foot holds  :thumbup:

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Baldur

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Re: Klyro's City Project
« Reply #633 on: July 30, 2006, 11:31:37 am »
basic form study for corner hanging klyros sleeping poles :detective:

Could you make some more choices, amybe some poles which resemble masts or flags, I guess that would fit the klyro too :)
« Last Edit: July 30, 2006, 12:18:02 pm by Baldur »

rast

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Re: Klyro's City Project
« Reply #634 on: July 30, 2006, 06:33:40 pm »
i have read bits of the thread but my knowledge is still slightly gappy :sweatdrop:

here is my idea for a sleeping system presuming that the klyros tuck their wings in like a bat (or similarly at least):


ok... the blue is the bit the klyros hang on, which is suported by a joist. The joist is connected to a piece of wood which is braced between the floor and ceiling of the baku. This also helps prevent the baku caving in on itself if it becomes old,dry and brittle (just an idea). The cooking pot in the middle is just to show where a fire could go - so on cold nights the klyros are near enough to the flames to keep warm (but not close enough to get burnt).
this is obviously intended for a small baku and a poor familly, but for rich famillies they could each have seperate "beds"

1 more thought - wat about young baby Klyros, surely they wouldn't be able to hang upside down when they are born - perhaps they could be held by their parents like bats:

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Arangol

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Re: Klyro's City Project
« Reply #635 on: July 31, 2006, 12:45:48 pm »
Alright, so I made my scetch of the klyros house boat but I don't have a scanner so I improvised, I made a 5 minute 3d model of it:
Klyros House Boat v0.0.01

Between the two poles in front you can set a sail for movement.

Very good idea about a fire in the middle of the "bed", Rast.
I agree with you that the small Klyros babies can't hang just when they are born, so that the parents hold them is a good idea.
"The answer to all life's problems aren't on the bottom of a bottle, they're on TV!"-Homer Simpsons

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rast

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Re: Klyro's City Project
« Reply #636 on: July 31, 2006, 03:05:41 pm »
Good ideas but how would you steer it if u wanted to move it :). Alternatively we could just have floating houses which stay in the same place, so when the tide comes in, they float up (i hope that hasn't been mentioned before - sorry if it has).Also,maybe a counterwait at the pole end of the boat which can be slid up and down to even out the weight distribution depending on the amount of stores and equipment are in the house.

Perhaps if you made it more like a barge rather than a raft:

(obviously it would need to be "klyrosified")

just ideas and sugestions

edit: I read wat inca said about animal transport earlier and i came up with this:


Basicaly the klyro would sit (or stand if they were adventurous ;)) in the small boat on the right, where they would place their feet into groves in the wooden floor and hold on with their claws. They would then be pulled along by the *insert name of big insect thing here* at the end of their reigns.
comments??

edit2: Spent all day moddeling this coz' i was bored ;):



The "Shazzer" battle ship
1129 faces
2334 edges
Everything finished except for the spare boat by its side. Going to texture it next.....

Hope y'all like it :)


That's probably all models for today.....this post is getting to long.....
« Last Edit: July 31, 2006, 08:22:38 pm by rast »
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minetus

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Re: Klyro's City Project
« Reply #637 on: July 31, 2006, 09:09:48 pm »
 :thumbup: rast sure that shazzer its starting to look awsome \\o// i feal excited to see it finished :D .

about floating houses they would be more of that floating type i agree with you, but lets hear from the others what they think.
as for me it sounds a good idea and a way of migrating all or part of the city to were the water goes.
ofcoarse the tide effect probably will never/or will be the last thing/ or something like that to be implemented in the game.


Inca Sator

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Re: Klyro's City Project
« Reply #638 on: July 31, 2006, 09:29:07 pm »
Rast!!! You are well done! You realy surprise me :D
[EDIT] I want to ask you not hurry to texture it. I see (on first pucture) your model have only one SMOOTHING group for all faces- it's wrong.
Also can you examine internet and research for ship's cordage, ropes etc?

Arangol
, i don' see any particular in your house-ship. It's looks like somebody took common house from land settlement and placed it on raft - this is the crude concept of collocation "house-ship'. My suggest: don't make ship from house - make house from ship. Do you play Oblivion? - in one of outside district of Imperial City you could find a tavern made in ship - there 70% ship and 30% house. I think you must aim on 50/50.
« Last Edit: August 01, 2006, 02:00:23 am by Inca Sator »

rast

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Re: Klyro's City Project
« Reply #639 on: July 31, 2006, 10:54:10 pm »
thx both of you :)

@inca
how do you meen by texture group?? do you mean the whole model is 1 object??
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Arangol

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Re: Klyro's City Project
« Reply #640 on: August 01, 2006, 11:50:58 am »
Very good, Rast. That model looks really impressive. Thumbs up  :thumbup:
Have you made the inside of it? If you haven't, do it.

Inca, I said it was a 5 minute 3d model, my picture had more detail, a 2 story house with some nice stuff all around. Yes I know it looks really plain but I think we can evolve it in to something. And sorry, I don't play Oblivion, when I tried, my computer nealy blew up. Can you give me a screenie of it?

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Choose how the Klyros town will look like:
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rast

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Re: Klyro's City Project
« Reply #641 on: August 01, 2006, 12:44:56 pm »
thx arangol. i haven't put an inside in the shipbut i will do that next (i swear your trying to make my life harder ;)).

any ideas for sale patterns any1. i sorta thought white with blue patterns on like in incas picture....
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rast

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Re: Klyro's City Project
« Reply #643 on: August 01, 2006, 07:04:37 pm »
Most recent model + inside - is this how you meant inca - i cleared up the bottom "fin" a bit and tweaked some other stuff (sorry but i still don't quite understand wat u mean by only having 1 smoothing group ::| edit: my bad - reading it wrong):



and yes, i did put a few textures on (i haven't even attempted the main body yet ;)):

just to give an idea of wat it might look like finished (excluding the bad lighting)......

comment,sugestions??

edit:as mentioned before, has anyone spoken to arcane falcon about a klyro related unoficial fanart challenge??
« Last Edit: August 01, 2006, 07:49:04 pm by rast »
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Inca Sator

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Re: Klyro's City Project
« Reply #644 on: August 01, 2006, 07:40:05 pm »
Arangol, please, take some inspiration from references found by Xilix. I especially like, for examle: