High quality Falmer render using blender: What next?

#1 Posted by MordeaniisChaos (5730 posts) -

I was bored, and couldn't sleep, so decided to mess around with rendering some Skyrim stuff in Blender. I am by no means a master of either, but I thought the results looked pretty cool so I thought I'd share, and also ask what I should render next from the game? Keep in mind that I'm not really sure how to do something like render an entire city (though I'd love to try and figure out how to get Markarth into blender one way or another and render it out all pretty like this), but perhaps a race and armor set would be a good place to start. Or maybe a dragon. Or hell, a chicken if that's your thing. Perhaps lots of soft body chickens falling into a pile? I dunno, tell me what I should do next!

Trying to capture the "Vanilla" look of Skyrim
Went all out with fancy rendering techniques and removed the infamous ambient light that is ever present in Skyrim.
#2 Posted by Talis12 (488 posts) -

looks nice.. rendering an entire city could form some problems though.. skyrim consists of multiple area's, all with their exterior and interiors and each consists of hundreds of pieces put together.. not sure if you could import an entire area at once or if you need to redo each separate piece one by one..

starting with weapon, armor and character models seems the right way to go

#3 Edited by VisariLoyalist (2994 posts) -

Am I the only one who thinks that looks cell shaded?

edit: I take that back not cell shaded but I think it looks worse than before. Why would you take away the depth producing hard contrasting light? I think they made that design decision on purpose.

#4 Posted by MordeaniisChaos (5730 posts) -

@VisariLoyalist: That's more the fault of using Vanilla textures/normal maps. If this were a normal CG character with a massive polycount, there would be a lot more detail to it, which would catch the light in more interesting ways. The SSS was also part of that, I just didn't do much to tweak it to help retain sharpness.

Also, adding more lighting/sharpening it up helps with that. But that wasn't the point of this. It was to show that soft lighting has a place in gaming. High contrast lighting is cool, but that's not what this is about. It's the idea of sneaking through a dungeon with a creepy creature just at the edge of the light of a small fire or torch, half shrouded in shadows. Skyrim looks fine, but I think sharp contrast needs to come with a sort of aesthetic that embraces it. Skyrim just feels like a nor terribly advanced engine, without cool Post processing, just lots of hard, simple, jagged things. I think the games looks great. But I like games with a more organic look. Things like Ambient Occlusion and limited ambient lighting may not make things as "sharp" but they are more akin to a real world scene.

It looks a lot different now that I've started on a scene for things to end up in (A bridge over a river, simple but lets me play with day/night and other lighting).

A matter of taste, at the end of the day I think. I just want to make a point that games don't have to look like FEAR with severe ass lighting. They don't need to have some silly ambient light flooding into your eyeballs when you're in a damn cave underground with hardly any source of light.

Also, I did this in a night, and most of the time was spent getting importing meshes/getting UVs to work properly/ remembering to recalculate normals and figuring out to remove doubles.

@sideshow: I know how Skyrim works. I've spent 150+ hours :p But I don't need to do interiors. Just the city itself. But even then, it's a bunch of meshes and textures set together according to some code, so either way it'll probably be a bunch of pieces being brought together in an attempt to keep things accurate. I can't imagine there's a way to import it all together as it is in the game.

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