Elder Scrolls Chapter 2: Daggerfall - Still Life Project - 8. Metalworks - Part2

General / 26 January 2018


Welcome to the 2.nd part of metal works on Daggerfall Still Life Project. I will share the modeling and texturing details of the following objects:

  • Mug and cup
  • Letter holder
  • Dagger

a. Mug and Cup

As I modeled barrels earlier It would be nice to add some Mug and Cup to the scene, especially for the wine barrel on the left side of the table. I used Modo and Substance Painter.

b. Letter Holding Case

This model has a huge importance for the scene. Because I will add a letter (guess which letter!) to the table which is holding the main focus of the final scene. This holding case has some brass inlaid ornaments on it. Which I created by the Turkish ornament figures from the book of Hüsnü Züber. This letter case is carried by Imperial Courier's to deliver certain messages of the royal family to the concernees.

3. Dagger

This was the best part of the project. Because knowing these items from all FRP games, I wasn't aware of how a good dagger should be made by. I ended up with too many trial & errors on this one but finally get the result I want in almost 7 hours total. 

I can clearly say that my model geometry was very weak on detail but Substance Painter saved my butt there because on the grip of the dagger, It was great to control such layers with maskes and filters like we do on Substance Designer. Such a flexibility on a painting software is surprised me!

I love the shine on the dagger. These test renders are the most interesting ones I suppose:

I hope you like it.

Here is the road map so far:

  1. Coins (done)
  2. Candles (done)
  3. Bottles (done)
  4. Wood and Stone Works (done)
  5. Metal Works (done)
  6. Paper Works
  7. Cloth Works
  8. Clay Works (Final Bonus)
  9. Finalizing scene setup, object placements and lighting

I hope this will end well :)



Elder Scrolls Chapter 2: Daggerfall - Still Life Project - 8. Metalworks - Part1

General / 23 January 2018

Hello! This update contains the following items:

  • Candelabra
  • Torch
  • Lantern

All of them have emitting feature and very importan for the general feeling of the scene. I modeled all of them within Modo. It was great practice for a modeler like me who didn't use polygon modeling techniques for a long time. Well, I'ven been into Cad for a long time.

a. Candelabra

Modo + Substance Painter resulted well. Creating details with substance painter is the extreme joy of this project!

b. Torch

I will use these wall mounted torches fot the general interior lighting purposes. I like the shadows and highlights created on the stone.

c. Lantern

Lanterns are very commonly spotted on the game. The game version looks like it has some cover on the panels for soft lighting. I prefered the glass ones.

Next I will model and share these models:

  • Letter holding case
  • Dagger & sword
  • Cup and mug

See you next time!

Elder Scrolls Chapter 2: Daggerfall - Still Life Project - 7. Fireplace

General / 21 January 2018

Fireplace creates a nice medieval touch on this genre. So I love the feeling of the light touches the stones from fireplace. It still need some animal hide in front of the fire but I will consider that objects on cloth phase of the project.

As I mentioned on my last post, I created a fireplace by simple Substance graph and as a map, not model.  I created 2 alternatives. First one was using ground texture as a base stone tile, bu it looked like more fictional and didn't comply with the wall texture. So I decided to create the fireplace with using the wall stone texture. Both versions are below:

After exporting the sbsar file, I used the material on a simple low-poly fireplace model I created on Modo. I added a chimney line above it. 
Finally used a transparent fire image on multiple planes and added some logs over it to create emitting part.

I'm adding the results so far. Now I can go over the metal works which will be an interesting part of this project.

(By the way, I added logs under the ceiling with a little tweaking on my wood substance).

See you next time,


Elder Scrolls Chapter 2: Daggerfall - Still Life Project - 6. Models Created So Far

General / 19 January 2018

Finally I combined whole models to get test renders by a quick setup. Here are the results for the approximate route I want to follow on this project. I will create one more stonework: fireplace!! This will be the most interesting part of the project because I want to create the fireplace as a one Substance. 

After the fireplace, I will be on the metalworks. Will share the updates as soon as I model and paint the following objects (list may be expand):

  • Letter holder tube
  • An iron dagger
  • A lantern/lamp
  • Candle stick or chandelier (this word still reminds the TV series "Friends"!)
  • Goblet

Hope you like these test renders. I'm getting excited more and more each day I work on this project!

Elder Scrolls Chapter 2: Daggerfall - Still Life Project - 5. Wood and Stone Works

General / 18 January 2018

I created wood and stone substances to mimic Daggerfall ambient a bit further. I mostly inspired from the game textures and sprites I spot on the game. Here are some of them:

For most of the wood work, I used my previous wood Substance that I created for Railroad project. This time I have tweaked some color and wood texture setings. Finally I used these combinations on Barrels and Table models.

Stone wall texture was hard to create for me. I didn't like the whole stone patterns I get, by combining different procedural patterns. Finalley I made some progress and get acceptible results. Also I blended same wood plank material between the stone tiles.

I consider this phase as a 50 percent of this project. After these models, my next step is to create some specific metal work. I will update this blog but before doing that, I'm going to combine the models and textures I created so far to get some test renders and share them with you. This attempt will form some part of my final scene. 

See you, then.


Elder Scrolls Chapter 2: Daggerfall - Still Life Project - 4.Bottles - Part4

General / 15 January 2018

One last addition to the bottles of this project is the cut crystal glass potion bottles which holds expensive potions on most FRP universes. 

These glasses mostly produced as tea glasses, whiskey bottles etc. 

I created the material in Substance Designer as fully procedural, tileable and in 4k resolution. I used circular splatter node often and created checker tiled textures over it.

I created one another bottle shape, UVd in Modo and painted the texture with Substance Painter. I created some roughness and opacity changes through height information using new anchor technology and finally exported the textures.

Using textures on Octane Override materials in Modo, I created the dispersion effects and overal displacement and opacity controls. After providing acceptible results I get the following renders. 

Because of these are just test renders, I hold the sampling level low to save time. Sorry for the grainy results. 

Hope you like it. Good bye!

Elder Scrolls Chapter 2: Daggerfall - Still Life Project - 4.Bottles - Part3

General / 11 January 2018

While trying to get some ornament patterns with mathematical functions (I still didn't achieved any acceptible progress anyway), I get into creating some wicker pattern with Substance Designer. I wanted to use this material on new bottles and wanted to create a basket with it. Wickers has very common use on these areas. So, why not?

Material design took almost 1 day. But it was really great to have this material. I know, it is done by too many artists already (click here to see), but I didn't get into any tutorials or artists' projects because of to create a unique one. By judging to my final result I can say that it is unique but not the best. Regarding to one of my favorite Substance Designer users, Peter Sekula had created the ultimate one, I suppose :)

Luckily my version has a paint feature as it is a first on this material. This video shows the parameter changes and effects of the material.

Hope you like it. See you soon!

Some screenshots, and low sampled test renders...

Elder Scrolls Chapter 2: Daggerfall - Still Life Project - 4.Bottles - Part2

General / 08 January 2018

Hello again. Here are some additional bottles I created. One is for water and others are alchemy related bottles.

Creating water drops, some custom crystal shapes, cracks and dust over the bottles are the most exciting thing I do with refractive materials for a long time. Result is convincing for a start.

As I mentioned before, I want this project to stretch my regular workflows. So I want to model or design things by extraordinary, educative ways for me. So my next update may take a while. Because next, I want to create ornament shapes by math driven functions, at least I will give it a 2 days of try. If I get acceptible results I will share them without waiting :) Thanks for reading.

Elder Scrolls Chapter 2: Daggerfall - Still Life Project - 4.Bottles - Part1

General / 07 January 2018

I suppose bottles are the mostly used accessories on still life setups. But they have more special meaning for FRP games: Wines, Potions and Elixirs of course.

I completed one of the bottle approach for holding wine, by modeling a bottle and wrap it with twine. Twine and sacks are creating very old and mediaval sense to me. So for the sake of making this project more like r&d to my workflows, I decided to create twine material as a procedural substance.

After applying the texture, I created fur material to make the twine more realistic for close-up shots.

Both modeling bottle and designing twine material timelapses can be found on this video:

And of course here is the low sample test renders of the created assets.

Next step will be varying this bottle more by color and size changes and do more glass work for potions and tubes. Good bye!

Elder Scrolls Chapter 2: Daggerfall - Still Life Project - 3.Candles

General / 07 January 2018
After creating coins, I decided to model some candles. Because candles, fireplaces and torches are one of the best atmospheric icons of the game. 
 I made up a different workflow for this subject. Instead of sculpting random melted wax, I created a parametric tileable texture set to use on candle models. Substance designer is the best solution for this kind of subjects.

After texture set is done, I painted it with Substance Painter. I made this PBR material as only tileable horizontally and it fit well on cylindrical surfaces.

Next part was to create realistic SSS and candle flame effects. Well, SSS was easy to handle with my textures but flame was the hardest part. Finally I find a way by multiplying and mixing bunch of falloff nodes in Octane Render. And result was pretty convincing for me.

Especially I love the feeling when soft light of candles fell on the gold coins. 

So candle creation is determined like this. After all items done, I will consider the setup of the scene and decide that what kind of candle, candlestick or candlestand is ideal for the scene.