Cork on a fork

This is Jiub. Jiub is the first person you see in Morrowind. He also has a fairly unique head so it was fitting to use him as my first experiment. Easy to test. This Jiub, being my first attempt, is a little crude compared to the later images. The transition as I refined the style is apparent. So here’s what I did.



I was watching you sleep


The initial resolution was 256 x 128 pixels. That’s not a lot of room for sharp lines and clarity. Additionally, it’s a good idea to work big and then shrink as needed so I resized the image to 2048 x 1024, keeping the aspect ratio but increasing the size by 8 times. As the fine lines of the borderland style are important, a higher resolution is preferable.  (I tested it when done and shrinking down to 512 x 256 looked OK but 1026 x 512 was ideal for size vs detail).

Create layers

I duplicated the image into two additional layers. I do this so I can have a pristine backup, a working copy and high pass copy (if needed). The high pass allows me to see the areas needing outlines more clearly. I don’t always use it but it’s handy if needed. I created a new layer that is transparent to be my actual canvas for the black outlining. Showing but underneath the active layer would be the working copy or the highpass copy to use as the base reference.


tx_b_n_dark elf_m_h09

Jiub 1.0…crude untapered thick lines

Like the video linked in my last post, I started creating outlines highlighting particular feature areas that stood out for change in shape. My  variation on this style leans more to outlining surfaces with changes in height but not color fluctuations (e.g. later on when I get to tattoos, I likely won’t outline the tattoo.) I looked for distinctive wrinkles and natural feature as well as abrupt marks like the scar.

As you can see in Jiub 1.0, I failed to refine the lines after I finished outlining. I didn’t use shape dynamics or taper and thin out the lines. Crosshatching was also minimal.


Jiub Vanilla Base to Borderland

NifSkope and Jiub 1.0

I used a program called NifSkope that lets you see meshes rendered with textures and animation if applicable. It was there that I saw how odd the texture stretched due to the 3d model’s crude animation and UV texture mapping. The eyes looked really weird as the mesh just stretched down a single point to mimic blinking but the texture stretched the area above the eye down with it. The mouth opened up very much like the canadians in South Park. Because of that, I had to go back and adjust the lines to minimize the line bleeding when the textures stretched.  You can also see where the original texture has errors such as the red eye’s inner lower corner bleeding onto the eyelid.


Because this is a more cartoon-like look, I experimented with using an unsharpen filter on the working copy of the original image to exaggerate the colors and then a smart blur to blend the blemishes away some. Additionally, I added shadows and highlights by drawing on a new layer black and white respectively at 50% opacity and then blurring it to look like light smudging.

Next time, I show the other, more refined textures I completed AND Jiub 2.0.

– Martin


He fell passed out drunk and the guards found a Sharpee


Experiments in Art Style

Art Concepts

Since I have limited time to focus on leisurely activities, a lot of what I do with game art falls more into the “Proof of Concept” category. I have an idea about what would be a interesting visual change for me and I merely want to see it in game. For example, for the Darkstone project, I was going for the look of dry erase crayons on a dark dry erase board.

Exit to Forest

Exit to Forest

For Morrowind, I simulated a cell shader (cartoon) effect with build in black outlines. Note: when I first made those textures, Borderlands hadn’t been released. However, I had already realized that it looked better to have the solid colors have some kind of texture behind them for visual interest.

MGE Screenshot 2

Fast forward to Today

I was messing around with my new art tablet last month and decided to see if I could replicate the style of Borderlands in Morrowind, at least as a proof of concept. I did some research for tips on the best way to replicate the effect and found a youtube video that explained a method that a got very close to the games style.

I chose to experiment on the vanilla Morrowind face textures. In general, they are awful and look very ugly in game. My logic being that adding the “borderlands” style texturing might add enough interest to make them worthy of keeping versus using model replacer mod (may mods replace the heads). The original textures used for faces were very low resolution, inaccurate (sloppily made) and just generals ugly as all get out.

Ugly Vanilla

Some one beat him with the Vanilla Game ugly stick


I started by doing the heads in the order of the characters you run into when you start a new game. I redid 5 faces. It was surprisingly easier than I thought.

Jiub Vanilla Base to Borderland

I’ll detail it out next time but for a teaser here’s what “vanilla” jiub looked like when I was done. I’ll explain the irregularities next time.

– Martin


Rolling a critical failure

Windows to the soul

Recently while playing around with “vanilla” (unaltered) Arena, I noticed that the windows turn on an off for day and night. I believe this is based on the window color being pure white. In quite a few of the SET files, I had made the windows yellow breaking the on/off effect. It’s an easy fix though.

Revised city wall and road

The most exciting screenshot EVER!


Borked Windows

Caveat: I’m a hopeless tech nerd.

I like trying out software and technology. Things like text-to-speech, software debugging, emulators, etc. are like candy to me. Why is this on an art blog….err i mean…collegiate journal? Because sometimes I mess stuff up. This time I was trying to get a Windows XP/7 program that doesn’t like Windows 10 to install on my computer. In doing so, I borked my login so that it wouldn’t accept my password. From that point started a chain of events (all my own doing) to fix it that made the situation worse and worse. Finally, I couldn’t even boot my machine. Seriously, I’m pretty good with tech but on this day I rolled a “1”.

Long story short, I recently had to wipe my boot drive (no important files were on there but the OS) and install a clean Windows 10. I tried to cold turkey eliminate using GIMP since I already have Photoshop. That didn’t work too well. Photoshop is different enough that some very common things I was used to doing all the time in GIMP didn’t work. I’ll probably start watching some intro videos to see how Photoshop works before I try that again.

All in all, not my proudest tech week (or two).


I did some research into the MAP files for Arena. However, I want to compile it in a cohesive manner so that post will wait till I feel it is ready enough. My hope is that the information that I have uncovered might help others if they decide to “crack” the format.


Doors and Floors


Get it together man

Now that I have finished the “walls and halls”, it’s time to renovate the doors and remaining floors. I have finished almost all the ground textures though (well a few could used tweaked too). In the past, I just worked directly in the directory where I extracted the files and reinserted them into the BSA from there. However since there are so many IMG files (949 to be exact) and that isn’t the cleanest way to work from a project management perspective, I pulled all the door files out to a separate folder/workspace and created a completed folder to use for importing files back to the BSA.

Tavern with old door art

Must have ran out of paint

Doors, Doors, Everywhere there are Doors

There are 112 door files not including non-doors that would serve as potential transition points (e.g. ladder up/down, stairs, etc..there are about 12 of those). These IMG files come in two variety, framed and whole texture.

I’ve been framed

The framed doors are “framed” with the texture of the building to which they belong (e.g. the Mage Guild door has a frame art that matches the building).  To do these, I’ll just copy and paste a wall from the matching set file and layer it under the door so it’ll be a perfect fit with the rest of the building. All exteriors and some interior doors are framed doors, pretty much any door that transitions between outside and inside.


That’s no small wall…it’s a door!

The other type of door is the whole texture door. I have done a few of these previously as you can see in the screenshot. These doors belong to all the interior rooms and are the ones that swing open so you can enter a room. Although they are relatively simple (as they repeat the same textures over and over for different files), I’m hoping to add a little more variety to them.


First things first though, I will test to see if each IMG file is used in game (i’ll probably do them in batches). I have already found several that aren’t. I will likely still redo them just in case. Worst case scenario, if I ever can get anyone to figure out how to decipher the MTF files, I will use them to make new dungeons and buildings.

– Martin


Do not fear it is “I”

Letters count?

Awhile back I had posted that I had learned that I could update the font files. I never liked the font in Arena as it was too flowery for readability at such a low resolution. Each letter in the fonts was ranged from 3×3 to 8×8 pixels in size. They were all really just super small pictures.

A little rough but it works

A little rough but it works

If I build it, I’ll build it thrice

I wasn’t satisfied with my previous attempts and decided to quickly rebuild them again. This time, I tested each one out in game to see how well the effect worked. Surprisingly, this took more time than I imagined and I ended up completely revamping each font file 3-4 times till I was happy with them. In game testing allowed me to see where I missed or added a space, what characters didn’t look right, and generally if the font looked ok when playing. As you can see in the picture, the editor lets you click each pixel, one by one. While each character font file can have the spacing and padding adjusted using the slider (thus bigger or small amount of horizontal pixels), the height of the characters was fixed for each font file. Although it would be relatively easy to just rename one of the other font files that have a bigger height setting, I think that might play havok on how the game displays text and didn’t really see the need for it.

Through some in for spares?

To determine which font affected which portion of the game, I filled in a different set of characters in each font file as a solid box. Then I just looked to see which font was being used in each portion of the game containing text. Like with the art (and probably sound files), I found that not all fonts were used. Of the 10 font files included with the game, I have only been able to find 4 of them in game. Or at best, the others are used in some obscure corner of the game.

NOTE: The screenshots were taken with a vanilla version of Arena since this mod will be released as a separate mod from ADP.

UPDATE: I released TES Arena ReFonted on the nexus. You can get it here.

– Martin

Overdue request but the Mailman is IN


After much wait and anticipation (more like I completely forgot to release it), TES Arena IntroFix is complete and can be downloaded here:

In this mod, I fixed three slides from the intro when you select new game.

3-Card monte

I had completed these some time ago but forgot to release them. Unfortunately, my file managment has been less than stellar and it took awhile to find them again. When I did, I noticed that there were still a couple of errors that needed fixing. So I fixed them and now no one need ever suffer under Uriel Septim IV’s oppressive need to steal the limelight from his great grandson.

Uriel is an odd family name


Uriel Septim VII is rightfully restored.

Once I had the textures in PNG format (a common image format), fixing the slides was a matter of several well placed cut and pasting.

However, getting them to a PNG format was more of a challenge. I had to use Arena Toolbox by Dysperia. That tool is a fantastic counterpart to ArenaModdingSuite. One of it’s unique functions is that it can convert the compressed images into PNG. Before this tool, no one knew how to uncompress those images (there are quite a few).

One hidden feature of the program is that it allows you to import the palette file (where it determines color) into the image itself versus being external to the file in the root directory. To make it work though, you have to trick the program into thinking it’s a new image. Simply adding a letter in the filename sufficed. The Toolbox can also convert back to the native IMG file.

Last thing left was to test it. I dropped my 3 new IMG Intro slides into the root folder of Arena, booted it up, and IT WORKED. Awesome. Sometimes it’s the little wins that keep you going 😉

  • Martin


State of the Blog 2016

Went away

I know, I know. I have been away for some time. 2015 was a very difficult year in the non-digital realm and some things had to slide to offset the stress.

Came back again

However, despite my my absence on this blog, I was actually quite busy on the graphic arts side of the house. I either oversaw or personally completed several projects for coworkers and friends. One of which, I am extremely proud of (more on that hopefully in a future post…i.e. one that isn’t written late at night when I should be sleeping).

It’s all fun and games

While I didn’t really work on the Arena Depixelization Project too much (it had to slide too), I was involved with design aspects for a couple of mods focusing mostly on 3D layout & set design and got some interesting practice on cooperative project management as a graphic artist/designer. I even every so slightly fiddled with 3D modeling.

Accelerate to 88 mphs

I have Photoshop now, guess I should actually work on learning how to use it.The problem is that I’m so used to GIMP, Photoshop seems downright alien to me. I imagine my warm up period will probably not be the speediest.

I want to experiment a little with my art projects. I am thinking of “remastering” some of my very very early and juvenile (i.e. decades old) artwork. I don’t know how it will turn out but at minimum, it seems like a interesting experiment.

Another similar idea I read about was to take kids artwork and reimagine it. I have a lot of that lying around from over the years and that just seems like a fun concept.

I guess we’ll see what the year brings but overall I feel healthier happier and more like my old self. I miss my old blog…and I seem to hear a certain collection of 64 x 64 pixel sprites calling my name ;

–  Martin