Eradrain wrote...
Yeah, I think the coloring is a bit too little in-game as well.
Obviously just my opinion of course, but I think giving it a little color, even very desaturated, washed-out color, would be good, and then rely on the in-game lighting effects to achieve some of the wintry dead-ness. The model and the overall texturing is fantastic, but right now it looks less like a dreary winter day and more like something out of a black-and-white movie. Which is awesome, come to think of it, but maybe not thematically/artistically compatible with anything else on the vault.
I was thinking about saying it was a black and white mod, and you'd all have to deal with it...but I'm trying to make a good first impression here.
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(Sidenote: An entire detective-noir module, with everything textured in greyscale only. Great idea, or best idea?)
It's a damn good idea, actually. The only problem is it'd clash with the NWN UI. Might be jarring have a B&W NPC suddenly surrounded by a harsh red halo as soon as you move the cursor over them.
Still, it'd be a fun thing to experiment with.
_six wrote...
Well I've been told quite frequently that my winter textures are pretty good compared to most, and my main trick is to make everything that isn't snow very dark in comparison - it helps to bring out the brightness of the snow/ice better. It's generally a bad idea to use very bright values on a texture, even a snow one, as it makes them look very flat, so it's nice to be able to create the illusion instead.
Well, the snow isn't the major focus of the tileset, it's just there for flavor. The yellowing grass is what you're gonna see most of, so it has to be kind of in balance with the snow. As long as one doesn't overpower the other, I think it'll work out pretty decent. I gotta get my grass models ingame first before I can say if that'll work or not, though.
I do have to do a snow set with the same tiles for my story idea. And when I do, I'll follow your advice.
Though I think you should make sure you have Ambient and Diffuse settings set to white on your model objects in Max, and also have Override Matte Values checked on them all. I may be imagining it, but your models look too dark in the screenshots even considering the overall lighting in the scene.
...and that was the problem. I've already redone the textures, but even the brighter, more contrasty textures came out only slightly lighter than the original run. After overriding the ambient in the trimesh with a slight, low level grey, everything came out perfect. Just a little bit of light made a huge amount of difference.
HereAs far as the textures go, I added a little bit more red and yellow into the mix, and made the various pieces in the scene stand out from each other a little more. The only thing I didn't touch was the roof, but...you know...there isn't much you can do with white snow on grey slate without it looking weird.
And I couldn't take a shot ingame because, after redoing my UVs and importing the new stuff into Max (each ground tile has it's own unique 1024x texture again), I ran into the same error exporting the walkmesh as I did before. Since I was impatient on wanting to see it ingame, I did a geometry only export just to check it out in the editor.
Now I gotta figure out why the shadows are messing up on the porch. I thought it might be my supports along the roof, so I gave them their own trimesh modifiers and turned the shadows off. Turns out they weren't the problem. : \\