Author Topic: Medieval City  (Read 9849 times)

Legacy_Zwerkules

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« Reply #195 on: December 23, 2011, 01:05:22 pm »


               My next update for this tileset will be out around Christmas, so I won't be able to add features like that this year, but I can make some early next year.

This harbour crane tower will be in the next update. It will also be possible to place buildings next to water, but there are only a few variations for most of the tiles yet and a few tiles are still missing.

'Image
               
               

               


                     Modifié par Zwerkules, 23 décembre 2011 - 07:03 .
                     
                  


            

Legacy_YeOlde

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« Reply #196 on: December 23, 2011, 07:39:36 pm »


               Holding my thumbs for a large city bridge! Awesome work Zwerkules
               
               

               
            

Legacy_Zwerkules

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« Reply #197 on: January 01, 2012, 10:09:12 pm »


               There will be bridges in different sizes and two buildings connected across a river.

This is what buildings next to water look like:

'Image
               
               

               
            

Legacy_YeOlde

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« Reply #198 on: January 01, 2012, 10:33:07 pm »


               Just beautiful! When will you update this?
               
               

               
            

Legacy_Zwerkules

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« Reply #199 on: January 02, 2012, 03:48:54 pm »


               I did that yesterday '<img'>.
               
               

               
            

Legacy_3RavensMore

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« Reply #200 on: January 06, 2012, 05:02:09 pm »


               I hadn’t looked in on this for a while.  As a stared on awe while moving around the demo, I found myself thinking, “This is NWN?”  I just looked back at Neverwinter in the OC.  The contrast between the two is stunning.  The detail in this set is exquisite, and it now runs smoothly, day or night, on my rather modest machine.  Beautiful realistic work, Zwerkules.  IMO, it’s the most visually appealing city set out there—even as a work in progress it demonstrates what is possible with NWN for someone who has the talents to make it so.
               
               

               
            

Legacy_Karvon

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« Reply #201 on: January 07, 2012, 02:33:23 pm »


               looking lovelier and lovelier.
               
               

               
            

Legacy_Zwerkules

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« Reply #202 on: January 08, 2012, 08:14:31 pm »


               In the next update there'll be cliffs. There are more than 100 tiles needed to make them work next to cobble, raised cobble and the wall crosser and raised walls, so I haven't even half finished that terrain, but it already works next to grass:

'Posted
               
               

               
            

Legacy_s e n

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« Reply #203 on: January 08, 2012, 08:19:38 pm »


               nice! i suggest you to add water and or river to the bottom of the cliffs with cool waterfalls!!
               
               

               
            

Legacy_Tarot Redhand

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« Reply #204 on: January 10, 2012, 10:47:46 am »


               Just a little request. Could you please put the test module into an archive as it is a total pain to have to switch off media player and then right click etc. because I've forgotten that some pain in the donkey's rectum decided to call some form of video ".mod".

TR
               
               

               
            

Legacy_Zwerkules

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« Reply #205 on: January 10, 2012, 09:41:19 pm »


               So a mod is a "movie of doom"? '<img'>
               
               

               
            

Legacy_T0r0

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« Reply #206 on: January 10, 2012, 09:44:54 pm »


               Simply Amazing !! (Doh, nothing simple about it.)
               
               

               
            

Legacy_Tiberius_Morguhn

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« Reply #207 on: January 18, 2012, 09:42:16 pm »


               Amazing tileset Zwerkules. ':wizard:'  This tileset would be ideal for a Baldur's Gate city mod.

I do have one critique that may be just me though - the particular wall texture used for the stables (stonewall05 texture I think if memory serves) is a bit too photo realistic and is jarring when compared to your other textures.  Again - its a subjective critique, but it just seems more harsh/sharp than the other textures used throughout the set.
               
               

               


                     Modifié par Tiberius_Morguhn, 18 janvier 2012 - 09:43 .
                     
                  


            

Legacy_Zwerkules

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« Reply #208 on: January 19, 2012, 05:34:15 pm »


               Thank you, Tiberius!
You're right about the textures. There are two similar textures, one with moss (stone052) and one without it (stone05). They looked too much like photos, but I don't think it was because they were too sharp.
I think if you use a blur filter on a texture it doesn't make it look less like a photo, it just makes it look like a blurred photo (or even worse like an NWN2 texture).

So instead of using a blur filter, I used 'sharpen' on the texture and a noise filter. I have never used the noise filter before because I thought it looked bad, but that's just because I never used the 'monochrome' option. With monochrome checked it is quite a good filter to make photos look less like a photo if you don't set it to much more than 5%.

The changed textures will be in the next update.
               
               

               
            

Legacy_henesua

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« Reply #209 on: January 19, 2012, 11:04:38 pm »


               Zwerk, there is another blur option which can break the photographic realism of a photograph. Smart blur. It doesn't soften the edges, but enables like colors to run together in more simple patterns. How much you push it in combination with other filters can lead to painterly affects and help you distance yourself quickly from the original photograph.

In order to use this to best effect when working from photographic references, I separate black/white value of the texture from its colors. And put these on different layers overlaying one another. That way blur never has any influence on the darks/light value balance of the texture. The grout lines of a brick wall for example would remain sharp, but the more subtle aspects of the color of the bricks and the color of the grout could be reworked broken down, repainted, recolored, etc....

This may be nothing new to you, but since you mentioned a problem with blur ruining your texture I thought I'd bring it up. Separating a greyscale layer from your color information eliminates this problem entirely.