Author Topic: Medieval City  (Read 9931 times)

Legacy_Tonden_Ockay

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Medieval City
« Reply #450 on: July 06, 2015, 04:02:57 pm »


               


It's not so hard, but tedious work because to make such a crosser work you need more than 100 tiles. That's a third of all the tiles in the Bioware city tileset and most of the other original tilesets have only around 175 tiles each.


That's why after adding something like that to a tileset I need a break from tilesets and work on something like converting models from other games to NWN 1.




 


Question Zwekules you say its not hard but tedious so could someone like me do it? How long does it take to do 100 tiles?

 


               
               

               
            

Legacy_Zwerkules

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« Reply #451 on: July 06, 2015, 06:05:33 pm »


               


Question Zwekules you say its not hard but tedious so could someone like me do it? How long does it take to do 100 tiles?

 




It's not hard if you've made tiles before. If you haven't, I suggest you start by making a few tiles of your own by changing existing ones and/or adding placeables as parts of a tile and modifying those.


And how long it takes to make those tiles depeds on the complexity of them. A tile with two houses on it can take you a whole weekend to make while a simple terrain tile may only take half an hour to make. The more of the basic tiles you made the faster it gets to make more or variations of a certain type of tile.


If you want to make 100 tiles, be sure to have at least 100 hours of free time to make them.


               
               

               
            

Legacy_NWN_baba yaga

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« Reply #452 on: July 06, 2015, 06:56:36 pm »


               

When i can just add my two cents... 100 tiles is a lot. Believe me when i say after 20 tiles you might get burned out or are struck by boredom. In the case of this tileset those tiles are just beautyfull so i definately understand the motivation and inspiration to complete it. 


For me tiles that are complexe as those here i would need 1 or 2 days for 4 tiles maybe. Realy depends on how your vision comes together in your modeling app I would say '<img'>



               
               

               
            

Legacy_Tonden_Ockay

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« Reply #453 on: July 06, 2015, 07:31:00 pm »


               

Thanks Zwerkules and Baba yaga


 


I will see what I can do  '<img'>



               
               

               
            

Legacy_Pstemarie

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« Reply #454 on: July 06, 2015, 07:42:21 pm »


               

The smithy I made for that tutorial I did a while back took me a day to make - including numerous walkaway breaks - and that was just a conversion of another tile which added additional geometry. As others have mentioned you can easily spend 2-4 days working on a tile, mainly dependent upon its complexity.



               
               

               
            

Legacy_3RavensMore

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« Reply #455 on: July 06, 2015, 07:51:55 pm »


               

I tried to put a roof on the CEP enhanced Crypt (and re-texture with few additional features) -- learning as I went along.  Just when I was competent in what I was doing, about 80 tiles in and six of seven weeks work, it started to really hate seeing that tileset.  The advice to take is slow is good.  Small bites before trying to gulp down the whole super extra grande chimichanga.


 


Damn, now I'm hungry. 



               
               

               
            

Legacy_Pstemarie

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« Reply #456 on: July 06, 2015, 10:53:09 pm »


               


...


 


Damn, now I'm hungry. 




 


Work as a cook in a restaurant for a month - you're stomach will shrink from smelling so much food for eight hours a day. I've lost 60 lbs in the past six months since my wife and I bought our restaurant. Used to love bagels, bacon, eggs, burgers, and fries - after making them every day for so long the mere thought of one turns my stomach in knots.


               
               

               
            

Legacy_The Mad Poet

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« Reply #457 on: July 06, 2015, 11:24:37 pm »


               

Strangely before my current career I worked in a kitchen... I was the exact opposite. 



               
               

               
            

Legacy_VeeTpl

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« Reply #458 on: July 13, 2015, 12:44:04 am »


               

Let me just post a few screenshots of the work I was able to make thanks to Zwerkules' STELLAR work on the tileset. Enjoy and thank you for all the hard work.


 


OzSjiuS.jpg


 


ym5lXlY.jpg


 


0Elz6Am.jpg


 


5IYXtAl.jpg


 


sVznRgC.jpg



               
               

               
            

Legacy_henesua

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« Reply #459 on: July 13, 2015, 12:52:45 am »


               

that is a good looking city.



               
               

               
            

Legacy_Pstemarie

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« Reply #460 on: July 13, 2015, 03:07:43 am »


               

I see some project Q stuff - stuff I made (stalls) - in that marketplace  '<img'> Warms my heart to see it being put to such good use!



               
               

               
            

Legacy_VeeTpl

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« Reply #461 on: July 13, 2015, 10:58:00 am »


               

@henesua


Thanks!


 


Pstemarie


Thanks for the confidence. Project Q simply won me over with the quality of its assets, nice placeables, brilliant monster reskins and overall tone of the compilation. It's a little more more fitting towards a low-magic and gritty fantasy which fills the needs for my setting just perfectly. Not to mention the fantastic work of the armour pieces with which you can actually make some authentic suits of protection. Just brilliant!


 


Project Q is simply fantastic. Hit the sweet spot JUST RIGHT for what I needed custom content for. CEP is also great but has a lot of high-fantasy assets that I simply won't use for my setting.


 


Have a few more screenies, then. But what I can only say that screens alone do not make justice to the project. I am trying to create sort of Renaissance Italy feel to it, much akin to that of Assassin's Creed 2 and whatnot. Music, sound effects, lightning and so on really add to the life of it.


 


Let me post only something I use as sound effects for the market but probably the pieces that add the most memorable ambience to it.


Play it and enjoy scrolling through the screenshots:



 


 


KyyvHI3.jpg


 


WB5doQ0.jpg


 


7djXARL.jpg


 


T1Nx3nU.jpg


 


 


UCzLkiV.jpg


 


OL00pIH.jpg


 


t3dPiBJ.jpg


 


 


CEk7Ltk.jpg


 


sVznRgC.jpg


 


7wJWiXe.jpg


 


TLcRcyJ.jpg


 


UnhOR7q.jpg


 


bXlyzeL.jpg



               
               

               
            

Legacy_Pstemarie

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« Reply #462 on: July 13, 2015, 11:08:54 am »


               

Beautiful city you've got there and an excellent showcase for all of the work Zwerk has put into Medieval City. I agree that this tileset has a certain ambiance to it that lends itself well to similarly themed projects. Keep up the good work!



               
               

               
            

Legacy_The Mad Poet

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« Reply #463 on: July 13, 2015, 05:16:22 pm »


               


Thanks for the confidence. Project Q simply won me over with the quality of its assets, nice placeables, brilliant monster reskins and overall tone of the compilation. It's a little more more fitting towards a low-magic and gritty fantasy which fills the needs for my setting just perfectly. Not to mention the fantastic work of the armour pieces with which you can actually make some authentic suits of protection. Just brilliant!


 


Project Q is simply fantastic. Hit the sweet spot JUST RIGHT for what I needed custom content for. CEP is also great but has a lot of high-fantasy assets that I simply won't use for my setting.




 


I really couldn't agree more with you. Q definitely has a step towards grit found in Sword and Sorcery and Dark Fantasy like settings. CEP is all about that High Fantasy. Combined with the fact that Q overwrote much of the default NWN content in such a style was probably one of my top reasons why I chose it over CEP. Combined with Medieval City, and many of the tilesets Q either gave us, or added, it makes that atmosphere so much more delicious.


 


Zwerk, I've said it before, fantastic work. 


 


I was curious about one thing. Have you given thought to doing alternate textures for the city? I know you have a lot. I've combed through it and I know it has likely been incalculable hours put into just the texture work nevermind the actual modeling, but the addition of say... a winter alternative? I would absolutely love a hak that I could add over the medieval city hak to change the textures to reflect that kind of seasonal change. Perhaps a more dirty, more typical dark fantasy-gothic medieval styling like tattered rooftops, red windows for the castle, replace some of the wood texturing with pitted black iron, and have the plaster a bit darker and more worn?


               
               

               
            

Legacy_Zwerkules

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« Reply #464 on: July 13, 2015, 08:20:25 pm »


               

but the addition of say... a winter alternative? I would absolutely love a hak that I could add over the medieval city hak to change the textures to reflect that kind of seasonal change.

A version with winter textures and some models changed to have deeper snow at some places and the walkmesh materials adjusted is something I'll make after I finished this tileset and about five others and two placeable haks and a few robes and this and that and when my module is finished, probably around 2020 '<img'>