Author Topic: medieval Rural by Zwerkules  (Read 4010 times)

Legacy_Rolo Kipp

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medieval Rural by Zwerkules
« Reply #30 on: July 04, 2012, 12:13:32 am »


               <looking under his bed...>

And I've always like the looks of the never released Blood War tileset, especially the rocks...

'Posted

Just sayin'... ;-)

<...for his druthers>
               
               

               


                     Modifié par Rolo Kipp, 03 juillet 2012 - 11:14 .
                     
                  


            

Legacy_3RavensMore

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medieval Rural by Zwerkules
« Reply #31 on: July 04, 2012, 12:36:37 am »


               Pstemarie, Q 1.5?  You're such a tease.  '<img'>
               
               

               
            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #32 on: July 04, 2012, 03:49:27 pm »


               

3RavensMore wrote...

Something you'd may wish to consider for rural & mountain sets: something like the sea cliffs but with rural or mountain terrain at the base instead of water.


Like the medieval city tileset this tileset already has cliffs with grass instead of water at the base.
There are however no roads or buildings you can place down there, just rivers.
               
               

               
            

Legacy_NWN_baba yaga

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medieval Rural by Zwerkules
« Reply #33 on: July 04, 2012, 03:59:18 pm »


               You used the tno canyons for your forest too zwerkules right?
               
               

               
            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #34 on: July 04, 2012, 04:23:45 pm »


               

NWN_baba yaga wrote...

You used the tno canyons for your forest too zwerkules right?


Yes, in the forest terrain of the NWN2 houses tileset I used the tno sea cliffs together with the forest cliffs and rock formations from the underdark tileset at the top of the forest cliffs. I've taken parts from that tileset for the Medieval City tileset., but I won't take any more of those tiles, because I don't want to make more tiles based on Bioware or DLA tiles.
The only other thing I might take from that tileset at a later point are the  NWN2 houses. I'll make a hak with those as placeables.
               
               

               
            

Legacy_WebShaman

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medieval Rural by Zwerkules
« Reply #35 on: July 05, 2012, 01:49:07 pm »


               Me likes the Blood War look as well...
               
               

               
            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #36 on: July 07, 2012, 05:45:14 pm »


               'Posted

This screenshot shows two tiles with mountain terrain on each side and two unfinished ones that have mountain terrain in the two upper corners. The mountain uses all of the 10m of the tile at the moment, that will be reduced to 8m and there'll be two metres of grass at the bottom. There'll also be no straight line there.

However before I fix that, I have to get rid of the visible seam. The tiles always have a part on the right sides that overlaps the left side of the tile next to it. I have to make that part a bit broader and higher to get rid of the seams.
               
               

               


                     Modifié par Zwerkules, 07 juillet 2012 - 04:46 .
                     
                  


            

Legacy_NWN_baba yaga

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medieval Rural by Zwerkules
« Reply #37 on: July 07, 2012, 05:51:31 pm »


               Looking very good so far just a bit to moosy?. Maybe it´s my monitor setting but your rock texture is a bit to greenish for a cliff that doesnt breaks out of a forested area. But the overall feeling is like I said, very good anyway;)
               
               

               
            

Legacy_s e n

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medieval Rural by Zwerkules
« Reply #38 on: July 07, 2012, 09:34:14 pm »


               why are you overlapping edges instead of using lr method of smoothing adiacent tiles? designers choise?
               
               

               
            

Legacy_Rolo Kipp

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medieval Rural by Zwerkules
« Reply #39 on: July 07, 2012, 09:54:30 pm »


               <definitely *not*...>

I think you lose quite a bit of the "rocky" definition with too much smoothing and mapping a texture that doesn't, uh, recognize the vertices beneath it.

One of the things I like about the Bloodwar set is the defined edges to the model and the weathered seam of the texture that matches up to it. Exposed edges are lighter in color and it really helps "pop" the fractal nature of the rock, IMO.

'Posted

<... criticizing >
               
               

               


                     Modifié par Rolo Kipp, 07 juillet 2012 - 08:56 .
                     
                  


            

Legacy_NWN_baba yaga

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medieval Rural by Zwerkules
« Reply #40 on: July 07, 2012, 10:18:16 pm »


               I used a similar take on rocks/ cliffs in my underdark set. Using a few non smoothed polys along the mountain sides will help to define some natural looking structure;)
               
               

               
            

Legacy_henesua

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medieval Rural by Zwerkules
« Reply #41 on: July 07, 2012, 10:23:35 pm »


               i like the bloodwar set too, but i don't think that sort of expressionism fits zwerkules' style. although i do agree that shadows will highlight the volume of the rock,  i wonder if the engine's lighting would reveal the geometry like you are requesting anyway, rolo.  

my question is more wok mesh related. how close to the top of the cliff can a player walk?
               
               

               
            

Legacy_s e n

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medieval Rural by Zwerkules
« Reply #42 on: July 07, 2012, 10:42:33 pm »


               aye, i agree with you about fracturizing the smoothing of rock, but rolo, keyword here is control: put the spiky edges where you want, not where you need because of the engine.

blood wars tileset is actually rocky, very rocky. i dont think there is edge overlapping at all in those tiles

the fact is, since it is possible to get both smooth and non smooth staying away from edge overlapping (which allows just non smoothing) i am wondering what zw has in mind

just plain curiousity since i always had a turn on with mountain tilesets though i never seen one that fully pleased my tastes, nor i found a way to create the special one by my self.
               
               

               
            

Legacy_Rolo Kipp

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medieval Rural by Zwerkules
« Reply #43 on: July 07, 2012, 11:12:07 pm »


               <piling up his plate...>

I don't think I'm explaining things very well, so I'm gonna let it rest.

After this ;-)

Bloodwar is *too* rocky, I think, for the direction Z is going. But I really like the use of smoothing groups and gradient textures (lighter in one direction, darker in the other) *and* lining up the lightest bits with the edge of smoothing groups. It really heightens the feel of the weathering/age.

Re the seam: I like fooling the eye with other seams, such as a sharper, lighter edge crossing the tile seam at an angle. Or a darker crease/fracture doing the same.

And you can overlap projections from one tile on another to break up the straight lines (which I think is what Z is talking about).

@ H: The engine lighting/shadows are much more dramatic at the edge of smoothing groups :-) It would definitely emphasize the depth of the geometry.

In regards to the wok, Z could always extend the wok out over empty air and give builders a spot floating in midair for them to lay triggers for climbing/falling... as long as there wasn't walkable terrain below, that is.

<...so he has something better to do with his mouth>
               
               

               


                     Modifié par Rolo Kipp, 07 juillet 2012 - 10:12 .
                     
                  


            

Legacy_Zwerkules

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medieval Rural by Zwerkules
« Reply #44 on: July 19, 2012, 09:45:43 pm »


               I hardly had time to work on the mountains this week, so there's not a lot of progress.
The transition from the rock texture to the grass texture is still missing as well as moss patches on the mountainsides and shrubs, trees and wildflowers.

'Posted

I like the bloodwar tileset, too, but those rocks only fit into a wasteland or desert.
The mountains I am making are formed by glaciers, ice and water. They are rather smooth and that's the way they should be. They aren't supposed to be rocky. There'll be moss and grass and other plants growing on them.
               
               

               


                     Modifié par Zwerkules, 19 juillet 2012 - 08:50 .