Author Topic: Current WIP - Ruin Castle Redux  (Read 555 times)

Legacy_Tiberius_Morguhn

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Current WIP - Ruin Castle Redux
« on: January 30, 2013, 10:06:56 am »


               Just a preview of my current work in progress....a rework of the Ruin Castle Tileset.  Yes, it's my first foray into tile monkey work.  Walkmeshes are very buggy in this set, so I'm getting whipped.  May have to engage the experts for some help with that portion.  Retexturing is mostly complete with some resizing/reorientation needing to be done.  Adding in some content like doorway arches and supports, fixing the basement doorway entry room (sealing it), etc.

Hopefully get this thing finished before too long.  Hopefully........

'Image
               
               

               
            

Legacy_Bard Simpson

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« Reply #1 on: January 30, 2013, 10:22:31 am »


               I like what you're doing, Tiberius! The texturing is very nice and I'm sure your attention to detail will make this something special. I really look forward to seeing your final product - thanks, in adavance!
               
               

               
            

Legacy_Pstemarie

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« Reply #2 on: January 30, 2013, 12:13:08 pm »


               Yeah that tilesets woks are a nightmare. If I recall correctly, he biggest problem with them was the complexity of the geometry - it made tracking down issues very difficult at best.

I love the texture work you're doing - almost identical to what I'd often thought of doing with it. I look forward to getting my paws on the finished product that way I won't have to convert it myself.
               
               

               
            

Legacy_Zwerkules

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« Reply #3 on: January 30, 2013, 03:47:29 pm »


               Just a suggestion because the wall texture isn't ideal for large walls where you can see how often it gets repeated: Add some decals to the larger wall sections. Something like cracks, bramble, ivy and the like.
               
               

               
            

Legacy_Pstemarie

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« Reply #4 on: January 30, 2013, 03:49:25 pm »


               ':huh:' Man, I was just looking over my notes for my PW and the damn moathouse is in a swamp.  Looks like I'll be going in a different direction for my needs after all - partially submerged castle ruin anybody?.

Anyway, keep up the good work.
               
               

               


                     Modifié par Pstemarie, 30 janvier 2013 - 04:20 .
                     
                  


            

Legacy_NWN_baba yaga

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« Reply #5 on: January 30, 2013, 05:13:21 pm »


               i remember that one single "group" as well. I never imported it into 3dmax so i cant say how difficult it is to clean it up...

About the texturework i have to agree with zwerkules. It is the same like with the tno castlewalls. Sometimes my eyes only see a big and single textured wall and i go crazy. I have replaced the tno walls with ivy covered and some outcropping blocks of stone to break up the tileness.

But anyway a great work:)
               
               

               
            

Legacy_Rolo Kipp

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« Reply #6 on: January 30, 2013, 05:40:34 pm »


               <all fired up...>

What they said :-)
  • Fantastic work and really needed
  • Break up the textures
  • Good luck with the wok :-/

Also an additional idea to the cracks/vines/ivy et al; burn out a room or two, blacken the walls, char the beams. Add an alpha-mapped dingyness & moss to the lower reaches of the walls laid over the stone texture.

<...and rarin' ta go>
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #7 on: January 30, 2013, 08:41:51 pm »


               The main problem for me is that due to the lack of good shadows the 3rd dimension gets lost a bit when repeated textures share meshes that are very close to  each other. I find it hard figuring out at times where is what. Like a 2d painting im looking at. But that´s a common problem since the beginning of nwn...
               
               

               


                     Modifié par NWN_baba yaga, 30 janvier 2013 - 08:43 .
                     
                  


            

Legacy_Tiberius_Morguhn

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« Reply #8 on: January 30, 2013, 08:59:13 pm »


               Thanks for all the feeback.  The TNO textures have a block set used for corner joiners that is transparent (except for the blocks).  I plan on adding texture planes to each corner to apply that texture to give the illusion of joining blocks.  I will see what I can do in regards to cracks and moss as well.

As baba noted, with any larger wall or floor, the seamless texture repeats can get overwhelming.  I was able to pull the tileset into gmax as a group/set and size/adjust the textures such that they are not so compressed and repeated but without losing resolution.  It still has an overwhelming repetition though.  

Still a WIP so we'll see what can be done........  '<img'>
               
               

               
            

Legacy_henesua

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« Reply #9 on: January 30, 2013, 09:17:29 pm »


               Its an impressive work so far, Tiberius. More power to ya.

I'm a little rusty on my old school modules, but isn't that the little fort from T-1 the Village of Homlet?
               
               

               
            

Legacy_Pstemarie

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« Reply #10 on: January 30, 2013, 10:14:09 pm »


               Yes it sure is...
               
               

               
            

Legacy_Failed.Bard

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« Reply #11 on: January 30, 2013, 11:11:36 pm »


               I think the ideal might be if ivy, cracks, and such, could be added on the animloops so they can be turned on or off on a tile by tile basis.  Then they could be adjusted based on where they'd look best for that situation.
 Admittedly, I have no idea how much work it is to do those on tiles, but more options is almost always a good thing for builders.
               
               

               
            

Legacy_WebShaman

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« Reply #12 on: January 30, 2013, 11:24:20 pm »


               Oh my oh my!  That looks like the Moathouse from The Village of Hommlet!!!!

I always wanted to be able to make it, as near as possible to how it should look - and you have nailed it!!!!

I want!
               
               

               
            

Legacy_Master Jax

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« Reply #13 on: January 31, 2013, 06:09:51 am »


               Curiously enough,it looked Skyrim-inspired to me. I think I may be going mad here, but aren't most of the latest additions very similar to the aesthetics of such game? I simply love it. ^__^
               
               

               
            

Legacy_WebShaman

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« Reply #14 on: January 31, 2013, 03:06:14 pm »


               Skyrim inspired??!!  That is THE MOATHOUSE from the Village of Hommlet!!

Or perhaps you mean the look and "feel"?  In that case, I would say that Skyrim borrowed from NWN here - for that is from the TNO Tileset from the old DLA team...

Together, just...perfect!  The Tower on the left has a giant spider in it.  In the courtyard are bandits, and before the drawbridge, giant frogs.

*sniff, sniff*

Oh, that brings back memories.

I think I will have to break out The Temple of Elemental Evil and play it through again...