Author Topic: Sigil Tilesets  (Read 930 times)

Legacy_cervantes35

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« Reply #15 on: February 24, 2014, 05:53:22 pm »


               Are you talking about shots from different angles to show off more depth.
               
               

               
            

Legacy_henesua

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« Reply #16 on: February 24, 2014, 06:16:14 pm »


               If there is more depth to it show us the angles so we can see it.

That said, it does look flat. Most of the CODI stuff has more wear and tear and shadow in the textures than we can see in those screenshots. Burning some shadows in there so that protruding elements come forward will help, as will bits of wear and tear perhaps as decals or in the texture itself.
               
               

               
            

Legacy_DM_Vecna

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« Reply #17 on: February 24, 2014, 06:44:12 pm »


               I agree about that looking flat. Maybe stronger contrast of colors and a slightly wider color palette?  I am very excited that you are adding to this great set.
               
               

               
            

Legacy_cervantes35

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« Reply #18 on: February 25, 2014, 02:33:39 am »


               

Maybe this would be better? I have not enabled shadowing as of yet that will be one of the last things I do once I have finished the entire terrain and I am not going to make anymore changes. This is made entirely of CODI textures except the blood in the pool and placard skull around the outside.


 


Sigil5_zps23c818fb.jpg



               
               

               
            

Legacy_henesua

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« Reply #19 on: February 25, 2014, 03:23:54 am »


               

Ah that shows it off much better. And having shadows turned off explains the lack of depth.


 


I think this is looking good, so good that I want more variety. Any chance of seeing some variations of tiles so that the building looks a little worn out, damaged, or dirty in places? A bent pike here and there at the roof, some broken masonry in the wall, some uneven ground at the base... that sorta thing.


 


I like what you are doing, Cervantes. And thanks for showing this screenshot. Its much mroe revealing.



               
               

               
            

Legacy_cervantes35

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« Reply #20 on: February 25, 2014, 04:00:23 am »


               

Yes once I set the base tiles and textures I will go back and make some variation tiles to include things you mentioned. I must now set my second story base up and its textures.


 


If you like this you'll probably like the wall crosser I am doing specifically for this terrain although people will be able to use it as they see fit.


 


I also have a arena pit terrain I'm sure you like as well. Pictures should be up sometime this week for this particular item.


 


I am also contemplating redo doing the castle terrain to fix it up some as well, so it doesn't look exactly like the city exterior castle with new textures.


 


I am also contemplating redoing the evil castle terrain as a citadel with new textures and more tile variations so it does look like the city exteriors as well. Lots of good stuff planned lets see how far I get thou first.


 


Look for my oriental tileset soon to follow it combines sixes oriental city and remodels and retextures coulisfu rural and mashes them together in one big oriental city rural combo. Small teaser pic remember this isn't even close to being done just starting the first building entry.


 


Oriental1_zps281b00a3.jpg



               
               

               
            

Legacy_Mecheon

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« Reply #21 on: February 25, 2014, 08:54:54 am »


               

Oh dang, I was hoping someone'd take a swing at that set at some point



               
               

               
            

Legacy_Loki_999

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« Reply #22 on: February 25, 2014, 10:29:15 am »


               

Nice work!



               
               

               
            

Legacy_henesua

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« Reply #23 on: February 25, 2014, 11:39:53 am »


               

I like coulisfu's work as well and would love to see it updated. My plans had been to fit the oriental rural in with toro's rural, because I like the dry landscape. been too busy to do that though.



               
               

               
            

Legacy_NWN_baba yaga

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« Reply #24 on: February 25, 2014, 12:42:15 pm »


               

The mortuary wall does look flat, but you never use any light or shadows anyway in your screens cervantes. That makes it all not easy to judge them because it just looks dull and 2d ya know. And i agree that you could use a more "dirty" or nasty texture for the wall. Something with more substance in it and adding some shadows manually too wouldnt hurt.


 


But great that you continue the work on this tileset. It´s lovely '<img'>



               
               

               
            

Legacy_Pstemarie

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« Reply #25 on: February 26, 2014, 03:24:05 am »


               

Doesn't look bad at all, but it does lack that organic feel the rest of the set has. Maybe rounding some of the edges and building in some more irregular surfaces would help. Most of the other CODI buildings almost look like they're growing out of the ground.



               
               

               
            

Legacy_Malagant

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« Reply #26 on: February 26, 2014, 09:30:55 am »


               

The Mortuary is supposed to stand out from the rest of the hive (at least in the art I have seen or the PST version). It's a shame Uncager never released the version that he used in his scrapped server.


 


Then again, the Purgatorio version would have been a nice port:


 


nwn2main2009-03-1714-12-47-12.jpg



               
               

               
            

Legacy_NWN_baba yaga

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« Reply #27 on: February 26, 2014, 12:38:30 pm »


               

To be honest. The mortuary wall from nwn2 looks like a simple village cemetary or park/ garden wall. But I imagine something that looks dangerous and impressive. Just google for cemetary walls... A wall that is not even 3m high for something like that... i dont think so. Even if the original art was close to that one. I dont like it at all. For a village yes, but not for a town. The cemetary walls of the cityarea in my module are about 6 m high at min., pretty guarded and people dont like to live near them. They want to keep inside what is undead or just "strange"...



               
               

               
            

Legacy_Malagant

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« Reply #28 on: February 26, 2014, 06:18:07 pm »


               

It wasn't so much the wall as the actual building:


 


roguedaostudiosmortuaryscreen1.jpg



               
               

               
            

Legacy_Uncager

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« Reply #29 on: March 02, 2014, 09:59:58 pm »


               

Hi! I'm glad that someone still wants to expand this great tileset!


I will be nice if you add my content to your work.


http://nwvault.ign.c....Detail&id=8178