My Terrain (Mine!)
Moderator: Forum Moderators
Forum rules
Before posting critique in this forum, you must read the following thread:
Before posting critique in this forum, you must read the following thread:
Re: Terrain: winter castle
I'm not so hot on the idea of making them white, I don't like the way it works with the desert houses (personal opinion, I'm not saying they suck).
Boucman: I got the impression from this old thread that the exploder isn't so appropriate anymore. I've just been drawing over the regular castle pieces. Sometimes things don't line up though, so it's probably not the best way to do it.
Boucman: I got the impression from this old thread that the exploder isn't so appropriate anymore. I've just been drawing over the regular castle pieces. Sometimes things don't line up though, so it's probably not the best way to do it.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: Terrain: winter castle
did youtry CastleTutorial I used a modified version of the tool to cut the ocean rhyging5 provided, and it worked quite well...
Fight key loggers: write some perl using vim
Re: Terrain: winter castle
Darth Fool's comments still make me wary of it.
I think I've got the castles lined up. They are not fully shaded, I need to get the keeps in place first and that will take a while.
I'd prefer to not split a tower across multiple images. The tutorial also does not deal with the keep-castle transitions, which is the part I would have liked to see. The exploder might be very useful if starting from scratch, but if I can use the existing castles as a guide I don't see the advantage. I'll give it a try next time though (if there is a next time).This wiki page also looked relevant, but the two links at the top of the page are broken.Darth Fool wrote: I suggest not using the exploder unless you are making very short towers. It makes hard cuts on the hex edges. In particular, for the ruin graphics where there were multiple versions of each towers, the exploder methodology causes graphical glithces. I think using wesnoth itself in windowed mode as the imploder is superior.
I think I've got the castles lined up. They are not fully shaded, I need to get the keeps in place first and that will take a while.
- Attachments
-
- sandcastleshot.png (322.75 KiB) Viewed 3219 times
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
- francophone
- Posts: 393
- Joined: February 20th, 2010, 2:19 pm
Re: Terrain: winter castle
I was interested for my campaign (after utbs). But this is not necessary.
For color. I like the resemblance to the sand. Like a pyramid in Egypt. That is a castle made with local materials : sand hardened.
For color. I like the resemblance to the sand. Like a pyramid in Egypt. That is a castle made with local materials : sand hardened.
- thespaceinvader
- Retired Art Director
- Posts: 8414
- Joined: August 25th, 2007, 10:12 am
- Location: Oxford, UK
- Contact:
Re: Terrain: Sandcastles
Like your previous efforts, they seem just a little too cartoony and smooth. But I could live with that, they look good. What about the distinction between castle and keep, though?
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Re: Terrain: Sandcastles
Aww, c'mon. Not everything I say is superfluous garbage.
The thing in the middle is not a keep, it's a hole.doofus-01 wrote:I think I've got the castles lined up. They are not fully shaded, I need to get the keeps in place first and that will take a while.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
- thespaceinvader
- Retired Art Director
- Posts: 8414
- Joined: August 25th, 2007, 10:12 am
- Location: Oxford, UK
- Contact:
Re: Terrain: Sandcastles
That'll learn me. Sorry, my bad. I should take my own advice and read more carefully...
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Re: Terrain: Sandcastles
Some of the wall tiles are a different color than the others. They're red instead of green, so I've circled the offending walls in blue.
- Attachments
-
- sandcastleshotcircled.png (368.07 KiB) Viewed 3152 times
-
- Art Contributor
- Posts: 1700
- Joined: December 7th, 2006, 8:08 pm
Re: Terrain: Sandcastles
Your structures look as if they're made of cloth, largely because of the shading, also because of the greenish colour. In general I've noticed your yellow looks way too green, is your monitor weirdly calibrated or something?
I think the "towers" should be as low as possible; they seriously disrupt the view.
I think the "towers" should be as low as possible; they seriously disrupt the view.
Re: Terrain: Sandcastles
I'm having some kind of serious brain-weirdness with it. It looks (as in an optical illusion) as if the whole castle is angled slightly to the left, but when I look close I see all the lines are straight.
What is causing this???
Edit: It's probably the desert background.
What is causing this???
Edit: It's probably the desert background.
Re: Terrain: Sandcastles
I like what you've made, but there's one major thing lacking imho: sand. If you go to the beach you'll notice that sand is stuck in every nook and cranny. Seems like there should be some drifts inside/on the castle.
-
- Posts: 1114
- Joined: December 9th, 2005, 2:38 am
Re: Terrain: Sandcastles
(Neoskel is colorblind? And such a good artist all the same! Or am I the colorblind one?)
Agreed with stimj--also, what if you were to add some slightly better-defined "blocks" at the base of the flat wall sections, like you've got on the towers (incidentally, I prefer the ones on the left-hand towards: they feel a little more natural)? Obviously having something your enemy can climb up isn't the greatest idea in the world, but I think maybe it would help relieve the overly-smooth look TSI commented on.
Agreed with stimj--also, what if you were to add some slightly better-defined "blocks" at the base of the flat wall sections, like you've got on the towers (incidentally, I prefer the ones on the left-hand towards: they feel a little more natural)? Obviously having something your enemy can climb up isn't the greatest idea in the world, but I think maybe it would help relieve the overly-smooth look TSI commented on.
-
- Posts: 198
- Joined: September 23rd, 2008, 1:06 am
Re: Terrain: Sandcastles
guys, he said it isnt shaded yet
Re: Terrain: Sandcastles
I like this design. It looks different from other castles and it fits to desert environment. I'm curious how the final version would appear. Keep up good work.
Re: Terrain: Sandcastles
I love the design, but I'll strongly echo the warning about them looking "too cartoony".
Once you get the shading in, you should probably remove the outlines facing towards the light.
Once you get the shading in, you should probably remove the outlines facing towards the light.
Play Frogatto & Friends - a finished, open-source adventure game!