My Terrain (Mine!)
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- Eleazar
- Retired Terrain Art Director
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Re: My Terrain (Mine!)
Trees:
I'd be happy to have a burnt out forest, but these trees (as have been noted) are out of scale to a normal forest. You may have to cheat some to make them show up as burnt, but i don't think they need to be that big.
Don't forget to scatter some ash pixels on the ground to complete the burnt effect.
Wood Keep:
*The walls, look good, but the roof is too much of an obviously different rendering style. The roof is higher contrast, sharper, and has less grit and texture than the rest of the fort. Also the color is a lot darker than you would expect if it was the same kind of wood. I've included the .PSD if you want to see how i adjusted the roof, but you don't have to use it.
*I'm not sure what those brighter tan bits are supposed to be, but i don't think we need them
*Also the arrows point to a couple glitches in the wall.
* Still it's pretty close, and having this part will add a lot more flexibility to building different types of forts.
I'd be happy to have a burnt out forest, but these trees (as have been noted) are out of scale to a normal forest. You may have to cheat some to make them show up as burnt, but i don't think they need to be that big.
Don't forget to scatter some ash pixels on the ground to complete the burnt effect.
Wood Keep:
*The walls, look good, but the roof is too much of an obviously different rendering style. The roof is higher contrast, sharper, and has less grit and texture than the rest of the fort. Also the color is a lot darker than you would expect if it was the same kind of wood. I've included the .PSD if you want to see how i adjusted the roof, but you don't have to use it.
*I'm not sure what those brighter tan bits are supposed to be, but i don't think we need them
*Also the arrows point to a couple glitches in the wall.
* Still it's pretty close, and having this part will add a lot more flexibility to building different types of forts.
- Attachments
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- wood keep.psd
- (1.27 MiB) Downloaded 432 times
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
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Attempting Lucidity
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Attempting Lucidity
Re: My Terrain (Mine!)
I think I put more faith your color selections than mine, so I just used your overlay from the PSD. I also got rid of the light things, and fixed a few glitches.
- Attachments
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- test-camp.tgz
- (201.33 KiB) Downloaded 280 times
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- camp-bright1.png (261.41 KiB) Viewed 5521 times
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
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- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
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Re: My Terrain (Mine!)
OK, looking into making this work... The non-keep pieces are they any different than what's already in mainline, or just included to make the replacement set work?
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
Re: My Terrain (Mine!)
Ugh, I should have tested that. I don't think I did anything special with them, though I was considering it... It should work with the existing ones.
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- Eleazar
- Retired Terrain Art Director
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Re: My Terrain (Mine!)
I've added it in, but it's not behaving quite right. Maybe i'm too tired, maybe i've forgotten how this part of the WML worked. Note: the especially complicated part is what allows castles (not keeps) of different kinds to go together.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
Re: My Terrain (Mine!)
For what little this is worth, it works by itself, with the old WALL_TRANSITION at least (using the old encampment walls, not the "castle" walls in my .tgz). I don't know about transitioning to other castles, unfortunately, but I did use the same image scheme as the others.
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
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Re: My Terrain (Mine!)
I've done a little more for the burnt trees. Some transitions are not done, but is this about right?Eleazar wrote:Trees:
I'd be happy to have a burnt out forest, but these trees (as have been noted) are out of scale to a normal forest. You may have to cheat some to make them show up as burnt, but i don't think they need to be that big.
Don't forget to scatter some ash pixels on the ground to complete the burnt effect.
- Attachments
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- ashes-shot.png (517.1 KiB) Viewed 5043 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
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| Abandoned: Tales of the Setting Sun
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Re: My Terrain (Mine!)
[non-artist-comment]
It's much better now, but I cannot see the "burned" aspect there. The trees look more as if they were made out of metal, stone or bone...
Crend
grzywacz wrote:Bone Forest?
It's much better now, but I cannot see the "burned" aspect there. The trees look more as if they were made out of metal, stone or bone...
Crend
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Re: My Terrain (Mine!)
Well, from google images, I should either make them black, light grey, or non-existent (in which case this is pointless). From my own experience, they are light grey, and yes, they look a lot like stone. Because they are grey.
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Re: My Terrain (Mine!)
Reality is unrealistic.
Maybe try making the trunks even thinner? Look how thick they are when compared to the unburnt trees... Most are okay, but the thickest ones look off.
Plus., judging from references I've seen, you could try smudging some black on the grays.
Maybe try making the trunks even thinner? Look how thick they are when compared to the unburnt trees... Most are okay, but the thickest ones look off.
Plus., judging from references I've seen, you could try smudging some black on the grays.
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Re: My Terrain (Mine!)
Yeah, still getting a stoney feel off this unfortunately. Have you tried giving it the near-black, scored look of charcoal?
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Re: My Terrain (Mine!)
I think the bone/stone look may be because they are very smooth... recently burned trees often have a rough texture.
- beetlenaut
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Re: My Terrain (Mine!)
The current trees have trunks that are only one or two pixels thick. You're using as many as five, which puts them at the wrong scale for trees, so we read them as something else.
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Re: My Terrain (Mine!)
It looks like a petrified forest to me, which is pretty cool for a fantasy scenario and doesn't have to mean the trees in the area were even the same species however long ago they were alive.
Re: My Terrain (Mine!)
Heh. It takes some training or knack that I don't have, I suppose, to know when to bend the truth and when to adhere. The current pine trees have trunks less than 2 pixels, but the grass blades are a similar size in places. The burnt trees are trees and not grass, but the burnt trees don't have fluffy branches, so they are more like grass. Except they are supposed to be bigger.em3 wrote:Reality is unrealistic.
Maybe try making the trunks even thinner? Look how thick they are when compared to the unburnt trees... Most are okay, but the thickest ones look off.
Plus., judging from references I've seen, you could try smudging some black on the grays.
As for the petrified forest, burn areas can look like that. They often look dark and sooty instead, but a dull black splotch doesn't seem very interesting, and I'm not really interested in drawing such a thing.
So, if anyone wants a petrified forest, here it is: This is the WML for it:
Spoiler:
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
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