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A tale of a city...


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26 réponses à ce sujet

#1
NWN_baba yaga

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Sorry to pimp it but i think it´s realy nice so far. I already have a good amount of buildings done and man am I inspired...

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The way i only used 2 levels for buildings will stay because of the alleys. you couldnt play in isomode w/o this kind of tileset setup. It looks a bit strange at times when you see some back geometry of the houses but it´s not killing any immersion imo.

Modifié par NWN_baba yaga, 15 août 2012 - 09:24 .


#2
s e n

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never seen such quality in nwn before!! morre screeenies!!!

#3
Bard Simpson

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baba, you are kicking butt! You're churning out a ton of fantasic stuff. Please just make sure you don't burn yourself out; I'm getting addicted to your new material. :o

#4
Michael DarkAngel

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Boy does that PC look out of place in that city.

As usual, awesome work.

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  MDA

#5
NWN_baba yaga

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Thanks guys and with the PQ and any other content of similar quality it doesnt looks to different when you fill in the streets with your placeables. I looked at Sigil first and tried to find a balance of our givin content and what i need to bring my vision to life with this city. So no worries about a too out of place tileset, it´s on par with my ravencast set. And the vanilla PC model wasnt the best choice i know:D.

#6
cervantes35

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Quite teasing with all the great tilesets you've started baba and getum done!!!!

This means I really like.

#7
_six

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Highly cool.

Is the fog emitters, or did you edit the screenshots?

#8
NWN_baba yaga

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@_six
it´s a smoke/fog emitter + a no mipmap, very tiny dustparticle. And here 2 toolset shots so you get a clearer image of what it will be alike to work with:

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Not all tiles can be seen and i changed the windows again. Now they dont have this blueish cartoony look anymore and the night graphic is much better too. Will show you in one of the next updates.

Modifié par NWN_baba yaga, 16 août 2012 - 06:26 .


#9
_six

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No roofs? It wouldn't be too hard to add a simple-ish roof on top, set to tilefade.

If I may make one criticism (which feels wrong 'cos the tiles are so great, but...) I think the texture on the pillars/supports that stick out of the walls doesn't work very well. I'm being very picky, but with tiles looking that good I think I ought to be :P

Modifié par _six, 16 août 2012 - 08:26 .


#10
NWN_baba yaga

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Yeah the tno texture... i agree with you and worked on a cross texture from tno01_Stone11 to match my style here. Will be replaced by it once i´m realy happy with it. About the roofs... in my imgination these buildings have 3 or 4 levels mostly + a roof so no chance they will make it in. I probably create some cool loading screens to set the right feeling for the streets. You have to know this is my private tileset (which i will share) to simulate the cities of my module;)

Also a simple roof that doesnt look asgood as the parts below is not an option for me anyway;) with a different engine anytime;)

Modifié par NWN_baba yaga, 16 août 2012 - 08:36 .


#11
_six

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Well it's fine enough as it is... I can definitely see why you haven't added all four stories onto the tile models.

#12
NWN_baba yaga

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It was my first time where i didnt think about to hard of a compromise... ah that feels good hehe. I guess I fought to many times about which way i want to go... doing it for isomode or more 3rd person style... Sometimes i realy think we have it not to easy in that case. Also there are the non existing shadows when you play in a fps mode. And I dont like that.

Modifié par NWN_baba yaga, 16 août 2012 - 08:45 .


#13
henesua

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Great looking stuff.

One architectural point of reference however... four stories is very high for a masonry building. Wood framed buildings don't often get that high either. There is a reason why most cities in europe were primarily composed of 3 story buildings until mid point last century.

That said, don't worry about it. But I always think its good as a designer to understand how the material you are representing performs in the real world.

#14
NWN_baba yaga

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You´re absolutely right henesua;). The reason why these buildings in most parts are build higher then average is because the city couldnt be expanded any further. The inner circle of the massive city walls are already fully covered by buildings and the exploding poor population went ahead and hammered together their homes on top of the already established houses. These homes are more or less not stable and sometimes just crash down in parts into the streets. There´s lots of chaos going on and to bad i cant draw a picture how i know it exactly looks...

I realy think about doing a little tileset that visualizes the upper part of the city buildings so to say.  If anyone of you knows the roleplaying game "earthdawn" p&p think about a "märkteburg";)

Modifié par NWN_baba yaga, 16 août 2012 - 10:43 .


#15
Pstemarie

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Actually there are numerous real-life examples of what you are talking about Baba when you refer to building on top of existing structures. I saw a great show on the History Channel about the old part of Hong Kong where you literally have slums beneath newer - more affluent - neighborhoods.

#16
henesua

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Oh yes, I definitely know what you are talking about. Like the old roman villas on the dalmatian coast that now have modern shops inside them built between the columns. Or old bridges covered with subsequent construction - Ponte Veccio for example. I think thats an example closer to what you are talking about.

Very cool.I wish you would model some things like that in this tileset. Some wooden structures sticking out like saggy barnacles on your masonry buildings.

Modifié par henesua, 17 août 2012 - 02:44 .


#17
NWN_baba yaga

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Your pretty close to what i have imagined you two. The poors just use anything they can find to build something like a shelter when ever and where ever. The administration doesnt care as long they dont start these building riots close to the noble quarters. Very bad for the average commoner and merchant tough...

#18
Jez_fr

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nothing really constructive to say besides fantabulous! keep it up! =)

#19
NWN_baba yaga

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Thanks and i got the first alley crossers working, well it´s more like an arched passage but it´s neat I tell ya...think about a jack the ripper style ambience:D

#20
Carcerian

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Reminds me of the buried city districts in Planescape Torment...

Very Awesome!

#21
NWN_baba yaga

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Have you some pictures of that area carcerian or where to find some reference?

#22
Carcerian

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Since I tend to get yelled at for posting concept art, try here : Google Images: Planescape Torment :D

Areas in particualar: Buried Village, Tenement of Thugs, Alley of Lingering Sighs, Ragpicker's Square

Modifié par Carcerian, 18 août 2012 - 12:42 .


#23
Master Jax

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Yelled at? Who, pray tell, yells at you? Just point me in the right direction, and I will see to it they can't yell ever again... (¬_¬)

#24
Just a ghost

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's Nice!

#25
Mr. Versipellis

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I love it! Yeah, this does have a very Torment feel to it - this could easily be a part of the Lower Ward (the industrial center of Sigil).