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City-State Project


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#476
rjshae

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Still working out a few of the details on this one, but it's approaching completion...

screenshot_zps2f4fkhy3.jpg

Does it look familiar?


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#477
PJ156

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It will make an excellent rural watchtower or lighthouse (is that what you took it from?) It's probably a bit short for a city watchtower.

 

Nice textures and I love the rope detail, though I'm not entirely sure why its there?

 

Also, is there a gap between the wall and foundation? I cannot see correctly from this angle?

 

PJ



#478
rjshae

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It will make an excellent rural watchtower or lighthouse (is that what you took it from?) It's probably a bit short for a city watchtower.

 

Nice textures and I love the rope detail, though I'm not entirely sure why its there?

 

Also, is there a gap between the wall and foundation? I cannot see correctly from this angle?

 

PJ

 

Yes, this was my attempt to reproduce the Targos lighthouse from IWD2.  I don't know why the rope was there either, other than to give a nautical look. For some reason there's a slight gap above the outer foundation in the original. Maybe it's because of the arctic conditions?


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#479
MokahTGS

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Still working out a few of the details on this one, but it's approaching completion...

 

Does it look familiar?

 

I really like this tower except that it seems really short.  If it's a lighthouse it needs to be two or three stories taller at least.  Otherwise, its really good.  I like the rope a lot, not enough models in NWN2 have details like that.



#480
rjshae

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I really like this tower except that it seems really short.  If it's a lighthouse it needs to be two or three stories taller at least.  Otherwise, its really good.  I like the rope a lot, not enough models in NWN2 have details like that.

 

Yes, but I think it will work all right on a promontory or at the end of a stone pier protecting a harbor. (The latter is probably how I'll end up using it.) The only problem with the rope detail is that it is pretty high-poly at over 1,000 faces. Thanks.



#481
GCoyote

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Yes, but I think it will work all right on a promontory or at the end of a stone pier protecting a harbor. (The latter is probably how I'll end up using it.) The only problem with the rope detail is that it is pretty high-poly at over 1,000 faces. Thanks.


Or on a sand bar in a river or great lake.

#482
rjshae

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I saw a picture I fancied of a "Wizard's Chair", so I put this together:

screenshot_zpstbzq1bob.jpg

It's not quite a match, but I guess it'll do. Looks comfy, anyway.


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#483
PJ156

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Coming to a fireside near you soon :)

 

How easy is it to fiddle with that texture?

 

PJ



#484
rjshae

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Coming to a fireside near you soon :)

 

How easy is it to fiddle with that texture?

 

PJ

 

Well, it's do-able, but it would depend on the texture. I used a texture atlas with some manually baked in shadows to emphasize the seams. You could swap it out, but any linear patterns may clash along the UV map borders and the folds wouldn't show as clearly unless you add the baking back in. I can send you a copy if you want to experiment.



#485
PJ156

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Thanks,

 

No need to send through, I can wait for the model to be released. I have plenty to do otherwise. What do you mean by texture atlas?

 

Some linear patterns can be made to work though :)

 

Sofa%201_zps2cxqzoll.jpg

 

They use a lot of tartan in the D'Arnise castle ....

 

PJ


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#486
Nagual_NWN

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That chair have a very nice looking,love it.



#487
rjshae

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Thanks,

 

No need to send through, I can wait for the model to be released. I have plenty to do otherwise. What do you mean by texture atlas?

 

Some linear patterns can be made to work though :)

 

Sofa%201_zps2cxqzoll.jpg

 

They use a lot of tartan in the D'Arnise castle ....

 

That looks very nice. :)

 

A texture atlas is just a way of placing different grouped faces on the UV map on different areas of the texture file. That way you can apply separate textures to each part. It also makes it convenient to do some customized painting of the texture, such as shadows along the creases. The drawback is that it tends to require a larger texture file.


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#488
rjshae

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My attempt at a dragon's head cave entrance. Mmm, I'm not completely happy with it, but it might be okay for the overland map.

NWN2_SS_111115_180419_zpsdzovgrgu.jpg


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#489
PJ156

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The makers of such things would not necessarily be crafters themselves so I think it has a place and is good. A couple of teeth would improve things to my eye and a rounding of the lip to take away the sharp edge of the mouthline. It would be buried in a cliff face so the ears might be lost in game.

 

Looking at it again I think it reminds me more of a gryphon than a dragon, which is also no bad thing.

 

PJ



#490
kamal_

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They look like they are smiling/happy, which would probably not be the maker's intent.



#491
rjshae

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Yes, I had to open the jaw up in order to accommodate a walkable passage. Perhaps if I downturn the ends of the jaws, it'll look more like a snarl?

 

This actually comes from the L1 red dragon's head model, with most of the spikey bits removed. In retrospect I probably should have kept more spikes to make it look draconic, and used the higher poly because the L1 has too few mesh faces to randomize satisfactorily.



#492
rjshae

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Here's an open grave placeable:

grave_zpshr3fc1pp.jpg

 

Unfortunately there's not a good way to hide the edge.


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#493
PJ156

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That's nice. We can foil the edge with grass and rocks or the grave to the right and left of it?

 

Can the texture for the grass be changed?

 

PJ



#494
rjshae

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Can the texture for the grass be changed?

 

Well it's tintable. Otherwise it's like any other placeable; i.e. you'll need to create a new texture file. :)



#495
kamal_

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Is it at least easy to create a new texture file? The dirt texture looks like it's blended into the grass, which would make changing the grass difficult. I use grass19 about... never really (it's too bright for my tastes).

#496
rjshae

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Is it at least easy to create a new texture file? The dirt texture looks like it's blended into the grass, which would make changing the grass difficult. I use grass19 about... never really (it's too bright for my tastes).

 

Mmm, well hopefully it wouldn't be too difficult for somebody familiar with Gimp or the equivalent. I merged a pair of screen shots from the NWN2 editor to get the grass texture blended with the dirt, then used the tinting texture as a mask for creating the blended normal map. Here's what the diffuse texture file looks like:

plc_cs_open_grave_zpsvf8idkxg.jpg

 

The middle part and the four corners provide the textures for the grave sides. For that I just used a texture from the texturelib site. Unfortunately, some of the details get washed out by the tinting. But one could always modify the texture directly rather than using the tint options.


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#497
kamal_

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Thats perfect, we can swap that middle section of texture for whatever ground we want.
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#498
rjshae

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Here's my Keep WiP. Just a few more details left to complete now, including the arrow slit brick frames.

keep_wip1_zpsfkig3tus.jpg


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#499
PJ156

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Very nice work. We can use RWS round rooms to do a matching interior?

 

PJ



#500
rjshae

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All right, the texturing and tinting is complete. Now I just need to add the LoD parts. As you can see the top is walkable.

keep_wip2_zpsljrkm7gj.jpg

 

Ed.: ...and it's finished. Here's the upper door. For some reason the projected textures setting isn't working on the floor, even though it's a separate part from the rest of the keep. Perhaps I also have to use a different texture for that to work?

keep_wip3_zpsqdlbtbyc.jpg

 

Very nice work. We can use RWS round rooms to do a matching interior?

 

Mmm, hopefully you can come somewhat close. Maybe not with the windows and/or arrow slits.


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