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Sigil Tilesets


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#26
Pstemarie

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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.



#27
Malagant

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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


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#28
NWN_baba yaga

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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"...



#29
Malagant

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

 

roguedaostudiosmortuaryscreen1.jpg


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#30
Uncager

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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


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#31
cervantes35

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Uncager good to see your still around. This was one of the first adds I did as well as Pstemarie's shadow and wok fixes he did for the set.

 

I am leaning on making this new terrain the Great Foundry terrain and create a group more similar to that which Malagant has posted for the Mortuary. I think its worth a shot.

 

I agree, I do need to rethink my textures and texturing of this terrain so as  to get a better blend with the Sigil Tileset altogether.



#32
Malagant

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I sincerely hope you didn't think I was directing my comment toward you specifically. I was responding more to the "(lacking) that organic feel the rest of the set has", which I figure it should, though I'm glad that you found some inspiration whether or not it ends up feasible. As long as you arrive at a place you are happy with, the rest of us will be sure to enjoy the fruits.



#33
cervantes35

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No not at all Malagant just really like those pics you posted and was thinking that what I had done looks nothing like that.
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#34
cervantes35

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Sigil is still in work just trying to equally spend time on each of the 4 sets I have going at this point. More tilesets will start appearing as I complete more tiles worthing of posts.



#35
cervantes35

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This is a quick max render of what the mortuary looks like now it's a 4x4 tile group at the moment and uses NWN2 textures and clocks in at just under 8,000 polys for the entire group. I can't remember the upper limit for tile groups in NWN maybe somebody looking could refresh my memory. Still not sure this will ever get released at this point I would like to get ahold of the Rogue Dao Studio people but I think they are defunct now, not sure thou. When it is closer to being done I will do a game render see how it looks in game.

 

Sigil6_zpse3bdb388.jpg


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#36
cervantes35

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This is a toolset shot, shadows are disabled because the tile will cause a toolset crash at this point, because of the way I had to load it to get a toolset screenshot tonight. The tilegroup has to be a 5x5 as it would have over hang on a 4x4 tile group. This group still has a long way to go and now clocks in at around 9500 polys as a whole group. As a 5x5 group I maybe able to build a wall around it what do you planescape berks think.

 

Sigil7_zpsb7dc557e.jpg


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#37
cervantes35

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Having a hard time finding time to work on my tilesets with full time school, full time work and guard duty once a month but I managed to squeak in a little time today to work on the Mortuary for Sigil. the tiles ended up being a 4x5 group. I have got most of the shadows working and fixed except for a couple of tiles along the right side. I have only managed to wokmesh about 25% of the tiles so I still have a ways to go but it's getting there.

 

Sigil8_zps1f0f91c3.jpg

 

Hopefully I can squeeze in a little more time this week but it maybe next weekend, so this teaser will have to do unless anyone wants to volunteer and help wokmesh some tiles.


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#38
cervantes35

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I have since rejoined project q and this set will progress really slowly until I finish the project q wiki and push out some more content for the project.
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#39
Rolo Kipp

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<babbling...>

 

That is, I'm happy you've rejoined Q, not the other bit ;-)

 

<...happily>



#40
Carcerian

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This looks promissing.

As you expand Sigil, please use the latest release as a base. I put it up on neverwintervault under bigfoot's entry. This includes Uncager's work, along with Pstemarie's work.

 

Is there a more recent version available, or do we have to use the older versions now?


#41
Pstemarie

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Yes, the most recent version is in the Qv2 Alpha HAKS. If you want just Sigil I can send you just the Sigil hak via dropbox. AFAIK, It is more current than the latest one on the Vault. 


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#42
Rolo Kipp

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<checking out...>

The name was changed :-P

http://neverwinterva...-sigil-tilesets

<...of the witness protection program>

#43
Carcerian

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Sure, specificly i am looking for doors atm :)

 

I actully have that one Rolo, thx, just checking.

 

(Wasnt sure if bigfoot or uncagers was the most recent ver available)



#44
cervantes35

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Since this has been incorporated into Project Q my releases will now come in the weekly updates when they are completed in fact I will probably throw some into the Dropbox tonight.
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#45
henesua

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The version I posted under Bigfoot's entry (the new vault entry) is the most recent public release I am aware of. This included all the new sigil tiles put out by Uncager, included shadow fixes by Pstemarie, and I had compile the models. This will change of course when Pstemarie pulls this latest work by Cervantes into Q.