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Adobe tileset (for PJ156)


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#1
rjshae

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PJ,

 

Here's your small adobe tileset... consisting of a single tile. :P

 

Actually I knocked out this simple Door {Hall End 1 Door Variant} tile in order to see if it is what you are looking for. Please try it out in the toolset and see if the shape and form are to your liking. It is much easier to fix the details at this point, so please be critical and say what you want changed.

 

If anybody else wants to critique it, I'd appreciate your thoughts. Should I lower the walls? Maybe add some adobe columns along the sides? It's pretty bland right now.

 

Don't worry about the texture--it's messed up right now and only roughly applied, so I'll be changing it. All of my 2ds file settings are only temporary.

 

adobe_tileset

 

NWN2_SS_041614_194651_zpsb4891a4f.jpg

 

P.S. I sent you a PM, but never got a reply.


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#2
PJ156

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I've replied now :)

I like it a lot but will have to wait for tonight to open it.

thanks you for this RJS it is very much appreciated.

PJ

#3
kamal_

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The tops of the walls are curving out (towards the black space). They should curve in (adobe ceiling) or be vertical (wood beam ceiling) based on pictures I see from the internets. Otherwise very nice. Organic looking, they will make a good nature interior when reskinned with leaves.


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#4
rjshae

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I'm going to try replacing the flat top of the wall you're talking about with a log-like wooden support beam to hold up the ceiling. That should answer your concerns, I think.

 

Still not sure what is causing those dark patches in the texture around the window and doors. I think it has something to do with the interaction between the normal map, smoothing, and the area lighting. Adding a bevel around the door and corners seemed to help, and it makes it look more adobe-like.

 

I've replied now :)

I like it a lot but will have to wait for tonight to open it.

thanks you for this RJS it is very much appreciated.

 

I sent a reply regarding your comments. Thank you.



#5
Tchos

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Still not sure what is causing those dark patches in the texture around the window and doors. I think it has something to do with the interaction between the normal map, smoothing, and the area lighting. Adding a bevel around the door and corners seemed to help, and it makes it look more adobe-like.

 

In Gmax, that happens when welded vertices have adjacent polygons in the same smoothing group at a sharp angle.  When I have adjacent polygons that are supposed to be at sharper angles like those windows, I assign them to different smoothing groups.  I don't know if Blender has the same sort of smoothing groups.


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#6
rjshae

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In Gmax, that happens when welded vertices have adjacent polygons in the same smoothing group at a sharp angle.  When I have adjacent polygons that are supposed to be at sharper angles like those windows, I assign them to different smoothing groups.  I don't know if Blender has the same sort of smoothing groups.

 

It might, but I sure don't know how to work it. Mostly I'm learning as I go. In the past I usually just end up ripping the vertices along the edges when I want a distinct seam. But it looks like I could be trying the edge sharp tool instead. Thanks.



#7
PJ156

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Thanks for these RJS, the wall would be good more vertical as has been said bu these are nice and pretty much exactly as I wanted the set to be. the windows are nice. It's good that they reflect the adobe model, nice continuity.

PJ

#8
rjshae

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Okay, I'll work up some modifications and refinements based on the suggestions and see if it is to your liking. I was a little concerned that people might find the width of the open area too narrow, but that doesn't seem to be a problem. Thank you.



#9
rjshae

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Progress is being made. Any concerns with the look? I chose a wood texture that looks a little worn and bleached. It can be made tintable to get a darker look.

 

NWN2_SS_042114_134330_zps28e01d8d.jpg

 

Ceiling shot. Not very exciting, but serviceable I think.

NWN2_SS_042114_153718_zps898a5eaf.jpg



#10
PJ156

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I like the look a lot RJS, I have it in mind to create a tiled floor and half tiled wall placeable, The tile set will look great in game me thinks.

At last a room with no kick at the base of the wall :D

Thanks for your effort.

PJ

#11
PJ156

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Posted in the wrong place :D

Sorry RJS,

PJ
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#12
rjshae

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I like the look a lot RJS, I have it in mind to create a tiled floor and half tiled wall placeable, The tile set will look great in game me thinks.

At last a room with no kick at the base of the wall :D

Thanks for your effort.

PJ

 

Okay, good. I'll go ahead and finish up the set based on that look. Thanks.

 

I'm glad to hear you got your corruption issues fixed. Those are a royal pain; I know from experience. :)



#13
rjshae

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Here's a view of the stair down wall tile. Hopefully that's about right. (The floor below has a tinting gradient that fades to black at the tile border.) Needs a decent rustic ladder to go with it, I think.

 

stairs_down_zpsa7c56a83.jpg

 

The stair up tile would just be a hole in the ceiling, which might look a little odd unfinished from the normal tile editing view. I was thinking of adding a low intensity illumination texture with the light spot centered under the hole as an indicator...



#14
PJ156

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That's a clever idea, where is the ladder with respect to the rest of the room?

PJ

#15
rjshae

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That's a clever idea, where is the ladder with respect to the rest of the room?

PJ

 

The hole is at the center of the tile; you can see the wall at the top right. I had to scale the ladder placeable up by 20% so it would reach the top of the hole while touching the surface below.



#16
rjshae

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Here's the upper level plaza tiles in action; basically consisting of a wall and corner piece to build a rectangular courtyard with an open ceiling. The dark areas in the lower level you'll have to decorate with placeables as they are located under other tiles. I've got an adobe pillar placeable that should help.

 

NWN2_SS_042414_202416_zps603e3781.jpg

 

The stairs up tiles consists of a lit patch on the floor and a hole in the ceiling.

 

NWN2_SS_042414_175317_zps2676fc4e.jpg


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#17
PJ156

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Nice :)

Perhaps the plaza tile would benefit from not having a handrail I think. Having it as a placeable allows more flexibility?

PJ

#18
Tchos

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I heartily endorse this tileset and hope to embark on adventures in an adobe building like this soon.  Reminds me of the Morrowind ancestral tombs.



#19
kamal_

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The stairs up tiles consists of a lit patch on the floor and a hole in the ceiling.

Please remove the lit patch. If I want a lit patch there, I can place one.



#20
rjshae

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Nice :)

Perhaps the plaza tile would benefit from not having a handrail I think. Having it as a placeable allows more flexibility?

 

I'll make variants with just a very low curb; it still needs a transition between the floor and the wall.

 

Please remove the lit patch. If I want a lit patch there, I can place one.

 

I'll make variants without the lit patch, although you could just as easily cover it up.

 

Thanks for the feedback. :) The set is just about finished, although I'm thinking of adding a wall niche variant. It could probably use a set of complementary placeables for decoration: a kiva fireplace, arched column, narrow adobe steps, and a hand-lashed ladder.


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#21
rjshae

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Cosy little nook showing the handful of placeables: column, ladder, fireplace, platform.

 

NWN2_SS_042714_131944_zpsa492aebc.jpg

 

I did a little more work on the plaza tiles, adding a lower door and some solid faces. Hopefully it will look a little better with a sky dome placeable.

 

NWN2_SS_042614_131705_zps1f228563.jpg

 

The tiles are done, so just one more placeable to go and then I'll post it.


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#22
rjshae

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Okay, it's released:

Have fun.


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#23
kamal_

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In tiles with the hole to the lower level, the lip edges of the square hole down do not use the same tint channel.

Stairs down room variant 2, the floor takes the wall's tint and texture. The floor does not retexture.

In the tiles with holes down, the lower level floor does not take the floor texture, it should take the texture for consistency with tiles that are lower level tiles.

 

Handy dandy work as always.



#24
Tchos

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It's beautiful.  :wub:



#25
Kanis-Greataxe

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Just started playing around with it so far looks great. :D

 

Only thing I might think about adding would be at least 1 variation of each stair tile up and down with some kind of stairs for inns and such, just my thoughts.