Looking very nice so far
Enter the catacombs
#26
Posté 03 juillet 2014 - 09:05
#27
Posté 03 juillet 2014 - 09:46
With some of this, I could recreate the huge pile of bones at the bottom of the dumping pit near the Room of Upside-Down Sinners in the crypts under Karazhan. ![]()
The sarcophagus is very attractive and well-built, and the pillar and block of bones is suitably impressive.
#28
Posté 03 juillet 2014 - 11:09
Very impressive tile set coming here. I really like the openness of it in screen 2, it does not feel constrained. There appears to be plenty of room to swing the camera about.
For me the bone pile texture on the collapsed tunnel and wall/pillar is a touch excessive. I have never seen a real ossiary (sp?) so I have no terms of reference but that seems like a lot of dead people ![]()
I think the sarc' looks very nice indeed and I look forward to having that to put into a game. Other placeable that you might want to include would be those associated with the preparation of the dead. Tables for laying out the corpses to rot down or boiling pots ...
Just a thought
PJ
#29
Posté 04 juillet 2014 - 01:03
For me the bone pile texture on the collapsed tunnel and wall/pillar is a touch excessive. I have never seen a real ossiary (sp?) so I have no terms of reference but that seems like a lot of dead people
Well actually it's not excessive, not really. Here's the wall of skulls in the Catacombs of Paris:

This is the skull chapel in Czermna, Poland:
![]()
- Calister68 aime ceci
#30
Posté 04 juillet 2014 - 01:40
I ain't gonna lie that's some messed up stuff right there.
#31
Posté 04 juillet 2014 - 02:57
When you've got an excess of dead people, and too few building materials, it's the logical progression. ![]()
#32
Posté 04 juillet 2014 - 03:08
I have never seen a real ossiary (sp?) so I have no terms of reference but that seems like a lot of dead people
Other placeable that you might want to include would be those associated with the preparation of the dead. Tables for laying out the corpses to rot down or boiling pots ...
Typically, the way an ossuary works (especially a charnel house, as opposed to a simple bone box) is based on a limited amount of consecrated space in a cemetary. In many areas in history, grave sites were not seen as a permanent monument (at least not unless you were rich), and the remains would be dug up after they had fully decomposed to bones and placed with other bones in a more compact long-term storage within a building on the grounds. In some places, they decided to use the surplus of bones as a kind of decoration.
See for example the gravedigger scene in Hamlet, where a gravedigger is exhuming the remains of Yorick, a servant Hamlet knew from his childhood, with the intent of making a new grave in the spot.
When it was desired that the bones still be identifiable as belonging to a particular person, at least in a couple of selected places, the family members would paint the name of the person on the skull, along with other decorations. The reason it looks so grotesque is that some cultures in some periods have a real "memento mori" mentality -- that it's good to be reminded of your mortality.
Family tombs were the ones that would typically have slabs where the bodies could decompose, instead of being buried,
- Calister68 aime ceci
#33
Posté 04 juillet 2014 - 06:47
You learn something new every day ![]()
Thanks guys,
PJ
#34
Posté 04 juillet 2014 - 09:40
I agree with Pj that the bones pile in the collapsed tunnel is a little bit excessive, even if this kind of things really exist. ![]()
I'll modify it to make a more "common" collapsed tunnel, like the one I made for my dungeon tileset.
I can understand that these placeables may look excessive, but that's the way I see a real catacomb : a dark, dusty place, filled with the remains of dead people piled up during centuries : that's a lot of bones, as you can see in the Paris catacombs ! But don't worry, that's only placeables, and there's no need to use it in your map if you don't want to.
(Tchos : ah, Karazhan ! So much memories ! Midnight, the chess event, tanking the Prince...
)
#35
Posté 06 juillet 2014 - 08:05
The development of this tileset is easier than I expected. Building the tiles is a very fast and straightforward operation : basically, it's just a matter of cutting geometry pieces and attaching it to other parts. What a difference with the development of the dungeon tileset, where the making of a simple tile turned sometimes into a nightmare ! The experience gained with the dungeon is very useful here, and help me save a lot of time. ![]()
I made some tile variants, like a large pit, probably used to dump bodies to lower catacombs levels...
I also made a variant of the small niches, suited for funerary urns or candles... and I also reworked the collapsed tunnel. Maybe I should add some rocks, and a coffin or two stuck in the rubbles...
I also made an other placeable, which is an altar... or something very similar.
I took inspiration on one of the Witchers altars you can see on the picture, but modeling this one proved to be very difficult ! I wanted to create a skull that seems to be carved out of a piece of stone, like the bearded figure of the Witchers altar... modeling a skull is a difficult operation, due to the complexity of the shape, but make it seemingly going out of a stone is amazingly tough... I had to make two special textures for the effect to be acceptable.
This altar is double-faced - there is the same skull on the other side, so you can put it in the middle of a room. It's not finished, I still have to find a nice shape for the top. Perhaps the most amazing thing with this placeable is its weight : only 830 polys, which is very light. ![]()
The shape of this altar is very close from a statue... I've never modeled statues. Maybe I should try...
- rjshae aime ceci
#36
Posté 06 juillet 2014 - 08:52
I hope we can still have the original collapsed tunnel full of bones as an option!
- rjshae, kamal_ et andysks aiment ceci
#37
Posté 07 juillet 2014 - 08:01
I hope we can still have the original collapsed tunnel full of bones as an option!
Well, I'll see if I can retrieve it in the trash bin ![]()
#38
Posté 07 juillet 2014 - 12:07
Gorgeous. And I also love the bone tunnel - it looks breathtakingly macabre, rather than OTT, to me. I can quite happily imagine fantastical cities old enough to have that kind of dead pile-up.
#39
Posté 07 juillet 2014 - 12:58
Gorgeous. And I also love the bone tunnel - it looks breathtakingly macabre, rather than OTT, to me. I can quite happily imagine fantastical cities old enough to have that kind of dead pile-up.
Thank you ! Well, this bone tunnel seems to be quite popular ![]()
I'll try to make it again, but I think I'll have to change the texture for something more realistic and less repetitive. The hard part will be to find the good texture...
#40
Posté 07 juillet 2014 - 02:06
I ain't gonna lie that's some messed up stuff right there.
What is even more messed up is that people get lost down there all the time.
#42
Posté 07 juillet 2014 - 09:04
So that version looks like a floor collapsed, spilling out a load of bones that were buried in a mass grave, while the previous version looked like the bones were dumped into a big pile, filling up the space, no collapse (like in the example picture you posted of the mass grave in Brno). Is that what you had in mind?
#43
Posté 07 juillet 2014 - 09:53
Yes, that's exactly what I had in mind : you can see it better on this picture.
I should add some coffins and pieces of stone and wood, although this can be done with stock placeables.
- rjshae aime ceci
#44
Posté 09 juillet 2014 - 03:02
That texture doesn't quite work for me; too many of the skulls look squished flat because we're seeing it from an angle.
#45
Posté 09 juillet 2014 - 10:27
That texture doesn't quite work for me; too many of the skulls look squished flat because we're seeing it from an angle.
Well, as you said, that's because of the angle. But since most people are playing in exploration mode, the flattened skulls should be less visible.
Nonetheless, I reduced the slope, so the effect is a little better. I don't see how I could do better than that ![]()
- rjshae aime ceci
#46
Posté 09 juillet 2014 - 07:08
This is good stuff. I have a plan for a mega dungeon that would use this set. I await it's arrival.
#47
Posté 10 juillet 2014 - 10:42
The work is progressing fast, and I have now completed all the tiles which doesn't have doors.
I have now a better view on the final aspect of this tileset : it can be very gloomy and frightening with a proper lighting, exactly like I'd expect an underground tomb to be
.
In this screen, you can see two variants of the 1 tile-room.
I also made some new placeables, like a sarcophagus that comes in two models, open and closed. The corpse you see on the screen is not made with nwn2 skeleton pieces : I made the skull and the rib cage, and I still have to model the basin and the legs... a difficult task, but I'm pretty happy with the result so far. An other view of the sarcophagus in the toolset.
I'll now continue my work on the doors tiles (and the skeleton
).
- rjshae et 4760 aiment ceci
#48
Posté 11 juillet 2014 - 04:04
A thought occurred to me: having a metatile with a long, downward sloping ramp to a royal burial chamber would add some nice verticality to your set.
#49
Posté 11 juillet 2014 - 07:47
That's a good idea ! It'll probably be one of the first metatile I'll build...
I just have to think about the type of burial chamber I want to make (probably one with a lot of statues
)...
- PJ156 aime ceci
#50
Posté 12 juillet 2014 - 10:30
It took me 2 or 3 days, but I finally finished the first stairs tile. An other view here.
Not bad for such an old game, isn't it ? (and it's only 1100 polys
)
- Tchos, rjshae et 4760 aiment ceci





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