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RE: Manor Terrain for Sigil City Exterior


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19 réponses à ce sujet

#1
Pstemarie

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In the process of reworking _Six's Manor and Courtyard terrain for inclusion in CODI's Sigil City Exterior. I knew from the first day I saw these terrain pieces in Wildwoods that they would look equally at home in CODI's tileset.

 

Manor_zpseaa10128.jpg

 

Yes, I have finished off the window texture for the eventual day/night animation sequence (white windows by day, yellow windows by night...

 

tps02_window_zps042eba2d.jpg


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#2
_six

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You really need to swap the textures out for some of the existing CODI ones that fit. My textures are never going to look right next to Schazzwozzer or Batinthehat's.



#3
Pstemarie

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Already swapped out - well tinted as the case may be. I want the manor to stand out - as per the story its the oldest building in the city...



#4
Pstemarie

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Day/Night animation is done. Right now I'm making the tiles needed to connect the manor to the "buildings" terrain. I have also incorporated the "courtyard path" terrain, making it into a "cobble path" that connects to the courtyard gate and can be used to paint a cobble path through the default ground terrain.

 

I've also noted a few other "gaps" in the tileset features - items I'll be looking to remedy as I finish off Ashbourne (the name I've given my fantasy city). The WIP list is as follows:

 

"Ditch" to "Cobble+" abutment (produces a higher cliff)

"Building" to "Ditch" abutment

"Building" to "Building+" transition (allows to paint buildings over "Cobble" to "Cobble+"  terrain)

"Building+" to "Ditch+" abutment

"Path" to "Path+" transition (allows to paint path crosser over "Cobble" to "Cobble+"  terrain)



#5
_six

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Already swapped out - well tinted as the case may be. I want the manor to stand out - as per the story its the oldest building in the city...

 

Yeah, the tinted version in the screenshot is what I'm talking about. It looks awful.



#6
Pstemarie

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My wife agreed with you, _Six...

 

How's this look?

 

manor2_zps33ea55dd.jpg


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#7
_six

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Oo, cool. Kinda thing it needs making more wobbly on the geometry to properly fit in, but that helped a lot. Maybe give the pillars a different texture though? IIRC they're on a separate texture already.



#8
Carrot Sticks

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Maybe the solid red-brick texture for the pillars?



#9
Uncager

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Great job Pstemarie! This tileset deserve to expand it!



#10
Pstemarie

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Maybe the solid red-brick texture for the pillars?

 

Tried the red bricks - I settled on this texture instead...

 

manor3_zpseebb0807.jpg


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#11
Pstemarie

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Oo, cool. Kinda thing it needs making more wobbly on the geometry to properly fit in, but that helped a lot. Maybe give the pillars a different texture though? IIRC they're on a separate texture already.

 

Yep the pillars are a separate texture - makes it easy to modify it. I kind of agree about the wobbly part, but for the module purposes its fine as is. The manor belongs to the wealthiest family in the city and thus is in better shape than the buildings surrounding it; although they have let the courtyard go to "seed" so to speak. I'm thinking of adding the vines back, but dead ones - not the lush greenery that was present on the original tiles.



#12
Carcerian

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Looking great! (tho might suggest making the daytime windows a bit more "dusty"?)

 

tps02_window_zps042eba2d.jpg

 

Seems a bit "stark white" by comparison to the night version.  (brown/sepia filter?) 

 

34611te.jpg

 

Or perhaps ACDsee's style "Vignette" by -10% H/V or so too?  (^ exaggerated to 20%)



#13
Pstemarie

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I like that texture mod you did. Mind if I use it? It'll save me the effort of having to dupe it.



#14
Carcerian

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tps02_window_zps042eba2d.jpg

 

Sure, feel free !

 

34611te.jpg

 

(or can tone down "vignette" filter H/V levels to ~10% if first draft looks too dark... )

 

34ip7w7.jpg

 

(^ plus some tinkering with clear & transition zones, plus stretch, for better looking edges)

 

f3yp08.png

 

(ACDSee 7's Vignette Filter Control Panel Options)



#15
_six

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Hm, I reckon the columns around the courtyard need the 'trim' sections cutting off and giving a different texture too. Or maybe have them keep that stone, and give the tall sections of the columns a darker looking brick texture like on the corner shop feature?



#16
Pstemarie

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Great idea _Six - it helps set the courtyard off from the manor a bit more, while tying it in with the rest of the tileset at the same time. Good call!

 

cy_post_zpsc14879ee.jpg


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#17
_six

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I also think the pillar texture looks a bit off on closer inspection. Outside corners shouldn't fade to black like that - if anything, maybe they'd actually have a slight whitish look along the edge. Shadows/dark gradients should be reserved for concavities.



#18
Pstemarie

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I also think the pillar texture looks a bit off on closer inspection. Outside corners shouldn't fade to black like that - if anything, maybe they'd actually have a slight whitish look along the edge. Shadows/dark gradients should be reserved for concavities.

 

Oic what you're saying. Yeah that area should be lighter. Wonder if there's a way to invert the gradient on that section of the texture.



#19
MazzoniM

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Excellent work! 



#20
rjshae

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I also think the pillar texture looks a bit off on closer inspection. Outside corners shouldn't fade to black like that - if anything, maybe they'd actually have a slight whitish look along the edge. Shadows/dark gradients should be reserved for concavities.

 

To me, the column bricks on the courtyard wall seem to be scaled a little too fine--they don't blend well with the other textures. Also, there's a slight blending problem with the ground just outside the opening; the seams are clearly visible. Other than that though, it looks good.