I have a tutorial I am putting up tonight that goes over some of my techniques used for "The Falls". I will be posting it on youtube and in the tutorials section here. Its about 30 minutes long and 720p quality so hopefully it helps some people :).
Haha, nope but I have some 3d art background. I like the galaxy system even though it has some annoying limitations. For instance the moria map is unplayable because the camera cannot handle the extreme changes in elevation. It literally just gives up and stays in one position lol. Working on a third person camera for it though :D)
wow that last map looks amazing, how did you do sky and the low clouds? is that fog? maybe you can also put snow on the other mountains unless it would look wierd?
Yeah its the in game (non doodad) fog. I have recently done a second version that (along with a bunch of other stuff) is going into a project. It uses doodad fog and doodad clouds and looks much better IMO. I will post pictures of that ( and the other stuffs) later in September when the project is released.
There actually is some snow on the other mountains :P. The sky is the belshur skybox (I have since found that the vikingsky is a much better skybox for this scene as well).
Oh there is, they are so close to the fog I kinda didn't notice sorry. Anyway looking forward to see the improved version, too bad you can't show it before the project releases.
The only suggestion I have for you, because it's a common theme on all of your maps: spend more time with the actual texture painter. For the most part you have texture A and texture B. You should only have pure textures in a area that is pure (e.g. well maintained road or lush grass field - which should have some foliage). Mix some of the textures together. Throw a little grass in the middle of the road, some dirt spots where the grass has worn away. Plus, add some of the other textures just for highlights and shadows.
You are amazing when it comes to carving out landscapes and I bet you'd handle texture mixing beautifully. Unlike me.
Your textures look good to me :D . But yeah I do need to spend more time on textures. I sort of get in this mode of this is grass and this is dirt and forget to merge them (although I do try to blur the edges). I will try to be more random with it....scouts honor :P .
If you want I could show you some examples of how I make grass and dirt blend in together to basically have a terrain transition. Because as mentioned above, your terrain looks great except that the texture jumps from one to the other. Keep up the good work.
Here is an image of a very small bit of road which is blend in a bit (looks better ingame with highest graphics, but it should give you the idea). Basically, you just use a high increment at first to get the basic lines of the road, it's a simple example so just a straight line, then you put the increment to much lower, like 10-30 and just kind of make the road stick out on sides just a bit, make sure it doesnt get too thick because it should look like the other area is really merging into the road. Then you take the other texture and do the same onto the road, not everywhere but just bits too make it look more natural.
You can also add in textures that you wouldnt use at all, merely to get a bit of its shape into the road or gras, for example.. as this is the bel'shir tileset you could use the temple bricks with a very low increment and a high falloff to make cracks in your dirt or sand. If you find just the right increment and falloff you won't see the bricks themselves but you will see the rough lines of it making it seem like an entire different texture. It's mostly detail work though and if you do not have the patience it isnt necesary, I just like getting things just right myself.
If you'd like to see a more step-by step screenshot I'll add a few later as I check this forum quite often.
Thanks man, I think I got it. Will keep trying to perfect the method :) . I really need to start using the grid while texturing....I mostly keep it off.
I like to use the grid to find odd terrain area's which could in the map I am working on right now, cause rather odd results since you will be zoomed in a bit. And bumps in the road are easier to spot without changing all your angles with a grid:) It is also a great way to measure things to see if they'll fit in nicely.
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Going to update this thread with some of my environment work. Right now I am trying to learn the lighting system. Any criticism is welcome :).
The Falls
The Bog
Moria
Mercenary Battles: The Gulch
If you like my work and need terrains done let me know. I am not interested in joining teams right now though as I have my own project.
lol i got no idea how you did that >.< to me, the commoner, looks very professional. wd
@Ruzial: Go
I have a tutorial I am putting up tonight that goes over some of my techniques used for "The Falls". I will be posting it on youtube and in the tutorials section here. Its about 30 minutes long and 720p quality so hopefully it helps some people :).
Im always keen to see new things :D always makes me laugh how I think im the shit with my dialog screens, right before I see the real stuff >.<
Dude.. you sure you're not one of the people who did enviroments for WoW...??
@mParfait: Go
Haha, nope but I have some 3d art background. I like the galaxy system even though it has some annoying limitations. For instance the moria map is unplayable because the camera cannot handle the extreme changes in elevation. It literally just gives up and stays in one position lol. Working on a third person camera for it though :D)
Tutorial is done uploading for those that are interested.
Click Me
Maps for today "Sidewinder" and "The Deep"
Above the clouds
wow that last map looks amazing, how did you do sky and the low clouds? is that fog? maybe you can also put snow on the other mountains unless it would look wierd?
@Sevenspeed: Go
Yeah its the in game (non doodad) fog. I have recently done a second version that (along with a bunch of other stuff) is going into a project. It uses doodad fog and doodad clouds and looks much better IMO. I will post pictures of that ( and the other stuffs) later in September when the project is released.
There actually is some snow on the other mountains :P. The sky is the belshur skybox (I have since found that the vikingsky is a much better skybox for this scene as well).
Oh there is, they are so close to the fog I kinda didn't notice sorry. Anyway looking forward to see the improved version, too bad you can't show it before the project releases.
@Sevenspeed: Go
Maybe these will hold you over? :P
@Redfox777: Go
Your stuff looks fantastic.
The only suggestion I have for you, because it's a common theme on all of your maps: spend more time with the actual texture painter. For the most part you have texture A and texture B. You should only have pure textures in a area that is pure (e.g. well maintained road or lush grass field - which should have some foliage). Mix some of the textures together. Throw a little grass in the middle of the road, some dirt spots where the grass has worn away. Plus, add some of the other textures just for highlights and shadows.
You are amazing when it comes to carving out landscapes and I bet you'd handle texture mixing beautifully. Unlike me.
@Mienk: Go
Your textures look good to me :D . But yeah I do need to spend more time on textures. I sort of get in this mode of this is grass and this is dirt and forget to merge them (although I do try to blur the edges). I will try to be more random with it....scouts honor :P .
If you want I could show you some examples of how I make grass and dirt blend in together to basically have a terrain transition. Because as mentioned above, your terrain looks great except that the texture jumps from one to the other. Keep up the good work.
@Mogranlocky: Go
I am always looking to learn new stuff. I would love to see some examples! :D
@Redfox777: Go
Here is an image of a very small bit of road which is blend in a bit (looks better ingame with highest graphics, but it should give you the idea). Basically, you just use a high increment at first to get the basic lines of the road, it's a simple example so just a straight line, then you put the increment to much lower, like 10-30 and just kind of make the road stick out on sides just a bit, make sure it doesnt get too thick because it should look like the other area is really merging into the road. Then you take the other texture and do the same onto the road, not everywhere but just bits too make it look more natural.
You can also add in textures that you wouldnt use at all, merely to get a bit of its shape into the road or gras, for example.. as this is the bel'shir tileset you could use the temple bricks with a very low increment and a high falloff to make cracks in your dirt or sand. If you find just the right increment and falloff you won't see the bricks themselves but you will see the rough lines of it making it seem like an entire different texture. It's mostly detail work though and if you do not have the patience it isnt necesary, I just like getting things just right myself.
If you'd like to see a more step-by step screenshot I'll add a few later as I check this forum quite often.
@Mogranlocky: Go
Thanks man, I think I got it. Will keep trying to perfect the method :) . I really need to start using the grid while texturing....I mostly keep it off.
I like to use the grid to find odd terrain area's which could in the map I am working on right now, cause rather odd results since you will be zoomed in a bit. And bumps in the road are easier to spot without changing all your angles with a grid:) It is also a great way to measure things to see if they'll fit in nicely.