For some time now I've been warming up my terraining skills. I decided to get better at terraining I first had to spend some time on getting to know all of the terrain sets in the editor going from A-Z. First was Agria and so on. I wanted to see what sets I was best at. Once I finish all of them which may take awhile, I'll go back and do something else to improve. For now the map size is smallest possible so I can focus on details. I took one screenshot each and posted the maps so you can view the details yourselves. What do you think?
Not bad. Definitely a lot better than your earlier terrains. Though, try to add more texture variation, like different types of grass and rock. Also, try to have some slight height variation in the natural areas. Maybe also try to use a few more decals in the concrete-ish areas. Overall, these are some pretty solid terrains. Keep up the good work.
Though, try to add more texture variation, like different types of grass and rock. Also, try to have some slight height variation in the natural areas. Maybe also try to use a few more decals in the concrete-ish areas.
Just to let you know, it looks better in the editor. There's lots more detail to look at. Texture...texture texture...I had quite a bit actually...maybe 2-4 textures per map maybe more. I varied them around...if I added anymore...it might not look right...I also tried to make it not look so messy. I think some could do with some work but I look back and see quite a few mistakes including doodads not being at right height and some doodads not being the right tint. I do have height variation. Maybe you can't see it from the screenies? Ehh...I try using decals, but there's pretty much no reason to use more. I just did decals for general purpose like ramps, exaust...anything practical.
About the using more textures, look at the first pic. The grass is all one texture. It would look more natural if you varied it up a little more. Maybe add some lighter and darker grasses, and some dirt and Haven Leaves under the trees. Also, add moar rocks.
One more thing, I was mostly referring to the Castanar terrain, I suppose, when I said something about decals. Castanar is a very hard tileset to use, I understand that. But I think you should be able to do some more precise texture play and add in some decals. It doesn't need to be much, but I think it would improve the look a lot. You can try to look at Blizzard's Castanar map for the campaign to get a sense of what I'm getting at.
I would advise, and specially for showcases, that you always terrain at an 45 Deg. angle to match textures with doodads and cliffs. I think i have some old screenies that explains this a bit more... (Keep in mind, all is IMO)
Edit: Just remembered it is to match the camera angle too, if you look at melee buildings they're all at 45 Deg. so it is equally if not more important to do this in melee terraining too.
For some time now I've been warming up my terraining skills. I decided to get better at terraining I first had to spend some time on getting to know all of the terrain sets in the editor going from A-Z. First was Agria and so on. I wanted to see what sets I was best at. Once I finish all of them which may take awhile, I'll go back and do something else to improve. For now the map size is smallest possible so I can focus on details. I took one screenshot each and posted the maps so you can view the details yourselves. What do you think?
@yukaboy: Go
Not bad. Definitely a lot better than your earlier terrains. Though, try to add more texture variation, like different types of grass and rock. Also, try to have some slight height variation in the natural areas. Maybe also try to use a few more decals in the concrete-ish areas. Overall, these are some pretty solid terrains. Keep up the good work.
Just to let you know, it looks better in the editor. There's lots more detail to look at. Texture...texture texture...I had quite a bit actually...maybe 2-4 textures per map maybe more. I varied them around...if I added anymore...it might not look right...I also tried to make it not look so messy. I think some could do with some work but I look back and see quite a few mistakes including doodads not being at right height and some doodads not being the right tint. I do have height variation. Maybe you can't see it from the screenies? Ehh...I try using decals, but there's pretty much no reason to use more. I just did decals for general purpose like ramps, exaust...anything practical.
Thanks for feedback.
@yukaboy: Go
About the using more textures, look at the first pic. The grass is all one texture. It would look more natural if you varied it up a little more. Maybe add some lighter and darker grasses, and some dirt and Haven Leaves under the trees. Also, add moar rocks.
One more thing, I was mostly referring to the Castanar terrain, I suppose, when I said something about decals. Castanar is a very hard tileset to use, I understand that. But I think you should be able to do some more precise texture play and add in some decals. It doesn't need to be much, but I think it would improve the look a lot. You can try to look at Blizzard's Castanar map for the campaign to get a sense of what I'm getting at.
@yukaboy: Go
I would advise,
and specially for showcases, that you always terrain at an 45 Deg. angle to match textures with doodads and cliffs. I think i have some old screenies that explains this a bit more... (Keep in mind, all is IMO)Edit: Just remembered it is to match the camera angle too, if you look at melee buildings they're all at 45 Deg. so it is equally if not more important to do this in melee terraining too.
@SheogorathSC: Go
Interesting...I've never actually thought about that...
Good idea! :D
Been working on school a lot lately and might pick this back up and work on some more this weekend...and I'll try out that trick. ;)