I saw Moana this weekend. It certainly has issues with representation, but it's incredibly gorgeous. For this week, I'd like you to make some terrain that mimics the palette and style of the movie. I've attached several images to use as reference. I can't wait to see what everyone comes up with!
So happy to always see a new face on the WTE. great work for a first timer.
SCbroodsc2 was always criticizing my terrain and always good pointers. He will always tell me to add a skybox so that all those black spaces will not show.
Then he will go on about the height tool to make mountains in the background and last but never least are rocks and more rocks.
The water looks beautiful so play with color tool and reflection, the water cant be too pretty cause it looks like the boats are floating on air.
Other then that welcome hope to have you more often. :-)
I laughted when I read your comment. If you give suggestion to someone based on what feedback I gave you along the years, then I'd bet you hear a voice in your head when you terrain and that voice is mine trying to tell you what you are missing. Haha.
For the water, there are quite a couple things that can make it more realistic. A little bit of shore waves, a little bit of coloring such as a general cyan blue-sky-ish color, some texture roughness, some mesh roughness which adds waves, maybe even a little bit of flow rate, high reflection, high distortion and refraction and you got some nice water.
I wanted to do the interior wte and post it here because interiors are always cool to make because it develops original use of doodads alot, but wargirl litteraly stole all possible ideas into her awesome terrain. So i though about doing this week wte, i watched the trailer of moana and did a printscreen of it at some point and though about recreating it but then... i though about what i really wanted to do and share with people...
So I'm very happy to say that I finished making the All cliffs, all textures and all doodads for Nova packs! You can download here: https://www.sc2mapster.com/assets/all-doodads/files/The website ( http://www.screference.op74.net/ ) for online reference still needs to be updated but it will come as soon as possible. I'm sure wargirl will be happy and the first to download all the new zip files.
I might have missed stuff, Blizzard did not named them all very well so meh, i just went through the whole list and spotted the ones I never seen before (even if it might not be from nova). In the end the idea is just to have all the doodads' images in a folder and be able to easily search through.
I really hope this will be shared and used as I believe this is a very usefull "tool" for terraining.
Best wishes good terrainers!
Underground cave. My first terraining exercise entry.
Not my best terrain but happened to have it on my WIP map and thought I'd contribute.
This is my rendition of Farshire. Thought it fits the seaside theme.
Just contributing what I have, not *really* a resort town destination like Moana but still pretty seaside views with vibrant color contrasts... okay maybe not the underground cave one but it reminds me of the scene where she was inside the... cave :P
First, welcome! Always nice to see new people interested by terraining.
Second, I'll focus on your cave terrain because it is sometimes easier to terrain a map by doing small very detailled chunks at a time like this. Trying to do a whole map in a few hours is kind of limited. Terraining small chunks allow to very focus on specefic parts of the map and when all chunks are detailled enough, the whole map will look awesome.
I can give you a few tips here. Let's talk about the textures. The ground textures could use some variety a little more. You used some grassy texture under the tents, but you could use a slightly different one for underwater, for along the rocks or under the crates, just minor details. The cliffs you use for the walls are great, although not as detailled as the rock doodads in the back, the contrast is so big that it feels weird. I suggest you use only the doodads all around, there are some interesting cliff doodads that could fill this pretty well. Oh and another thing, you could try to use the command in the console (Window -> Console) when in the editor, and do "texuvset # #" where # are numbers. This will change the repetition of the texture. A bigger value like 30 30 will make it look better for small terrain. I don't know the default value though. Note as well that this applies to the whole map, for wte its fine but if you make something special within a huge map, it would be more complicated.
The water seems great, but to me something is missing. A little bit of reflection and having no shorewaves (as this is underground thus not moving at all). The color is fine. You could maybe add some plants or rocks underwater, if you google image search "cave water" all the images have some kind of underwater-something. You could play a little with that.
You cannot change how Warcraft models look, they are how they are, but you can add stuff around to make it looks better. A good example will be omni lights around the torches and the campfire. Orange omni lights there will make it much more realistic. The global lighting as well could use some tweaks like a little bit darker and more oriented toward only beeing lighted with the fire.
About something a little more abstract, I like the idea of the terrain and the execution, how you placed the elements. It has some logic, like there are torches along the water (and not just spreaded across the terrain), the crates are near a point of interest; a torch, a boat, a tent, its not just placed randomly. I would however add one or two tents or make them slightly bigger, there are 12 characters for 2 small tents, we might not see all of them, but for what we see, it feels like there is a small imbalance in the logic there.
You could always add a little bit more rocks, along the cliffs, along the shore, near the torches and even here and there on the ground, maybe even piles of rocks; you are in a cave, they could have put all the rocks together...
You could try to think about what are your characters doing and why they are facing this direction. For example, the guards are looking toward the south west, does this mean the entrance is there; so light would come from this direction? Why are there guards? Are they guarding from animals? Have they killed some? Where do the guards put their weapons and armor when resting? About the children, some are just randomly looking, some are with a girl doing something, what if there was a crate between them with something on it to express them doing something. Think of the firecamp with the child and men warming up. Maybe that express that it's cold? Is this cave in a mountain with some snowflakes coming in?
These are just general questions analysing the terrain and when you are able to answer all of those questions just by looking at the terrain, what you get is a story. Telling a story with one image is not easy, but when you achieve it the result is always interesting, intriguing.
So I hope this gives you ideas, all in all it's a good terrain and idea. You can always rework a terrain to make it better, more detailled, etc. At some point the limit is just the time you want to invest into terraining. Good luck and welcome again!
Man, I spent wayyyyy more time on this stupid effect than I thought it would take. I was going for the classic wall of ocean effect from so many similar properties and it was a nonstop nightmare to get anything even remotely decent. I'm lucky that SCBroodSC2 had the great suggestion of using the Nova Sewer Effect doodad, or I wouldn't have gotten anywhere at all. Sadly, this effect works at the angle and this angle ONLY.
Weekly Terraining Exercise #262
I saw Moana this weekend. It certainly has issues with representation, but it's incredibly gorgeous. For this week, I'd like you to make some terrain that mimics the palette and style of the movie. I've attached several images to use as reference. I can't wait to see what everyone comes up with!
The Global Information/Idea thread for Terraining Exercises can be found here: http://www.sc2mapster.com/forums/development/terrain/14658-terraining-exercises-global-information-idea-thread/
Those NOVA doodads will come in handy for for this!
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
@LucidIguana: Go
Be careful that Disney does not sue your ass.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Indeed. Getting a lawyer for your ass might be complicated.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
Here's my first contribution to the WTE. 1½ hours time spent.
@Knallertton: Go
Welcome, Knalle!
@Knallertton: Go
So happy to always see a new face on the WTE. great work for a first timer. SCbroodsc2 was always criticizing my terrain and always good pointers. He will always tell me to add a skybox so that all those black spaces will not show.
Then he will go on about the height tool to make mountains in the background and last but never least are rocks and more rocks.
The water looks beautiful so play with color tool and reflection, the water cant be too pretty cause it looks like the boats are floating on air. Other then that welcome hope to have you more often. :-)
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
I personally loved the clean water look
@wargirlwargirl: Go
I laughted when I read your comment. If you give suggestion to someone based on what feedback I gave you along the years, then I'd bet you hear a voice in your head when you terrain and that voice is mine trying to tell you what you are missing. Haha.
For the water, there are quite a couple things that can make it more realistic. A little bit of shore waves, a little bit of coloring such as a general cyan blue-sky-ish color, some texture roughness, some mesh roughness which adds waves, maybe even a little bit of flow rate, high reflection, high distortion and refraction and you got some nice water.
Working on projects:
Little announce here!
I wanted to do the interior wte and post it here because interiors are always cool to make because it develops original use of doodads alot, but wargirl litteraly stole all possible ideas into her awesome terrain. So i though about doing this week wte, i watched the trailer of moana and did a printscreen of it at some point and though about recreating it but then... i though about what i really wanted to do and share with people...
So I'm very happy to say that I finished making the All cliffs, all textures and all doodads for Nova packs! You can download here: https://www.sc2mapster.com/assets/all-doodads/files/ The website ( http://www.screference.op74.net/ ) for online reference still needs to be updated but it will come as soon as possible. I'm sure wargirl will be happy and the first to download all the new zip files.
I might have missed stuff, Blizzard did not named them all very well so meh, i just went through the whole list and spotted the ones I never seen before (even if it might not be from nova). In the end the idea is just to have all the doodads' images in a folder and be able to easily search through.
I really hope this will be shared and used as I believe this is a very usefull "tool" for terraining. Best wishes good terrainers!
Working on projects:
Underground cave. My first terraining exercise entry. Not my best terrain but happened to have it on my WIP map and thought I'd contribute.
This is my rendition of Farshire. Thought it fits the seaside theme.
Just contributing what I have, not *really* a resort town destination like Moana but still pretty seaside views with vibrant color contrasts... okay maybe not the underground cave one but it reminds me of the scene where she was inside the... cave :P
@LeafyVegetable: Go
First, welcome! Always nice to see new people interested by terraining.
Second, I'll focus on your cave terrain because it is sometimes easier to terrain a map by doing small very detailled chunks at a time like this. Trying to do a whole map in a few hours is kind of limited. Terraining small chunks allow to very focus on specefic parts of the map and when all chunks are detailled enough, the whole map will look awesome.
I can give you a few tips here. Let's talk about the textures. The ground textures could use some variety a little more. You used some grassy texture under the tents, but you could use a slightly different one for underwater, for along the rocks or under the crates, just minor details. The cliffs you use for the walls are great, although not as detailled as the rock doodads in the back, the contrast is so big that it feels weird. I suggest you use only the doodads all around, there are some interesting cliff doodads that could fill this pretty well. Oh and another thing, you could try to use the command in the console (Window -> Console) when in the editor, and do "texuvset # #" where # are numbers. This will change the repetition of the texture. A bigger value like 30 30 will make it look better for small terrain. I don't know the default value though. Note as well that this applies to the whole map, for wte its fine but if you make something special within a huge map, it would be more complicated.
The water seems great, but to me something is missing. A little bit of reflection and having no shorewaves (as this is underground thus not moving at all). The color is fine. You could maybe add some plants or rocks underwater, if you google image search "cave water" all the images have some kind of underwater-something. You could play a little with that.
You cannot change how Warcraft models look, they are how they are, but you can add stuff around to make it looks better. A good example will be omni lights around the torches and the campfire. Orange omni lights there will make it much more realistic. The global lighting as well could use some tweaks like a little bit darker and more oriented toward only beeing lighted with the fire.
About something a little more abstract, I like the idea of the terrain and the execution, how you placed the elements. It has some logic, like there are torches along the water (and not just spreaded across the terrain), the crates are near a point of interest; a torch, a boat, a tent, its not just placed randomly. I would however add one or two tents or make them slightly bigger, there are 12 characters for 2 small tents, we might not see all of them, but for what we see, it feels like there is a small imbalance in the logic there.
You could always add a little bit more rocks, along the cliffs, along the shore, near the torches and even here and there on the ground, maybe even piles of rocks; you are in a cave, they could have put all the rocks together...
You could try to think about what are your characters doing and why they are facing this direction. For example, the guards are looking toward the south west, does this mean the entrance is there; so light would come from this direction? Why are there guards? Are they guarding from animals? Have they killed some? Where do the guards put their weapons and armor when resting? About the children, some are just randomly looking, some are with a girl doing something, what if there was a crate between them with something on it to express them doing something. Think of the firecamp with the child and men warming up. Maybe that express that it's cold? Is this cave in a mountain with some snowflakes coming in?
These are just general questions analysing the terrain and when you are able to answer all of those questions just by looking at the terrain, what you get is a story. Telling a story with one image is not easy, but when you achieve it the result is always interesting, intriguing.
So I hope this gives you ideas, all in all it's a good terrain and idea. You can always rework a terrain to make it better, more detailled, etc. At some point the limit is just the time you want to invest into terraining. Good luck and welcome again!
Working on projects:
@Scbroodsc2: Go
LOL Always looking forward to your comments.
@LeafyVegetable: Go
Nice to see new faces. Great work.
I forgot to put a skybox.
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
Welcome aboard Knalle and Leafy!
Also my entry. Inspired partially by mi visit to Merida, Yucatan
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
@Alevice: Go
whoa, how did you get that water too look like 3 colors? Is it just the fading of the blue mixed with global ligthing?
Working on projects:
Man, I spent wayyyyy more time on this stupid effect than I thought it would take. I was going for the classic wall of ocean effect from so many similar properties and it was a nonstop nightmare to get anything even remotely decent. I'm lucky that SCBroodSC2 had the great suggestion of using the Nova Sewer Effect doodad, or I wouldn't have gotten anywhere at all. Sadly, this effect works at the angle and this angle ONLY.
The blue to green is basically half global lighting, hall water falloff settings. The red in the shore is just some well placed red omnilights.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
@Alevice: Go
Wow, the use of omni lights into the water to add even more effect to it is just awesome. Well done!
@LucidIguana: Go
Haha! Still, it looks great, it's quite hard to get the visual effect of "how tall is that wave" but it works decent.
Working on projects:
This is super late, but I was screwing around and remembered this terrain exercise.