I've recently rolled my Skyrim character into Solstheim which has given me an idea for a WTE theme: "Ashlands". Though we've had a 'make-a-volcano' theme before in WTE 83, that exercise mostly led (rightfully so) to the creation of a bunch of volcano's. This week, the volcano's optional: make one if you feel like it, but the main theme of 'Ashlands' means I'm looking to see barren ash-covered deserted landscapes.
Curious to see if people can come up with some original stuff for this theme. Good luck, and have fun!
Howdy, haven't posted much in a while, and thought I'd throw in an entry for this WTE. I tried to be creative and made the 'ash' nuclear fallout, which is gathered into piles around a barren city some time after a substantial war.
EDIT: By the way, is there any way to rotate the background skybox? only after seeing the 'finished' product did I see that I happened to choose the least dynamic part of the sky - it's basically a big dark grey-blue blob.
To be fair, I like the current skybox settings because it helps sell the idea that the sky is full of dust, thus 'ashlands'. One way to have more skybox options however is to simply create a new doodad in the data editor with a skybox model - it's basically a huge sphere that's painted on the inside, so if you place it on the middle of your map and make it large enough it encompasses the entire thing. This allows you to do all things to it you'd normally be able to do to a doodad, like making it larger/smaller, changing its color, or rotating it.
That said, I like your terrain. It's less fire and more ash, which is good. The only issue I see is that there's no ash on the buildings and objects instead... finding a way to achieve that would make the terrain better.
Nice job on the perspective, but I might try to add some miscellaneous details in the foreground, like rocks, dead bushes, etc. Just try to experiment with dead plants and the like to see if it can make it even better.
As for fog; ugh. While I'm sure others could give full descriptions, I would personally suggest that you just play with the settings yourself. When your working with a perspective as seen in your image (not top-down), the fog controls get a lot more tricky to operate.
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I do terrain stuff.
...
And in a Starcraft haiku,
...
That's all I can do!
The waves in the sand, the ashes all over the screen, no sky or clouds except the grey variation, the smoke and ash moving in one direction like it would in flowing water (or windy environment)...
Weekly Terraining Exercise #163
Hey folks!
I've recently rolled my Skyrim character into Solstheim which has given me an idea for a WTE theme: "Ashlands". Though we've had a 'make-a-volcano' theme before in WTE 83, that exercise mostly led (rightfully so) to the creation of a bunch of volcano's. This week, the volcano's optional: make one if you feel like it, but the main theme of 'Ashlands' means I'm looking to see barren ash-covered deserted landscapes.
Curious to see if people can come up with some original stuff for this theme. Good luck, and have fun!
The Global Information/Idea thread for Terraining Exercises can be found here:
http://forums.sc2mapster.com/development/terrain/14658-terraining-exercises-global-information-idea-thread/
Howdy, haven't posted much in a while, and thought I'd throw in an entry for this WTE. I tried to be creative and made the 'ash' nuclear fallout, which is gathered into piles around a barren city some time after a substantial war.
EDIT: By the way, is there any way to rotate the background skybox? only after seeing the 'finished' product did I see that I happened to choose the least dynamic part of the sky - it's basically a big dark grey-blue blob.
@HydraMannequin: Go
To be fair, I like the current skybox settings because it helps sell the idea that the sky is full of dust, thus 'ashlands'. One way to have more skybox options however is to simply create a new doodad in the data editor with a skybox model - it's basically a huge sphere that's painted on the inside, so if you place it on the middle of your map and make it large enough it encompasses the entire thing. This allows you to do all things to it you'd normally be able to do to a doodad, like making it larger/smaller, changing its color, or rotating it.
That said, I like your terrain. It's less fire and more ash, which is good. The only issue I see is that there's no ash on the buildings and objects instead... finding a way to achieve that would make the terrain better.
Didn't really know what to make so all I did is something simple. Also anyone care to explain in detail what the hell ALL the fog options do?
@SirDeeDs: Go
Nice job on the perspective, but I might try to add some miscellaneous details in the foreground, like rocks, dead bushes, etc. Just try to experiment with dead plants and the like to see if it can make it even better.
As for fog; ugh. While I'm sure others could give full descriptions, I would personally suggest that you just play with the settings yourself. When your working with a perspective as seen in your image (not top-down), the fog controls get a lot more tricky to operate.
@SirDeeDs: Go
I had to do a triple take on that mountain. The way the light defines it us unreal. Looks more like a drawing then something from starcraft.
@SirDeeDs: Go
Actually, this has some interesting part... with a few tweaks, it would really looks underwater volcano; kind of this
http://ginettedupont20.files.wordpress.com/2012/11/irruptionsousmarine1.jpg?w=400&h=300
The waves in the sand, the ashes all over the screen, no sky or clouds except the grey variation, the smoke and ash moving in one direction like it would in flowing water (or windy environment)...
And about the fog, maybe this would help you, depending of what you aimed to do: http://www.sc2mapster.com/forums/development/terrain/19589-the-fog-distance-from-the-camera/
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