Also, I've been doing a few terrains in my spare time. Nothing special, but I'd like to hear some comments from some of the better terrainers out there as to possible improvements. I'm not exactly into how realistic these things are (so I won't make adjustments to LOTAC's sky), but please feel free to make any suggestions for improvements and I'll see what I can do. Here is where I post my work (and where you can see some of the other peoples' work, though they do a lot of the non-flashy writing stuff): http://voidbound.forums.net.bz/t3-3d-terraining-arts. Actually, just use that link, don't go to any of the other forum sections please.
I am unable to view these images as they are blocked by my ISP. Please provide them as a forum attachment. It may take a long time, but it will make it easier to view.
just friends who enjoy messing around with me not actual authorities
one moment I'll get the pictures
so for example this one (Abraxas' Lair) there's nothing special, if anyone were to comment on this it should be on something other than the stretched textures and stairs.
I've been 'informed' that double posting is taboo in some manner, so I'll just link you to a blog unless multi-posting here for this singular occasion is okay.
I like what you are doing here, experimenting around with old temple doodads and dramatic height variations (took me a moment to identify the spherical and curved models in the last picture haha nice tinting). I get the sense that you were attempting to make an abandoned temple or sacred place upon a high mountain.
Now I wont comment on the stretched textures as you said, but I will say something about the textures. Texture play man! give some variation to those cliffs and the ground, it looks like 1 texture as of now (2 if you count the temple) Even smooth cliffs have some texture variation in them, you could import some rock textures from other terrains and play around with the look of them. Also a little bit more shrubbery would spice this temple on a mountain (an explain why birds bother to fly there) if trees can grow there I would expect to see some more plant life. Some little details such as some roots from the trees coming out of the side of the sheer drop in picture 2 would be a nice touch for example.
A couple of well placed rocks would benefit this terrain as well, it is a mountain after all and one thing that I would personally add to 1 or 2 sections at a lower level, Such as in picture 10, there could be a little area or platform on the cliff that one could walk down to in front of the large Xel' Naga wall doodad, would most likely have crumbled a tad due to being exposed to the elements.
That's all I will say for now, keep on playing around with it, I love playing around with the terrain editor in my bit of spare time as well :)
Alright, thanks! More in a moment while I recuperate from the stress of grabbing ping pong balls that were moving at roughly Mach 1 or whatever.
So I took all your suggestions, though the rock textures are "eh" at best and the region is specifically noted for mainly being able to grow olive trees. Also I did this thing to the Xel"Naga wall thing and experimented with some pitch/roll.
Also, Felt Manor! Well, Felt Manor is made using 2D art, so I just did the basic outline with cliffs and then did the surrounding area. Don't criticize the water colour or the stone colour, the water is mercury and the stones are green for a reason. Unless the water doesn't look all that much like mercury.
Few minor points - try making the stone steps blend into each other more - maybe with some smaller variations lying in-between the gaps of the big ones. I'd also suggest trying to tint the stones etc. so that they match. Some more detail put into the temple floor as well would be good I feel, something to break up the monotony of the flooring.
In regards to the flooring, as Joecab said - texture play. One technique I used in my temple maps was to get say where it looks like one 'tile' of the flooring may have been lifted away etc. and replaced it with another texture (e.g. cracked floor, dirt etc. etc.). Can work out very nicely if you play it right.
Overall good start to a map - keep it up!
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Also, I've been doing a few terrains in my spare time. Nothing special, but I'd like to hear some comments from some of the better terrainers out there as to possible improvements. I'm not exactly into how realistic these things are (so I won't make adjustments to LOTAC's sky), but please feel free to make any suggestions for improvements and I'll see what I can do. Here is where I post my work (and where you can see some of the other peoples' work, though they do a lot of the non-flashy writing stuff): http://voidbound.forums.net.bz/t3-3d-terraining-arts. Actually, just use that link, don't go to any of the other forum sections please.
I am unable to view these images as they are blocked by my ISP. Please provide them as a forum attachment. It may take a long time, but it will make it easier to view.
Edit: who are you hiding from?
Sure thing Scrin
just friends who enjoy messing around with me not actual authorities
one moment I'll get the pictures
so for example this one (Abraxas' Lair) there's nothing special, if anyone were to comment on this it should be on something other than the stretched textures and stairs.
I've been 'informed' that double posting is taboo in some manner, so I'll just link you to a blog unless multi-posting here for this singular occasion is okay.
@graphicalCapitalist: Go
I like what you are doing here, experimenting around with old temple doodads and dramatic height variations (took me a moment to identify the spherical and curved models in the last picture haha nice tinting). I get the sense that you were attempting to make an abandoned temple or sacred place upon a high mountain.
Now I wont comment on the stretched textures as you said, but I will say something about the textures. Texture play man! give some variation to those cliffs and the ground, it looks like 1 texture as of now (2 if you count the temple) Even smooth cliffs have some texture variation in them, you could import some rock textures from other terrains and play around with the look of them. Also a little bit more shrubbery would spice this temple on a mountain (an explain why birds bother to fly there) if trees can grow there I would expect to see some more plant life. Some little details such as some roots from the trees coming out of the side of the sheer drop in picture 2 would be a nice touch for example.
A couple of well placed rocks would benefit this terrain as well, it is a mountain after all and one thing that I would personally add to 1 or 2 sections at a lower level, Such as in picture 10, there could be a little area or platform on the cliff that one could walk down to in front of the large Xel' Naga wall doodad, would most likely have crumbled a tad due to being exposed to the elements.
That's all I will say for now, keep on playing around with it, I love playing around with the terrain editor in my bit of spare time as well :)
Alright, thanks! More in a moment while I recuperate from the stress of grabbing ping pong balls that were moving at roughly Mach 1 or whatever.
So I took all your suggestions, though the rock textures are "eh" at best and the region is specifically noted for mainly being able to grow olive trees. Also I did this thing to the Xel"Naga wall thing and experimented with some pitch/roll.
Also, Felt Manor! Well, Felt Manor is made using 2D art, so I just did the basic outline with cliffs and then did the surrounding area. Don't criticize the water colour or the stone colour, the water is mercury and the stones are green for a reason. Unless the water doesn't look all that much like mercury.
@graphicalCapitalist: Go
Few minor points - try making the stone steps blend into each other more - maybe with some smaller variations lying in-between the gaps of the big ones. I'd also suggest trying to tint the stones etc. so that they match. Some more detail put into the temple floor as well would be good I feel, something to break up the monotony of the flooring.
In regards to the flooring, as Joecab said - texture play. One technique I used in my temple maps was to get say where it looks like one 'tile' of the flooring may have been lifted away etc. and replaced it with another texture (e.g. cracked floor, dirt etc. etc.). Can work out very nicely if you play it right.
Overall good start to a map - keep it up!