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Location - Mountain Pass
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Elhoim
 
 


Joined: 27 Oct 2006
Posts: 1612
Location: San Isidro, Argentina


PostPosted: Tue Aug 28, 2007 12:55 am    Post subject: Location - Mountain Pass Report this post / user! Reply with quote

Here are some pics showing the location called "Mountain Pass".As many of you have guessed, I've textured this location, and I like the end result. These are very simple 3DS renders. No fancy lights effects and things like that. Please tell me your thoughts on the textures.



The wall that defends the pass.



One of the watch towers.



A ground level pic showing the remains of an old wall.



A small camp behind the pass barracks.



Last edited by Elhoim on Tue Aug 28, 2007 1:25 am; edited 1 time in total
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Nick
 
 


Joined: 21 Apr 2004
Posts: 235
Location: Over the hills and far away


PostPosted: Tue Aug 28, 2007 1:22 am    Post subject: Report this post / user! Reply with quote

Well, I think that it will look better ingame - lightmaps will add some advances light and shadow effects, and the empty areas will be fill with the ingame objects (which are just not present in this Max scene).
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sabishii
 
 


Joined: 18 Aug 2005
Posts: 1324
Location: Gatornation


PostPosted: Tue Aug 28, 2007 1:48 am    Post subject: Report this post / user! Reply with quote

It looks great!
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Frau Bishop
 
 


Joined: 16 Aug 2005
Posts: 1647
Location: Mitten im Vaterland


PostPosted: Tue Aug 28, 2007 2:05 am    Post subject: Report this post / user! Reply with quote

It looks nice. That said, please don't get me wrong, I know it's your part do deal with the eye candy, but I mostly don't care about it. I want a good RPG to play and replay, the "textures" for example in C64 Wasteland are good enough for my taste if the game coming with it is nearly as fun.
Ehm, did I already mention that it looks great? Keep on doing. Smile
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Jedi_Learner
 
 


Joined: 11 Jun 2007
Posts: 861


PostPosted: Tue Aug 28, 2007 2:10 am    Post subject: Report this post / user! Reply with quote

I really like what I see. I especially like the location icons you'll be using for the map. This could be RPG of the year or decade for me the way things are looking. :wink:
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Hory
 
 


Joined: 01 Oct 2003
Posts: 2999


PostPosted: Tue Aug 28, 2007 2:15 am    Post subject: Report this post / user! Reply with quote

The stone blocks in the "stone wall remains" are too big, especially considering how thin the wall is.

The texture for the ground is a bit too rocky considering how perfectly flat the area is. To the level modeller - isn't it possible to slightly randomize the Y-axis position of every vertex in those flat areas? Assuming there are enough polys in it... if not, try adding more...

Also, the ground texture feels a bit unnatural - it's too yellow.

The texture on the tents looks a bit too white / clean.


Last edited by Hory on Tue Aug 28, 2007 2:17 am; edited 1 time in total
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Vault Dweller
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Joined: 07 Jan 2003
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Location: Vault 13


PostPosted: Tue Aug 28, 2007 2:16 am    Post subject: Report this post / user! Reply with quote

@ Jedi_Learner

You are a true patriot, son.

Salute
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Elhoim
 
 


Joined: 27 Oct 2006
Posts: 1612
Location: San Isidro, Argentina


PostPosted: Tue Aug 28, 2007 2:35 am    Post subject: Report this post / user! Reply with quote

Quote:
The stone blocks in the "stone wall remains" are too big, especially considering how thin the wall is.


Good point.

Quote:
The texture for the ground is a bit too rocky considering how perfectly flat the area is. To the level modeller - isn't it possible to slightly randomize the Y-axis position of every vertex in those flat areas? Assuming there are enough polys in it... if not, try adding more...


Oh, I forgot to activate the soil erosion effect... Wink

Quote:
Also, the ground texture feels a bit unnatural - it's too yellow.


Yeah, maybe I'll desaturate it a little.

Quote:
The texture on the tents looks a bit too white / clean.


I agree, I'll make them less "new".

Thanks for your suggestions!
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Claw
 
 


Joined: 07 Aug 2004
Posts: 3667
Location: The center of my world.


PostPosted: Tue Aug 28, 2007 2:43 am    Post subject: Report this post / user! Reply with quote

I wonder what AoD would've looked like if you hadn't come along. Lucky us.

The graphics have reached a point where I can hardly be bothered to criticise anymore.
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Mamon
 
 


Joined: 19 Jul 2007
Posts: 159


PostPosted: Tue Aug 28, 2007 2:48 am    Post subject: Report this post / user! Reply with quote

Awesome. Indie RPGs are getting much more proffesional by the time!

To be quite honest I have never like indie RPGs because most of them are UGLY (and no, being 2d or indie is no excuse for bad art). Looking forward to Eschalon and Age of Decadence.
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Mamon
 
 


Joined: 19 Jul 2007
Posts: 159


PostPosted: Tue Aug 28, 2007 2:49 am    Post subject: Report this post / user! Reply with quote

When is this game coming out anyway? I heard the game is done, but you guys are just polishing, is that true?
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Vault Dweller
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Joined: 07 Jan 2003
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PostPosted: Tue Aug 28, 2007 3:08 am    Post subject: Report this post / user! Reply with quote

True. May take awhile though.
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Ismaul
 
 


Joined: 18 Apr 2005
Posts: 394


PostPosted: Tue Aug 28, 2007 7:25 am    Post subject: Report this post / user! Reply with quote

Claw wrote:
The graphics have reached a point where I can hardly be bothered to criticise anymore.

Yup, the graphics are great. The art style/direction and ambiance it conveys is appropriate and works well as a whole. And really, the graphics don't need to get much better than this for an RPG, unless you want to go with the live-actors-with-emotionally-expressive-face-close-ups feel. Maybe a bit more dirtyness in the textures would help render the destroyed-to-ashes-civilisation atmosphere.

I do like the ground texture more than what we have seen up till now. It looks a bit more organic and doesn't seem repetitive. And whatever Hory said, I think you did a good job providing the illusion of an embossed terrain. It's only when the terrain actually changes shape that the illusion is lost (3rd pic). But I don't mind.
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Globbi
 
 


Joined: 28 Jan 2007
Posts: 260


PostPosted: Tue Aug 28, 2007 8:33 am    Post subject: Report this post / user! Reply with quote

Really nice, and even better if it's going to be improoved. It shows that you guys are doing you best.
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pkt-zer0
 
 


Joined: 17 Jun 2007
Posts: 594


PostPosted: Tue Aug 28, 2007 9:15 am    Post subject: Report this post / user! Reply with quote

Mamon wrote:
To be quite honest I have never like indie RPGs because most of them are UGLY (and no, being 2d or indie is no excuse for bad art).

Aquaria?

Anyway, regarding the screens: they're nice. Reminds me of Mount and Blade in the sense that it's slightly low on polygon count and next-gen visual effects, but still atmospheric. In many ways, better than the shiny-but-not-much-else graphics of, say, Oblivion.

The wood texture on the watchtower (second image) looks sort of weird, though. It seems as if it was built from planks and not logs. A picture from MnB illustrating what I had in mind for a "proper" look.

Also, how about a "locations" video, with the camera panning around, showing off some of the more interesting areas? The world seems pretty interesting, and the few small concept art images at the top of the game's website (awesome they may be) don't quite do it justice.
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Edward_R_Murrow
 
 


Joined: 03 Apr 2007
Posts: 2215
Location: Motherfuckerville


PostPosted: Tue Aug 28, 2007 9:16 am    Post subject: Report this post / user! Reply with quote

So.....any juicy background information related to this locale along with the snazzy visuals? Or am I asking too much?
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Bluebottle
 
 


Joined: 17 Oct 2005
Posts: 901


PostPosted: Tue Aug 28, 2007 10:14 am    Post subject: Report this post / user! Reply with quote

Edward_R_Murrow wrote:
So.....any juicy background information related to this locale along with the snazzy visuals? Or am I asking too much?


It's been mentioned in a couple of quest example threads that are pretty spoiler heavy. They're around somewhere, but I'm far to lazy to find them. It was also shown pre-texture somewhere as well.


Last edited by Bluebottle on Tue Aug 28, 2007 11:53 am; edited 1 time in total
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Lumpy
 
 


Joined: 11 Sep 2005
Posts: 5161


PostPosted: Tue Aug 28, 2007 11:21 am    Post subject: Report this post / user! Reply with quote

Eh.
Can't say I'm going to be playing it for the graphics.
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Jedi_Learner
 
 


Joined: 11 Jun 2007
Posts: 861


PostPosted: Tue Aug 28, 2007 11:34 am    Post subject: Report this post / user! Reply with quote

Quote:
It's been mentioned in a couple of quest example threads that are pretty spoiler heavy around somewhere, but I'm far to lazy to find them. It was also shown pre-texture somewhere as well.


Found it here.
Spoilers on the second post.

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MetalCraze
Formerly known as Skyway


Joined: 02 Jul 2007
Posts: 13144
Location: Urkanistan


PostPosted: Tue Aug 28, 2007 11:56 am    Post subject: Report this post / user! Reply with quote

Quote:
Found it! Spoilers on the second post. If you don't want to know what happens at the pass then obviously don't click the link!


Don't care about the graphics, but - will locations be small like on this picture?
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Jedi_Learner
 
 


Joined: 11 Jun 2007
Posts: 861


PostPosted: Tue Aug 28, 2007 12:06 pm    Post subject: Report this post / user! Reply with quote

Take a look at this topic skyway, and also this image in particular. I think it's safe to assume locations will vary in size. And the images of that town are over a year old, who knows what updates have taken place. Smile
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Jasede
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Joined: 04 Jan 2005
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PostPosted: Tue Aug 28, 2007 12:07 pm    Post subject: Report this post / user! Reply with quote

As long as it has walking animations...
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Bluebottle
 
 


Joined: 17 Oct 2005
Posts: 901


PostPosted: Tue Aug 28, 2007 12:52 pm    Post subject: Report this post / user! Reply with quote

Jasede wrote:
As long as it has walking animations...


Walking is so last-gen. Instead characters will body pop between tiles, accompanied by Kraftwerk's 'Numbers'.
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MetalCraze
Formerly known as Skyway


Joined: 02 Jul 2007
Posts: 13144
Location: Urkanistan


PostPosted: Tue Aug 28, 2007 12:54 pm    Post subject: Report this post / user! Reply with quote

Quote:
Take a look at this topic skyway, and also this image in particular. I think it's safe to assume locations will vary in size. And the images of that town are over a year old, who knows what updates have taken place


I definitely like the design of this town and a size also. The only worry is about with what that town will be filled Smile
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Freelance Henchman on stealth in T3 wrote:
Thief 3 especially certainly wasn't better than AP.
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The_Pope
 
 


Joined: 15 Nov 2005
Posts: 791


PostPosted: Tue Aug 28, 2007 1:06 pm    Post subject: Report this post / user! Reply with quote

Bluebottle wrote:
Jasede wrote:
As long as it has walking animations...


Walking is so last-gen. Instead characters will body pop between tiles, accompanied by Kraftwerk's 'Numbers'.


Iron tower made the game 37% more extreme and cut down on art costs at the same time by making every character a ninja.

You can't see ninjas.
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