Elhoim


Joined: 27 Oct 2006 Posts: 1612 Location: San Isidro, Argentina
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Posted: Tue Aug 28, 2007 12:55 am Post subject: Location - Mountain Pass |
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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
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Posted: Tue Aug 28, 2007 1:22 am Post subject: |
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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). _________________ Oh, 'twould be marvelous if the world and its moral questions were like some game board, with plain black players and white, and fixed rules, and nary a shade of grey.
The Black Company. Shadows Linger. |
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sabishii


Joined: 18 Aug 2005 Posts: 1324 Location: Gatornation
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Posted: Tue Aug 28, 2007 1:48 am Post subject: |
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It looks great! _________________ Sarcasm - How original! |
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Frau Bishop


Joined: 16 Aug 2005 Posts: 1647 Location: Mitten im Vaterland
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Posted: Tue Aug 28, 2007 2:05 am Post subject: |
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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.  _________________ Seriously, when you're spending any amount of your time posting about computer role-playing games on the internet, you are a geek by any definition of the word, and there's no hierarchy to it that matters in the real world. Jed
I'd love to get a swastika tattoo on my arm or wear swastika jewelry. JarlFrank |
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Jedi_Learner


Joined: 11 Jun 2007 Posts: 861
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Posted: Tue Aug 28, 2007 2:10 am Post subject: |
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| 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
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Posted: Tue Aug 28, 2007 2:15 am Post subject: |
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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 Ubersturmfuhrer

Joined: 07 Jan 2003 Posts: 15337 Location: Vault 13
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Posted: Tue Aug 28, 2007 2:16 am Post subject: |
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@ Jedi_Learner
You are a true patriot, son.
 _________________ Spazmo: Odds are, something you like very much sucks. Why? Because this is RPG Codex. |
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Elhoim


Joined: 27 Oct 2006 Posts: 1612 Location: San Isidro, Argentina
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Posted: Tue Aug 28, 2007 2:35 am Post subject: |
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| 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...
| 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.
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Posted: Tue Aug 28, 2007 2:43 am Post subject: |
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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. _________________ "I wish I had some formaldehyde." |
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Mamon

Joined: 19 Jul 2007 Posts: 159
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Posted: Tue Aug 28, 2007 2:48 am Post subject: |
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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
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Posted: Tue Aug 28, 2007 2:49 am Post subject: |
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| 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 Ubersturmfuhrer

Joined: 07 Jan 2003 Posts: 15337 Location: Vault 13
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Posted: Tue Aug 28, 2007 3:08 am Post subject: |
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True. May take awhile though. _________________ Spazmo: Odds are, something you like very much sucks. Why? Because this is RPG Codex. |
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Ismaul


Joined: 18 Apr 2005 Posts: 394
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Posted: Tue Aug 28, 2007 7:25 am Post subject: |
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| 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
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Posted: Tue Aug 28, 2007 8:33 am Post subject: |
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| 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
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Posted: Tue Aug 28, 2007 9:15 am Post subject: |
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| 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
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Posted: Tue Aug 28, 2007 9:16 am Post subject: |
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So.....any juicy background information related to this locale along with the snazzy visuals? Or am I asking too much? _________________ Good Night and Good Luck.
Let's Play Baldur's Gate Status: Spawn more posts.
Chapter 7: Miner....Fuck I Already Made That Terrible Pun! |
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Bluebottle


Joined: 17 Oct 2005 Posts: 901
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Posted: Tue Aug 28, 2007 10:14 am Post subject: |
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| 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
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Posted: Tue Aug 28, 2007 11:21 am Post subject: |
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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
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Posted: Tue Aug 28, 2007 11:34 am Post subject: |
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| 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
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Posted: Tue Aug 28, 2007 11:56 am Post subject: |
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| 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? _________________ 卐 THIS IS THE NEW SHIT 卐:
| Freelance Henchman on stealth in T3 wrote: | | Thief 3 especially certainly wasn't better than AP. |
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Jedi_Learner


Joined: 11 Jun 2007 Posts: 861
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Posted: Tue Aug 28, 2007 12:06 pm Post subject: |
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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.  |
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Jasede Yiffster

Joined: 04 Jan 2005 Posts: 10116
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Posted: Tue Aug 28, 2007 12:07 pm Post subject: |
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| As long as it has walking animations... |
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Bluebottle


Joined: 17 Oct 2005 Posts: 901
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Posted: Tue Aug 28, 2007 12:52 pm Post subject: |
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| 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
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Posted: Tue Aug 28, 2007 12:54 pm Post subject: |
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| 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  _________________ 卐 THIS IS THE NEW SHIT 卐:
| 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
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Posted: Tue Aug 28, 2007 1:06 pm Post subject: |
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| 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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