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So, what are you working on right now?


Springheel

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Its a nice effort, but there are a few things you might want to consider:

 

Fotothek_df_ps_0002605_Burgen_%5E_Sonstiges.jpg

 

The facade of the building is a big solid mass. A quick search on romanesque, gothic or victorian palaces will show you how these are actually built, their language in terms of openings, structural elements and such. Notice how that cornice is a big solid block hanging there, thats not at all how these elements would exist.

 

The walls with vines could be made of patches so you could break their regularity.

 

Some details like lack of vegetation and tiled textures (in the gate for example) I'll leave at that because you are probably working on that.

 

But I would suggest you study some plans of historic palaces and constructions overall. I think you would soon find out that linear regularity such as you are building right now is not something that is really appealing IMO, there are many examples of interesting environments that could help you flesh out your emblematic spaces in a more authentic, natural way.

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Its a nice effort, but there are a few things you might want to consider:

 

<snip>

 

The facade of the building is a big solid mass. A quick search on romanesque, gothic or victorian palaces will show you how these are actually built, their language in terms of openings, structural elements and such. Notice how that cornice is a big solid block hanging there, thats not at all how these elements would exist.

 

The walls with vines could be made of patches so you could break their regularity.

 

Some details like lack of vegetation and tiled textures (in the gate for example) I'll leave at that because you are probably working on that.

 

But I would suggest you study some plans of historic palaces and constructions overall. I think you would soon find out that linear regularity such as you are building right now is not something that is really appealing IMO, there are many examples of interesting environments that could help you flesh out your emblematic spaces in a more authentic, natural way.

 

Thanks for the advice about the patches I hadn't really thought about that but that is a great way to break up the tiling.

 

As for the gate, yes I did notice the textures are repeating there too and yeah I will fix them up :)

Edited by Goldwell
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Ok so I have updated the house a fair bit and this is how it turned out... It's not finished but it's definitely come a long way since I first built the house (a big white rectangle :P)

 

PPOqHCx.jpg

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Not bad at all, the lighting could be more exciting, maybe some spot lights illuminating the facade?

10707718-paris-night-the-facade-of-the-louvre-lit-by-spotlights-in-the-sky.jpg

 

The pool is cool, but are they usually put so close to the building doors? The ones living in the house would certainly appreciate some hand rails around the pool. Maybe even a bridge would reduce the flatness of the ground?

 

bridge-over-swimming-pool-to-beach-15161662.jpg

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Clipper

-The mapper's best friend.

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Not bad at all, the lighting could be more exciting, maybe some spot lights illuminating the facade?

10707718-paris-night-the-facade-of-the-louvre-lit-by-spotlights-in-the-sky.jpg

 

The pool is cool, but are they usually put so close to the building doors? The ones living in the house would certainly appreciate some hand rails around the pool. Maybe even a bridge would reduce the flatness of the ground?

 

bridge-over-swimming-pool-to-beach-15161662.jpg

 

Hm I really like that idea of using spotlight type things to light up the building, also the hand rails are a good idea too!

 

But as for the bridge I feel pretty happy with it and if you get closer you can see they have land to stand on.. The building is a little bit close but I dunno I think it looks cool :)

 

Ctszw27.jpg

 

edit: hm.. I suppose thinking about it now I could make the bridge more like in the one you posted. That would look pretty nice I guess and make it stand out more as an actual bridge

Edited by Goldwell
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@ Goldwell: Check out post 2580 on this page http://forums.thedar.../page__st__2575

 

Here is a small map of a garden that Bikerdude kindly uploaded. Using patches and leaf models, it shows you how you can make hedges look really organic. It's much better than just creating a brush and giving it a leaves texture. I used Biker's recommended technique in the small garden in VFAT1. It looks bloody awesome and I'll use it every time I make a hedge from now on.

Edited by Sir Taffsalot
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"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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@ Goldwell: Check out post 2580 on this page http://forums.thedar.../page__st__2575

 

Here is a small map of a garden that Bikerdude kindly uploaded. Using patches and leaf models, it shows you how you can make hedges look really organic. It's much better than just creating a brush and giving it a leaves texture. I used Biker's recommended technique in the small garden in VFAT1. It looks bloody awesome and I'll use every time I make hedge from now on.

 

I'll give that a shot, I have already started building the handrails for my pool and thats starting to look rather nice as well

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Also there is something about that manor that isn't really working for me. If I had to guess what it was then I think that it might be the very flat exterior. Have a look at this manor

 

88p2.jpg

 

As you can see the exterior is divided into sections. Some of the sections stretch further out than others. Also some of them are of different width. I'd even personally take it a step further and give the indidual sections different shape windows but keep using the same textures for consistency.

Edited by Sir Taffsalot

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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Ok so I have updated the house a fair bit and this is how it turned out... It's not finished but it's definitely come a long way since I first built the house (a big white rectangle :P)

 

Details make all the difference :)

 

I've just put 20 minutes of mapping into my next mission, here are the results:

 

Map layout in Dark Radiant

 

Ground level

 

Underground

 

I'm really happy that now that I know my way around DR better, doing something like the rough layout for the level was a breeze. I'm actually pretty optimistic that I can finish this level in a few weeks.

 

While the actual mapping here took roughly 20 minutes, I have to admit that I've spent hours upon hours planning the level on paper before. So it was really a matter of just copying the level layout from paper.

 

To give you some idea, here is a really low-res photo of some of my notes regarding the level.

Edited by kyyrma
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Details make all the difference :)

 

I've just put 20 minutes of mapping into my next level, here are the results:

 

Map layout in Dark Radiant

 

Ground level

 

Underground

 

I'm really happy that now that I know my way around DR better, doing something like the rough layout for the level was a breeze. I'm actually pretty optimistic that I can finish this level in a few weeks.

 

While the actual mapping here took roughly 20 minutes, I have to admit that I've spent hours upon hours planning the level on paper before. So it was really a matter of just copying the level layout from paper.

 

To give you some idea, here is a really low-res photo of some of my notes regarding the level.

 

Wow that looks fantastic!

 

I actually did the same thing with the layout as well but mine are not as pro as that and much more messy and chaotic :P

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Really nice, I think you have pretty much nailed the lighting in that scene.

 

Thank you! :)

 

Is it supposed to be dark inside the house?

 

At the moment yes it is but I haven't decided exactly what i'm going to do with the inside lobby, I am still playing around with most of the interior. I know the upstairs bathroom will be lit up but thats about it for now.

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careful with those exterior floodlights, i've experimented with them as well, and found big performance drops from shadowcasting and multiple lightsources falling on the things that are inside the house on the other side of the wall. noshadowing those floodlights isn't much of an option if the inside is a playable area.

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That's definitely turned into a cool scene!

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Aye! I love to see how the scene it evolves.

 

Maybe a light to illuminate those nice-looking handrails? They certainly deserve some virtual photons on 'em. Maybe a moody torch, or maybe even a lone hanging lantern attached to a pendulum, swinging in the desolate wind that chills to the bone...

Clipper

-The mapper's best friend.

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@Goldwell, you might consider having some lights along the way to the house, something like torches. After all, you have to see this from a practical aspect: As the Lord's employee or guard, even in the deepest night you will want to get to the front gate while having some light and not just use the lamp you are holding. Also, I believe that trees and patches of flowers would add very much to the liveliness of the environment.

My Eigenvalue is bigger than your Eigenvalue.

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Ok this is going to be the last screenshot I post here for a while. Progress on my map has come leaps and bounds the past month and I will continue to keep up that pace as long as my spare time permits it and it keeps being fun of course (and oh boy it has been fun!)

 

Here is a special room inside Lord Tamrics house. A soundproofed (the exterior shows that part better) room within a room where he can listen with full privacy to special pre-recorded messages given to him. Because only nobles have access to this sort of technology it is perfect for exchanging information with secrecy.

 

bmkHD2l.jpg

Edited by Goldwell
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