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Springheel

So, what are you working on right now?

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Yeah, adding simple ceiling beams (with wall support beams) will give a more complex look with very little effort.

 

Keep up the good job!


Clipper

-The mapper's best friend.

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Those tree models are a little rough, but the scene looks great overall. The blending looks terrific!

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Nice scene! Can you add some mountains to the background to make it look less flat? And some more tree variations please! :D


"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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Wow that looks fantastic! Is the main mission daylight or nighttime? also do you have an ETA yet? (very excited to play!)

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Something about the scale of the top floor of those buildings is off. The wood looks way too wide compared to size of the window. Nice to see my lute player getting some action! :)

post-9-0-76037600-1431657842_thumb.jpg

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Something about the scale of the top floor of those buildings is off. The wood looks way too wide compared to size of the window. Nice to see my lute player getting some action! :)

 

Nice catch, and now that you've brought it to my attention I cant believe I didnt notice it sooner.. ha well i've extended those buildings now so thanks!

 

Also that lute playing animation is very well done, i've stood in the tavern listening and watching him play through the whole song and it has a very lifelike feeling to it which really adds to the ambiance. :)

 

v1UWF6O.jpg

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@Goldwell, looks cool, but two things:

*The city looks quite gridlike and non-organic. You could try to break the 90 degree corners by making modules or houses and rotate them a bit.

*The city seems flat. Remember that there is the height dimension. This also contributes to the organic feel.

 

Just don't rebuild anything but try to add some organicness in places where you can get away with it with minimal effort.

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Clipper

-The mapper's best friend.

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Looks nice, but where are the doorhandles?


FM's: Builder Roads, Old Habits, Old Habits Rebuild

WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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I stole them.

LOL, its a desperate thief who is so skint that he resorts to steeling brass door handles to sell for scrape metal...

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Some of the latest screens from The Lute of Oralaphalese that Bikerdude and myself have been working on.

 

 

Holy moly! Condensed awesomeness!


Clipper

-The mapper's best friend.

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Wow this map looks awesome! Something i've noticed from the surface is that it looks like you've taken notes and improved since your last map Sir Taffsalot, with this current WIP there doesn't look like a lot of empty space like the previous FM, everything seems to fit quite well and the dimensions look good too. Looking forward to playing it! :)

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Some of the latest screens from The Lute of Oralaphalese that Bikerdude and myself have been working on.

 

Wow, that second pic... I want to walk around... no, I want to live in that building! Looks so good!

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I don't you think you'd get additive colour. Blue glass only lets through blue light. Red glass only lets through red light. So if you let white light (all colours) first go through red glass and then through blue glass, you end up with only the light that both glasses let through, which is a lot less. You definitely wouldn't perceive the back glass to be even brighter like it is in the picture.

What would probably work is, if the glass has colour 0.2 0.3 0.4 (RGB), you multiply each of the colour values of the light passing through the glass by 0.2 0.3 0.4 (R G B, respectively).


You can call me Phi, Numbers, Digits, Ratio, 16, 1618, or whatever really, as long as it's not Phil.

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Huh, well let me test it, I'll use blue green and red glass and see what it looks like :)


I always assumed I'd taste like boot leather.

 

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