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So, what are you working on right now?


Springheel

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why the color of texture does not coincide beetwen two patches ?

Interesting. I wonder if there is a problem with the normal map?

 

It looks like a patch on the left and a brush on the right. If so, convert the top of the brush to caulk and add a new column or row on the end of the patch then in vertex mode move the edge over the caulk. You should then be able to smooth it better.

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Do the patches' surfaces have different angles? If so it could just be how the light falls on them.

If possible you might try to make one patch that covers the same area instead.

 

 

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Exactly. What I said is still valid whether the surface on the right is a brush or a patch. Make it one patch. The problem may simply be that because snow is smooth and light it shows up the difference in lighting for the different angle. It is probably correctly but it looks odd because snow does not lie like that - it would curve over. Of course, it might be difficult to do it in one patch depending on what else is there I can't see.

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That's a pretty good colour combination, Shadowhide! Very thiefy.

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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The theme of the FM I was working on had a movie made about it. <_<

Laughably improbable but there it is.

Now it'll look like I'm copying it... at least if it stumbles into the same storyline.

I won't like that first of all because they'll botch it, but maybe more than that, it just sucks the mystique out of it ... like the way a retelling of Beowulf might have had a lot of mystique until they made a ridiculous CGpron movie about it.

But if it's a completely different storyline then it might be an interesting interplay and good timing. Just wish it could have that mystique of untrodden ground where you don't know where you're going or what might happen. Or maybe it means I have to work even harder to capture that feeling.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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what do you think about proportions ?

 

This looks good. If you can post a shot with an AI standing there, it'll be easier to gauge the proportions.

 

My one comment is the ceiling material. It looks like a curved vaulted ceiling, so it probably wouldn't be made of large blocks. Smooth or rough plastering, cloth, paint, or other contiguous texture would look more realistic.

 

Good work. Hope to see more.

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I will add more deatils and decals later...

what do you think about proportions ?

 

As grayman said hard to tell, adding an AI, or a chair would help.

 

I like the decals (dirt drips) on the far wall, makes it look more gritty and dark.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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I guess it depends what you are going for. A very large castle, this is probably a good support structure for lower floors. But it is pretty large area imo. You could probably scale down as much as 50% for a smaller castle. (50% x and y, maybe only 25% z plane)

 

I tend to like castle areas that are pretty tall, at least main entry/hallway areas/dining/galleries. Side rooms, bedrooms, etc... don't need to be very tall.

 

----------

It just seems if you have a series of these areas connected as hallways it would be almost too easy for player to get by gaurds.

Dark is the sway that mows like a harvest

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Library looks good, but I notice in every shot you have misaligned wood tex. You'll probably fix them later but they really draw the eye.

 

Also, not sure if you've found it, but under prefabs there should be a monster clip brush set that matches that staircase, so ai can actually path it. (it's been years but it should be in there)

Dark is the sway that mows like a harvest

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its natural scale of this texture

 

Which means nothing as that's probably the natural scale of the picture taken that was the basis of the texture. Use your head and judge the scale for yourself; it's too big but if that's the way you like it then no biggie.

 

EDIT: Actually looking at that picture more closely, as long as that's an outside wall, like on a fortress, then the scale would be correct. They would use large stones like that.

I always assumed I'd taste like boot leather.

 

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