gamophyte on 6/9/2018 at 04:54
Slow and coming; Been having fun making a newsky for the mission. I wanted something to set the mood as I build, but it's starting to be a distraction actually because I can't stop playing and tweaking it.
I keep fighting between dark and stormy with haze or somewhat more parse and stars in the sky. I also may not make the moon glow png so pronounced. Might break it up more with a blur and maybe something like a moonbow that is visible behind the clouds. By the way, the moonbow/glow is another celestial body that is a but closer than the moon to the ground, so it acts like a corona of sorts. It's too bad animation isn't allowed for celestial body images, I really wanted a cumulus with lighting flashing in the background.
Near the end of the mission build, when I have a feel how much it's slowing my rig - I think I am going to place a grid of "random but coherent" lights in the sky (top of the main air brush) over the whole chateau to emulate variable light as if the clouds have shadows, and the moonlight is wavering.
Inline Image:
https://i.imgur.com/Wp8pYzp.png
gamophyte on 9/9/2018 at 03:12
MOONBOW!
Inline Image:
https://i.imgur.com/qrhsU29.png[video=youtube_share;6Yu0v93NPx8]https://youtu.be/6Yu0v93NPx8[/video]
Edit: Yeesh, hold on lets see my frap settings and see if I can't get better quality.
Edit2: Meh still banding look but I think it's my version.
Edit3: Looks cool with roof textures. I have to dirty up the tiles in regions still.
This shot is blown up in brightness per usual, but wanted the moonbow and roof more visible than it will really be. Distant art will be a dense forest, the town is just a placeholder.
Inline Image:
https://i.imgur.com/5zXYnFj.png
gamophyte on 16/9/2018 at 13:05
Working on tedious objects and the spire or vane tower (or whatever you would call it). Aside from this I did some important brush work, that is, now with certain brushes placed I feel better about the bigger scale choice and can foresee how other brushing is going to come together.
Now remembering the vane rod was broken, I will go back to the model and break it, but here is source image vs ingame.
Inline Image:
https://i.imgur.com/3aK3ZWE.pngInline Image:
https://i.imgur.com/Onuj5cM.pngInline Image:
https://i.imgur.com/FCcFxiV.pngNow seeing the color correction with less blue, I think I like the more whiter clouds. Will have to change my sky before releasing. But maybe not so bright, but it's nice for showing my moonbow effect.
Edit: further away (
https://i.imgur.com/M4ntWFl.png)
vfig on 16/9/2018 at 14:00
Gorgeous!
gamophyte on 17/9/2018 at 04:31
Quote Posted by vfig
Gorgeous!
Hey thanks! I was tweaking it today, adding the bell and the parts of wood that is falling off as separate objects. Plus now the rod vane is bent like it is in the source. Oh and little texture glitches. When objects behave it's awesome.
gamophyte on 11/11/2018 at 09:02
Big slow down on any more work with this, because I was freaking out about trying to stay true to fans of the chateau, in having a good scale around 1.5x times normal. I started to realize after making the front door, a recognizable feature like any other, that it would have to be greatly changed, as it appears I was actually at about 2x scale - so the handle and lock placement wouldn't make sense.
But as you may have already read in another thread, I am starting to realize that, it would work best at this current scale in many other ways. It works out well for the grid size, and makes for a larger castle area with more vertical gameplay. Which ultimately is more important than pleasing fans of the chateau. This project will just have to be filed under "inspired by".
Here is some shots of the door.
Inline Image:
https://i.imgur.com/xK8MXha.pngInline Image:
https://i.imgur.com/1KpujOQ.pngInline Image:
https://i.imgur.com/FGI4doC.png
Beltzer on 11/11/2018 at 09:17
Looking nice. I must confess that this castle was on top of my list when i chose between castles i wanted to build.
Luckily, I chose another castle to be base my mission on.
Judith on 11/11/2018 at 17:47
You shouldn't care much about "fans of the chateau", whatever such group may be. The only thing that matters is gameplay, and how your space relates to it. IIRC, you already have a greybox version of your level, now bend the architecture to it. If you have problems with scale, import character model into your scene to see how it looks against your models. When making architectural pieces, especially climbable / interactive ones, import low poly WIPs into your map, see how they look like, and how traversal works, before you spend hours texturing it. This way you'll save a lot of time, if you decide that a model needs reworking.
gamophyte on 11/11/2018 at 19:08
So that end, at this scale it is all about gameplay, giant stone window holes you can stand in looking down on the creatures from way up high. The thief fans are number 1 priority, but the chateau fans started getting into my head because of how friendly they were in providing me photo references - that and I'm also a fan. I warned them though, that it wouldn't be to scale, because it would be too small, so I don't know why it started bothering me so much.
The place is also so "bombed out" you really can't know the scales is 2x, which really works in my favor. The objects will work as well, just so long as I understand this new path, and there isn't much man-made stuff anymore. I just had a internal struggle on it for a bit and it made me not want to continue for a bit. But I think I'm good now. With all the vegetation, which was the anchor design choice, it should look reclaimed by nature with rubble.
Thanks for your input, everyone.
gamophyte on 22/11/2018 at 23:22
Slowly coming along, taking a break from brush work to have some object fun. I took the bafford readable to translate DU size (10 inches a DU) and put my bedroom painting into the mission.
I was looking at it one night as I was passing out and was like, wait a second, that would totally fit into the mission universe.
Also what's cool, is that someone who is now passed, gave it to me, and there's a sense that I'm immortalizing it. Like if I lose it, although I've had it for 15 years, it will still exist as an object I can look at.
I'll finish with images, but this update is also to say, I can't wait to put more IRL objects into the mission.
IN REAL LIFE:
Inline Image:
https://i.imgur.com/YuFqlS1.pngIN RENDERER:
Inline Image:
https://i.imgur.com/s22vtfX.pngIN DROMED:
Inline Image:
https://i.imgur.com/z0l2YdO.png