Topic: New building graphics
king_of_nowhere |
Posted at: 2016-01-24, 20:35
aww, well, you can try to open the editor and change the terrain to summer meadow, see if that helps Top Quote |
DragonAtma Topic Opener |
Posted at: 2016-01-26, 21:30
So I did some research on transparent images, and now I think I'm a better Pov-ray renderer.
Edited: 2016-01-26, 21:30
Top Quote |
GunChleoc |
Posted at: 2016-01-27, 09:45
New screenshot You're getting there There are 3 things that I would change:
Busy indexing nil values Top Quote |
DragonAtma Topic Opener |
Posted at: 2016-01-27, 13:44
The overhang is deliberate because it's standard among the Atlantean buildings for a bit of an overhang. I can shrink the overhang's size, however.
Top Quote |
DragonAtma Topic Opener |
Posted at: 2016-01-28, 17:38
And then, there was another attempt.
Top Quote |
kaputtnik |
Posted at: 2016-01-28, 18:07
Sticking too hard on the roads is maybe not good too: If someone changes the roads there is no relationship to the floor of this building anymore. The roads gets stretched and turned... that's why the look this way.
I tried also some things with gimp for the floor. My last idea was to have a main color like the buildings have and put in there some small concentric circles, fe. with grass (the one from the buildings tops) or something like cobbles. Using cobbles the little bushes could maybe surrounded by them. Grass or cobbles could also be used on the outer border of the floor, to better distinguish between the wall and the floor. Graphical development is hard Edit: Forgotten to say thanks for your work! Edited: 2016-01-28, 18:08
Top Quote |
GunChleoc |
Posted at: 2016-01-28, 19:11
New screenshot I think it looks good now, there are 2 things that need tweaking though:
Busy indexing nil values Top Quote |
GunChleoc |
Posted at: 2016-01-28, 19:20
I think a gateway would also help in case the road will change in the future - here's a quick & dirty paint-over: Maybe make the surrounding wall a bit taller to have more space to fit the gateway. Edited: 2016-01-28, 19:21
Busy indexing nil values Top Quote |
DragonAtma Topic Opener |
Posted at: 2016-02-02, 22:54
Okay, one more attempt...
Top Quote |
GunChleoc |
Posted at: 2016-02-03, 10:16
We'll just have to live with it then - maybe a pixel artist can tweak this once the building is finished. New screenshot: I think it looks great now - maybe the tiles on the floor could be a bit darker though? I think they stand out too much. Thy to reduce the brightness and the saturation of the texture a bit. You can use the busy road texture for comparison - it should not look brighter than the road, but it can look darker. It might also look good with the turquoise bits being gark grey oir the green of the dungeon, and the grey bits being the turquoise of the headquarters. Busy indexing nil values Top Quote |