Topic: Barbarian Fortress/Citadel Models
chuckw Topic Opener |
Posted at: 2011-08-31, 01:44
Hi, Warnuf! Thanks for your comments.
I rather like the blackwood, too. The stone inner wall (or rampart) is used as the foundation for the eventual citadel. I still have to do something to make the individual logs of blackwood more distinguishable, though before I will be happy with it.
Thanks. I don't think it is unreasonable for the barbarians to build the taller structures, especially when the vision range of the fortress is as large as it is.
This is a well or cistern, not an ocean or river, so I tried for a shallower appearance, sunlight reflecting off the sides of the fixture.
I'll try moving it closer to the inner wall. (It probably isn't very wise to have your water source so close to where an enemy may be attacking.)
And I thank YOU for THAT. I see little people. Top Quote |
Warnuf |
Posted at: 2011-08-31, 02:31
Even in the buckets the water is darker. I didn't say it was not realistic I just said it is different than in other graphics in the game. Top Quote |
chuckw Topic Opener |
Posted at: 2011-08-31, 03:23
I appreciate your observation. So, I did change the hue of the water in this model where I used the same blackwood log material as that in the headquarters. Am I getting closer, or should I do something different with the keep? I see little people. Top Quote |
Warnuf |
Posted at: 2011-08-31, 03:56
It's better but the bright spots on the wood are irritating. The headquarters wood is a bit blurry, that looks quite good. At the far right of the inner wall there is a vertical line of grey pixels. I think it is meant to be shadow, but for a moment it looked like a pole, especially the pixels in the water form a vertical line under it, too. Top Quote |
SirVer |
Posted at: 2011-08-31, 12:43
I like the new models but am I right that OSA (oversampling) is turned off for them while it is turned on for the others - this makes the graininess which I do not particularly like. Top Quote |
Astuur |
Posted at: 2011-08-31, 14:06
My 2 cents: Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
Venatrix |
Posted at: 2011-08-31, 15:06
Two other questions that came into my mind: 1. Why does the roof have that shape? I didnt understand it in the old model and as I see, you just took it over. Does it have any special functionality? If not I think, the Barbarians build their houses very functional, so the roof should mirror that intention. Though I admit, that the function could be to impress the enemy Can anybody tell me, why the roofs got this shape? 2. The outer walls are perfect circles. Thats alright, because thats the best shape for defense and so on So I wonder, why we decided not to make the palisade fence from the headquarters a circle? As I remember, someone said, it wouldnt fit to the Barbarians. But here it does? I see a contradiction here Two is the oddest prime. Top Quote |
chuckw Topic Opener |
Posted at: 2011-08-31, 17:10
@Warnuf - Yes. I'm not really happy with the roof either, on all counts. The vertical line one sees beyond the well is in fact a support post for a catwalk on the outer palisade. (I know,... REALLY tough to make out.) Suggestions, anyone? @SirVer - That graininess had stumped me. I will definitely check the OSA. Thanks! @Astuur - The old fortress and citadel struck me as too "clean". Besides, it makes sense to echo the building materials of the headquarters in these buildings. Until I check the OSA settings I've rendered with, I would have to agree that I prefer the walls of fortress2b. As for the outer doors, I think I may borrow yet another element from the headquarters and try a drawbridge, at the main gate anyway. @Venatrix - 1) The shape of the roof was originally used to depict a thatched roof which accounts for the somewhat rounded nature of its design. You see it in the roofs of many of the civilian buildings. I am now of a mind to abandon that design for a more likely one given wooden shingles as the material. 2) The "someone" who said the circular outer walls "wouldn't fit to the Barbarians" was likely ME. I've always held the opinion that the majority of defensive structures erected by primitive armies of conquest more often than not took the form that the lay of the land dictated. It is easier to build walls to the contours of the land than impose rigid geometry. But we are not here for a discourse on the history of ancient military engineering, are we? More importantly, I think we want to retain as much of the "cuteness" factor as we can. So round defensive walls, it is. Thank you, all for your very helpful input! I see little people. Top Quote |
Astuur |
Posted at: 2011-08-31, 19:03
Checked the citadel on all worlds. The donjon now needs an update, its walls look "polished" in comparison. Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
chuckw Topic Opener |
Posted at: 2011-08-31, 22:28
@SirVer - Activating OSA really softened it up! But it scrambled the texture I was using for the citadel wall material. It took some tweaking, but I think I have something acceptable now. Thanks again. @Astuur - You might wish to take this citadel model for a spin. Still working on the drawbridge. This graphic has been rendered with oversampling and the lookout building is sporting a different roof design. You might even be able to discern the catwalk. As always, comments please. I see little people. Top Quote |