Silgrad Tower from the Ashes

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I know some of the corners are way too sharp. maybe i could get shewter to make half corners, or corner pieces where the size of the wall coming off it is half the length, so i can have the buttresses on all the corners with out the building getting too physically big.

I agree with replacing many of the textures, especially the sloped roof ones, which look pretty bad. And I also agree that the two textures dont go together well, but I'm unsure as to which i prefer. The flat roof texture badly needs replaced as it doesn't tile at all, and there are a few issues with the models themselves that need corrected. Will compile a list for someone (probably shewter, as the original modeller) to investigate and remedy.

As for the thiefs road, traffic is two way, so we can't have too much height variation with jumps, as unless the PC has uber acrobatics it would be impossible to jump from a two story to a three story building. I could like to have some cloth canopies to run across, or even rope bridges (if at all possible). But it will take a while to get some of these, so i think i should just concentrate on getting the basic city down first, before i really concentrate on the nitty gritty details like the thiefs road, what i have currently is an example of how i could go about building one. It will be reasonably difficult to navigate, as the planks are fairly narrow, but i can scale them up a bit if need be.

The "indoor" bazaar is fully accessible to the outside world in that it will not require a cell change in order to get into the center. all the shops and houses will be accessible from the exterior cell. I really need to overhaul this as the two different textures clash sickeningly. i think i should only use the paler ones, and just not use the really orange ones, much as i like them. Wait i have a major idea for that now....
Sorry, Haven't been round lately, been working 12 hr days.Got some time this weekend so I'll work on some of this.
There is a bridge in China that is roofed that may be interesting - will try to get to a pen, paper and scanner ...

:banana: The planks on the roofs would be a cat's highway! Next, would like to see formal 'rooftop highways! too! - stone 'bridges' and such Big Grin
How about these for a slightly more formal version of the cats highway. These buildings were inspired by a neolithic town in Turkey ( i forget what its called now) Anyway, the houses are all at slightly different levels, and this would make it easier to traverse. I also hope this is the sort of height variation you wanted DA. anyway some screenies:

http://i207.photobucket.com/albums/bb249...rest17.jpg
http://i207.photobucket.com/albums/bb249...rest18.jpg
http://i207.photobucket.com/albums/bb249...rest19.jpg
Definately right track, but I think toned down just a little to allow for a more natural external feel, with alleyways and such, as well as an easier and more natural interior design. I also think that it should look for more natural once barrels, boards, crates and the like are added. I think I err towards your original design more, minus the grand buildings of the mages guild and such, bit with a touch of the new look you've developed so as to add variance, as well as the height varience it does succeed in adding.
You're right, it does look more natural with boards, barrels plants and other random clutter scattered around.

http://i207.photobucket.com/albums/bb249...rest20.jpg

Will work on integrating the two style over the next couple of days.
Pic looks nice, but one thing that I think should be improved : The planks: they look like they are in a perfect 90 degree angle with that wal. Rotating each of the planks slightly in Z will Make it look A bit more realistic I think. Very little ,all somewhere between 1 and -1 degree rotation.
Yes, you're right there Kingevil. will fix em later. still trying to get the appropriate style at the moment.
Agreed, the thing is that we haven't yelled nailed down the exact design for the city, and poor JK here has to move things around quite a bit, so not dealing with minor rotation and such allows us to get a feel for each look, without taking the full time to detail it.

When we hit the final design, then we'll iron out all the minor details like these.
Thats right. It's not the greatest fun having to rebuilt entire city blocks all the time, which is why I"m only working on one patch of land until we get the look, then I can build the rest of the city.
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