Silgrad Tower from the Ashes

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Oh Rick is awesome :goodjob: :bananarock:
Rick, that's realy realy amazing. Realy good job :o
Trunk houses
Right, I think whats best is if i place solid triangular cones into the buttress gaps so we know the scale and shape the houses need to slot into as the buttresses and thin and it would be easy to clip. These shapes can be numbered and exported individually for modelling and put back in replace of the blanks in CS. Does this sound right?

Bridges and hanging homes/shops/docks etc
These are the same, simple blank numbered representations to be exported, edited and put back with CS.


I need to rebuild the outer tree wall now similar to the updated inner wall. This gives me a chance to interweave the underwater roots.

I can easily rebuild all this from scratch in a day at most, did this as practice really. None of the textures are to be used, it was just to set the scene. Its definitely splitting the shapes or mapping as tiles i need to do, just havent got a clue how. If i export the main tree as one 4000 polycount model can somebody do this as an example in their program and if im happy with it and they have time this can be how we do the texturing. would actually speed things up no end as it would work like a production line, i model, someone texture, someone add collisions, someone export for CS, and either me or someone else reassemble in CS. So if a profitient modeller with time to texturre, collisions etc can contact me and we can sort this out.

I will have another go now at titing the surface X(

:goodjob:
Good :goodjob:
Right, im going to start it again from scratch for practice. First im gonna have a play with textures, splitting, mapping etc. so if 2-3 people can post the scale the think in metres for the width and height of the main tree and the width of the area inside the outer tree. Do this based on how the game will run. So its big enough that the opposite end will be far enough away so be low res etc.

if nobody has replied within an hour or so i will start it on my own idea which will be 150 metres high, 30 metres wide at water level, and the entire area 250 metres wide so the span between centre tree and outside wall will be about 110 metres

Morsyth
There will be vines hanging from the mist above, the hanging shops and platforms will be suspended from these. So some natural simple vines to hang in curves from the mist. And then some woven vines which will come down from the natural vines to actually link the platforms etc like in the drawing i did. (make sure players can cheat and walk up them Smile).
Alright, i cant wait to see how the newer version turns out. It seems like this is going to become a great city.
Yea, just doing the central tree now and have upped it to 200 metres high (swamp-bed to top) and at dry level (above swamp) its trunk is 30 metres accress and the buttress roots span up to about 90 metres.

I have also figured out how to chop up the models so i can texture smaller areas. I will post the updated central tree once done. Smile
Wow Rickious, that is some awesome work!
:applause: well done. You learn fast it took me a year and a half to do adaquet models. For you it seemd like 2 weeks. Thats talent mate :goodjob:

Edit: Since Im finished with my Silgrad Tower Claim On Rope Bridges, should i edit the object and give it to black marsh also? would you guys even like one like this? (just asking Smile )
Buster, I joined the forum a few weeks ago, but i only installed Rhino 3D 3 days ago! :goodjob:

I think i pick stuff up easy, also i really enjoy modelling things like this. Maybe more mundane things would bore me and i would have learned much slower.

That rope bridge is great. I say 1 as is, and 1 where the rope is vine instead. Possibly slight algae growth on the wood and rope textures would be good.
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