PlaneShift
Fan Area => Fan Art => Topic started by: Colinb on February 20, 2008, 03:21:56 am
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Alright here is our Roster. Our chosen city is Quintherion.
We are looking for more to help
Members:
Rinasho - Team Representative, Textures, Founder of Team, Leader?
Dihenis - 3D Art, Textures,Founder
Duraza - Captain of Duraza, Customer Service X-/
LiadanCreag - Advising / Recruiter , Community Relations, Personnel Manager
Homik - 3D Art, Architect, Modeling
To all who wants to help message me over the forum.
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Velh Krome, looks like you got your wish of a team that's doing Quintherion...AND they need the help! :detective:
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Quintherion looks the most interesting out of the cities in my opinion. I'll try to help where I can if you want.
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I'm glad to see another team joining the contest. I would just like to remind you
2.1.2 Establishment of Teams
Teams are to be established at the beginning of the contest. The Idea here is that these cities are too large for one individual to create. Each team will consist of up to 6 people; exceptions can be made on a case by case basis for larger teams. Teams need not be an established guild or organization. No member of any team may be designated WTB or higher within the PlaneShift dev team hierarchy. Each team must choose a name. The name of the team, a list of names, email addresses, and the selected city must be sent to the official e-mail address with the subject "city contest team". Examples of the names of teams the PlaneShift team might like to see are “Team Adraax”, “Team Dark Empire”, “Team Vaalnor” etc.
that e-mail address is planeshift.citycontest@gmail.com
Good Luck, and we look forward to seeing your work
:sorcerer:
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Im am not a very good artist.
(http://i220.photobucket.com/albums/dd42/colinbre/175638.jpg)
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during my "free" time during school i managed to draw some rough sketches:
(http://i184.photobucket.com/albums/x219/homik555/dsc_2731.jpg?t=1203640280)
standard issue housing
(http://i184.photobucket.com/albums/x219/homik555/dsc_2732.jpg?t=1203640925)
whats a city without a tavern? ;D
(http://i184.photobucket.com/albums/x219/homik555/dsc_2733.jpg?t=1203640957)
i was thinking there would be this kind a "tree palace" thing (like a castle, except in a tree) and three would be an arena in the middle where the branches peel away . It would be carved out of the living tree itself so it would be natural-ish.
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I somehow picture this as Ewok city :P
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Bandit Camp
(http://i220.photobucket.com/albums/dd42/colinbre/bandits.jpg)
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heres an updated city plan that agrees with the dev's requirements
(http://i184.photobucket.com/albums/x219/homik555/dsc_2738.jpg?t=1203647139)
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Although I am a bit busy with studying I would like to contribute as good as possible.
I could add any sorts of drawings necessary.
Cheers, Velh
EDIT:
MY timezone is GMT+1 european time
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AWW you guys got Velh?!?! no fair!!! ;)
Good luck you guys, looks like you have some good stuff coming along :D
/me looks sadly back at her own thread and decides to start drawing
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ER..? LOL :D
Well uhm.. thanks for the flattery but thats way too exaggerated and overrating me! :beta:
Since I read Xillix' amazingly detailed description of the dermorian city and I felt like I could picture it quite well - I would be glad if I could support, thats all.
Besides, Team Xiosia looks well organized, and got some good progress.
It surely would be fun to exchange stuff with them!
* playfully narrows his eyes and glares over to Anumesa grinning "Still trying to tell us you cant draw, eh?" :P
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A tree city! I gues elves just have to live on trees, I wish you best lucks!
I gues It's all coz of The Noob. The cities are everywhere all the same. It is too bad there can't be a little originality.
Some inspiration: :P
149 (http://www.thenoobcomic.com/daily/strip149.html)
151 (http://www.thenoobcomic.com/daily/strip151.html)
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Although I am a bit busy with studying I would like to contribute as good as possible.
I could add any sorts of drawings necessary.
Cheers, Velh
EDIT:
MY timezone is GMT+1 european time
so do you want on the team or are you working 'unofficially' ? we could always use another body...and only one more. If its a yes, poke me here or IRC. :)
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Got even more sketches: \\o//
(http://i184.photobucket.com/albums/x219/homik555/img007.jpg?t=1203807983)
(http://i184.photobucket.com/albums/x219/homik555/img005.jpg?t=1203733975)
(http://i184.photobucket.com/albums/x219/homik555/img004.jpg?t=1203733993)
(http://i184.photobucket.com/albums/x219/homik555/img003.jpg?t=1203734017)
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I wanted to say it was not me that wrote the description, my growing settings team did. The praise should go to them. Homik I love what you have so far.
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I gotta say I'm impressed with the way this team is getting it together and solidifying its content in such a short span of time. Team Xiosia may have been the third to enter, but it's producing at breakneck speed...looks like we've got a real racehorse on our hands now! Who knows what things will look like by Phase I's end? :detective:
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Here is a map of the whole city I drew for fun :P
(http://i246.photobucket.com/albums/gg115/Duraza_Darkom/Quintherion.jpg)
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more sketches...
(http://i184.photobucket.com/albums/x219/homik555/img008.jpg?t=1203808084)
(http://i184.photobucket.com/albums/x219/homik555/img009.jpg?t=1203808105)
(http://i184.photobucket.com/albums/x219/homik555/img010.jpg?t=1203808167)
i also modified the smithy (see previous page) due to potential fire hazard :P
although it would be kinda cool crafting 30 feet in the air...
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wow....now that's a house i want to get lost in :P
do we have to do interior decorating too?
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got some rough 3D rendering done for the trees
(http://i184.photobucket.com/albums/x219/homik555/2.jpg?t=1203822576)
and smoothed:
(http://i184.photobucket.com/albums/x219/homik555/3.jpg)
I managed to keep the poly count low, too; only 262 faces.
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Very nice work homik, much better then the current trees in ps even, despite it only being a start. I glanced over the team list, and correct me if I'm wrong but a skinner wouldn't hurt to add no?
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That would be great Earl.
A tanner would be nice too ;D
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Homik has turned me into a treehugger. <3 Those are beautiful.
...
srsly
I like that tree. ;)
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Here are some textures
Wood Floor for Plaza
(http://i220.photobucket.com/albums/dd42/colinbre/WoodFloor.png)
A attempt at tree bark
[(http://i220.photobucket.com/albums/dd42/colinbre/TreeBark.png)
Inside The Tree Flooring if using the tree bark
(http://i220.photobucket.com/albums/dd42/colinbre/InsideTreeFlooring.png)
Ylians Brick Floor
(http://i220.photobucket.com/albums/dd42/colinbre/BrickFloor.png)
Rocky Flooring
(http://i220.photobucket.com/albums/dd42/colinbre/StoneyFloor.png)
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Wow, those are very good colin, do you know how to skin them onto a blender object?
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Not yet.
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Not yet.
Did you make these in blender?
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Just a note for Duraza and the rest of the team: I noticed you put the Pterosaur Bronze Doors in with the map of "the whole city." The PBD is an adjacent location, and is run by the same Vigesimi, but should not be considered part of Quintherion any more than the EBD is considered part of Hydlaa. The "adjacent locations" are just to be used as a reference (for example, if you want to plan for roads out of town) and shouldn't be part of the final product, so just focus your efforts on Quintherion itself. Thanks, and keep up the good work!
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i noticed ya doing treecastle maybe we can merge it with a quite old project
http://treecastle.sourceforge.net/ <-- look there
edit:sent a notice to the other member(ya we are only 2 ppls, but he is quite inactive due studying)
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Not yet.
Did you make these in blender?
It looks like he used a procedural texture generator such as FxGen (http://www.fxgen.org/) or something, which is based off of .werkkzeug (http://www.werkkzeug.com/). They even look like they tessellate too.
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Hm that against the rules?
Tree Bark
(http://www.sharecg.com/images/medium/19012.jpg)
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No,
unless i don't know about something.
But it is a crappy texture, because you repeated the exact same texture 4 times.
You would have to do it seamless without repeating the same piece of image on the final image. + it is nice to make the texture look at least a bit different to the way how photo look like.
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its kinda hard to see without skins, but i added so houses to the tree:
(http://i184.photobucket.com/albums/x219/homik555/4.jpg?t=1203868128)
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Well at least its is somthing for textures. I think its better than nothing for now.
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Well at least its is somthing for textures. I think its better than nothing for now.
Indeed
Very nice homik, now all you need is spiral stairs leading up to the houses. :thumbup:
Oh and if ya'll difn't already check it out vaalnor has some good info on using blender.
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The "adjacent locations" are just to be used as a reference (for example, if you want to plan for roads out of town) and shouldn't be part of the final product, so just focus your efforts on Quintherion itself. Thanks, and keep up the good work!
Thanks for the info. I'll remember that for the next map I make
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Earl, something like this? 8)
(http://i184.photobucket.com/albums/x219/homik555/6.jpg?t=1203872967)
(http://i184.photobucket.com/albums/x219/homik555/5.jpg?t=1203873016)
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i noticed ya doing treecastle maybe we can merge it with a quite old project
http://treecastle.sourceforge.net/ <-- look there
edit:sent a notice to the other member(ya we are only 2 ppls, but he is quite inactive due studying)
I'm the initiator of the TreeCastle project and I must say it pains me to have to decide like this, but maybe it would be for the best if we let our unfinished work into your hands to (possibly) make use of it in your project. Frankly our (and mine) productivity with the TreeCastle project has been quite bad in the last months (years?) and it would hurt me even more to see it just go to waste.
Our projects actually have a few things (e.g. the setting) in common, but we concentrated more on the background story, odd creatures and plants in that domain — so I think your project might gain something from our past work.
If you are interested please contact either me or Nairan.
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very well done homik, I suppose doors and windows might be the next step before you add skin.
Though you need a way for people to get to the top house, perhaps a fork in the spiral walk way, one that leads up to the second house? Im not sure, hmmm, do some tinkering with it, great work none the less, its really coming along.
Or better yet, a rope ladder...
er here is a rough idea of what i mean, because you'll need a way to get to the second building in the tree... And doors and windows would be much better if their actual objects instead of just skinned on like they are in ps now.
You could try just a door way though, instead of a actual door.
(http://i32.tinypic.com/17xudc.jpg)
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Well, I finally have something.
Vine walls
(http://img255.imageshack.us/img255/786/vinesoy8.png)
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But it is a crappy texture, because you repeated the exact same texture 4 times.
I think he made it bigger just to show that it tessellates.
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But it is a crappy texture, because you repeated the exact same texture 4 times.
I think he made it bigger just to show that it tessellates.
No
*crappy - If it is a first try ever, there is not much to complain, practice makes master.
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But it is a crappy texture, because you repeated the exact same texture 4 times.
I think he made it bigger just to show that it tessellates.
No
*crappy - If it is a first try ever, there is not much to complain, practice makes master.
Just pointing out that most of the team members have had limited or no experience before with the program Blender and 3d art/texturing. So if it seems crappy to you, keep the above in mind and if you have any pointers on how we could improve, we would love to read them.
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But it is a crappy texture, because you repeated the exact same texture 4 times.
I think he made it bigger just to show that it tessellates.
No
*crappy - If it is a first try ever, there is not much to complain, practice makes master.
Oh wait I think I see what you mean, he just flipped it over to make it appear as if it does. It looks more like a photograph than anything made with some actual program.
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I started working on "the crooked tree" tavern:
(http://i184.photobucket.com/albums/x219/homik555/10.jpg?t=1203894235)
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Alright........
its my first time
I have no experience and we all start at 0.
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a good linky! (http://www.google.pl/search?hl=pl&q=seamless+tiling&lr=&btnG=Szukaj+w+Google)
and even better linky (http://www.myjanee.com/tuts/tilings/tilings.htm)
Internet your knowledge.
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Well it still isnt bad for a first try even if it does have seam in my opinion.
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Some more stuff I did when I was bored
A "less creepy" vines texture
(http://img255.imageshack.us/img255/5843/morevinesxi9.png)
A boring stand, but it only took 5 minutes
(http://img407.imageshack.us/img407/4642/standyd8.jpg)
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heh...as nice as the sketches are i would like to see some colour in them...anyways anyone know of a good drawing program for macs that's similiar to MX Freehand?
I know gimp's available, but i haven't quite figured out how to get all the necessary components for it. =/...something about X11...
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heh...as nice as the sketches are i would like to see some colour in them...anyways anyone know of a good drawing program for macs that's similiar to MX Freehand?
I know gimp's available, but i haven't quite figured out how to get all the necessary components for it. =/...something about X11...
try http://seashore.sourceforge.net/index.php it does not need X11
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Looking good so far, remember the rules of the contest, we are still in phase one. Complete an overhead layout map now so we can say ye or nay.
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We have the map coming.
In the meantime i have a semi-completed "crooked tree"
(http://i184.photobucket.com/albums/x219/homik555/10-1.jpg?t=1203994994)
(http://i184.photobucket.com/albums/x219/homik555/12.jpg?t=1203995370)
theres a nice spiral ramp inside to get to the second floor but you can't really see it.
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Make sure you smooth your faces, to lose that polygonal look you have going on in the green structure - it makes for a better presentation. Also, be sure you understand your goals: are you creating a 3D model in place of concept art, in the case that you're more comfortable modeling than drawing, or are you building it in use as a final 3D asset? As far as I understand you should be doing the former, so work appropriately and don't create any model for actual in-game use just yet. If something needs changing, or worse if multiple things need changing, it will not be easy if you already have an asset built up.
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More like they don't listen to me :)....
You have a good point, and i think, from what i can tell, he (homik) was modelling to get familiar with the blender program. But he might say otherwise.
thanks for you comment Karyuu.
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Like Liadan said, I'm just using these models as concepts and to familiarize myself with blender, i don't really expect to see these models ingame.
I should have a map of the proposed city up shortly, i just have to neaten it up a bit, divide it into sectors and such.
As for the smoothing, i left the walls un-smoothed because my concept for the walls was vine mats supported by wooden beams, so having the walls as a smooth circular surface wouldn't make too much sense.
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As promised, here is the map:
(http://i184.photobucket.com/albums/x219/homik555/img013.jpg?t=1204083241)
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I had some trouble with my internet connection, so this is coming late now.
I had a try on the map:
(http://img442.imageshack.us/img442/3960/map12cr2.png)
- Besides the winch I only have added one spiral way up/down upper Quintherion. Its placed central on the hollow plaza tree, main purpose is a direct way to the garden, without having to occupy the winch. I think every tree having one would take away the advantage of the protection houses sitting up on a tree would provide.
- Watchtowers are nothing but appropriate fortifications on trees. Those two ones in the east may be (or influenced by) ylian architecture, to accent the newer part of the city.
- The city walls would appear from the outside mostly as a very thick and dense forest for achieving camoflage. Its line would be irregularly. From inside you can think of it as plane-objects, textured by leaves-images, while now and then there were windows like the ones in the secret garden in hydlaa. After all its dermorian and some magic may be involved.
- About the area west/south-west on ground level, which is currently "empty" could either do for keeping goujahs or other domesticated cattle, or also a part of it could be for the storage area. Also the vegetable garden could be extended. Not sure yet.
- Major 2 sections: New Quintherion (plaza, housing, winch); Old Quintherion (garden, central plaza, housing)
- Given dimensions are probably understated..
I also gave a quick first shot on a hut sitting on a tree. Besides the dodgy quality the hut may be too much like a tent, unstable and weak. Main idea was it, to have one house having more than one level. I also think some similar way could do for having multiple levels on one tree, giving it an organic, like grown, look.
(http://img151.imageshack.us/img151/5783/huette12rk1.jpg)
Now I got some questions:
1. "A few buildings, like the vigesimi's house, are constructed of wood.": I assume the very biggest part of all houses, the common places to live that is, are built of vines and leaves only, right? What other buildings would be of wood as well? Single ones of rich people?
2. "Quintherion has two smithies": If those are meant to be original Quintherion ones they are placed in the upper city?
3. Those ylian houses are private places only, for foreigners not comfortable to live up on trees, yes? So at the ground level plaza there wont be much activity, maybe some trading of the woods stored there, or some concerning animal products? But the most crowded and active place is the central plaza on the hollow tree's platform, right?
4. 3000m² max? Are you serious? That would be 55mx55m. Considering the size of the Hydlaa-Winch "Temple" (that would almost fill up that dimension), each of these 3 cities wont be very.. big, huh? Or eh.. did I make some fundamental mistake here? lol If thats still a strict rule though, I could move the Veg-Garden completely onto the ground level beneath the upper city, and move the whole ylian-section to the south a bit (for still fitting requirements).. Hm, may I will give it a quick try anyway o/
EDIT:
So now I rearranged it a bit.
(http://img261.imageshack.us/img261/1883/map2jd4.png)
With same dimensions as above, everything will be quite a little bit bigger (although fix point was the hollow tree with 7m diameter, and the central plaza with 22m).To use space efficiently, why not having trees growing inside the garden.. as long as theres still enough room for growing roots.. after all I wouldnt think dermorians go for geometrically ordered gardening, clean and sterile, would they?=P
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two maps! what are the chances! :P
Velh, just curious, but is yours based upon what homik drew initially? It looks like it is as far as I can tell, BUT the orientation is different, yours has north up and homik's is more diagonally placed...if not that's fine. A little internal competition never hurt anyone.
Btw, i like your houses ideas, although it looks more like a cocoon and there's a little voice that I'm trying to silence, in the back of my mind, going "What are they, tent catepillars?" Perhaps we can combine both yours and homik's idea for a house. I think that would be best.
Otherwise, it looks good everyone! great work so far!
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Wow... I never saw this coming... ::|
Well I am surprised got this far in less than three weeks. Imagine how far if it was six!
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A vague try on the Vig's house:
(http://img292.imageshack.us/img292/3585/vig1copybq8.jpg)
According to the Homik's interiour I tried to make it look like two-levelled.
I would suggest to have it "hanging" as well, otherwise I am not that sure if a spheric shape would make much sense. According to forces affecting, for structures only "sitting on the ground" traditional/standard buildings (straight vertical walls + roof) would probably be more useful? After all the basic idea of having a top deck with a round glass window in its center I think is quite fancy!
Would windows be of glass, or are they simple holes in walls? Hows it with the climate?
Since the Vig's house has such an unusual shape, shouldnt there be common houses with comparable "odd" shapes too?
Given the current maps, is it possible to have the complete city (upper and lower) one loading zone? To walk the city while being able to look up and see bridges crossing and all could be a fantastic view!
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Velh, i think your stuff is great :D
Unfortunately, the Devs require Vigi's house to be a wooden structure, and the top is suppose to act like a terrace.
And as far as houses go, we could use your ideas for lower class housing (such as the farmers).
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your ideas for lower class housing
Yeah, something like that I thought =D Still I will need to get them a bit more stable.
For the Vig's house: how about to have the top deck / terrasse added with plants and bushes? Not to say a garden of rare flowers etc.. =P With the two thingies the house would hang on I could think that would be quite some chilling and adorable place. =D
Btw, was the "Crooked Tree" your idea? Quite amazing!
I just made a sketch of any watchtower-platform, coming soon after some coloring.
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Yes, "the crooked tree" was my idea :D
Although i love the idea of a hanging Vigi's house, unfortunately it clashes with realism. I know this is a fantasy game, but lets not get things just plane silly here ;P To be feezable, i estimated Vigi's house to be around 50m in diameter, and for it to hang off of a tree like in your picture, that would have to be on daddy of a tree. I was thinking more on the line of Vigi's house being supported by branches that branched out around it, forming a crib for the structure.
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Yes, "the crooked tree" was my idea :D
Although i love the idea of a hanging Vigi's house, unfortunately it clashes with realism. I know this is a fantasy game, but lets not get things just plane silly here ;P To be feezable, i estimated Vigi's house to be around 50m in diameter, and for it to hang off of a tree like in your picture, that would have to be on daddy of a tree. I was thinking more on the line of Vigi's house being supported by branches that branched out around it, forming a crib for the structure.
you more like a claw that a diamond is set in almost? correct me if i'm wrong but that's the first image that comes to mind with your description. Or more accurate and generalized, how a jewel is set in jewellery?
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yes, Liadan, like a jewel.
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Oh, I wasnt meaning to have it hanging ONLY, but to have it resting on branches AND supportively hung up.
About the trees: While the central plaza is built up on a tree with a 7m diameter, 5m diameter trees shouldnt be that unusual, would it? Having two or three of them I would guess would do for hanging up such a house, not to mention the simultaneous resting on a huge branch. What I just wonder is why the spheric shape then.. however, alright, lets have it sitting in some huge fork then.
Concerning the dimensions.. I agree with you, that house would be around that size - but since we shall not create a map larger than 3000m^2... er.. something's not right here lol Unless devs come and say the size-requirement is obsolete or necessarily to be considered, I will presume the former;) I also hope someone of the setting team would come and support with answering some questions =/
Okay, heres a sketch of a light watchtower. Dont mind the colors, its mostly for distinguishing parts. The 2 triangular shapes are reinforced leathers for shielding. the greenish thingies may be of strong vines.. Add some leaves to have it look fancy and all, and there you go lol
(http://img170.imageshack.us/img170/2511/watchtowergp3.jpg)
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Thats a neat idea :D
To be perfectly honest, i really had know idea how the guard towers should look like. they kept coming out like something from starwars or a redneck hunting show :sweatdrop:
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Originally I thought of something a bit like a hanging fir cone, but I guess its only me loving that organic silkworm stuff xD
Well so.. I decided for the platform.. ;)
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Originally I thought of something a bit like a hanging fir cone, but I guess its only me loving that organic silkworm stuff xD
Well so.. I decided for the platform.. ;)
I love the silkworm idea, the question more is how claustrophic will it feel? unless its more solid then it looks, getting to the second level will be quite difficult...
trees can be however big you want them. I'm not sure what vegetation zone this is in, but i'm pretty sure we could convince them to have it in a temporal rainforest-like zone, so you can have freaklishly tall/big trees...:P
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to reach second levels wouldnt be a problem, just have stairs or a ladder added within.
about claustrophobia, i just may have taken that 3km² too serious, which would require every hut and house to be rather small, or only a very limited number of them, or trees to be packed densely.
but however now:
whats the status quo?
is the map finished and ready to be used as a solid base?
- space used efficiently, while having defined free areas?
- fitting the requirements and the setting?
- would the considered to be finished map needed to be divided into loading zones? if so, how and where to design the borders/loading zones? (that point's prolly unnecessary with a 3km² map lol)
i would really suggest to have the map finished before proceeding with anything =x
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Ok, so here is what i had in mind for Vigi's house:
[imghttp://i184.photobucket.com/albums/x219/homik555/13.jpg?t=1204247352][/img]
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Here Homik, took it upon myself to fix your broken link. :)
(http://i184.photobucket.com/albums/x219/homik555/13.jpg?t=1204247352])
[Edit] No problem! I get the feeling you were so excited to post this that it got all messed up! :P BTW nice job!
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oh, whoops.
Thanks Zorbels ^^
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to reach second levels wouldnt be a problem, just have stairs or a ladder added within.
about claustrophobia, i just may have taken that 3km² too serious, which would require every hut and house to be rather small, or only a very limited number of them, or trees to be packed densely.
but however now:
whats the status quo?
is the map finished and ready to be used as a solid base?
- space used efficiently, while having defined free areas?
- fitting the requirements and the setting?
- would the considered to be finished map needed to be divided into loading zones? if so, how and where to design the borders/loading zones? (that point's prolly unnecessary with a 3km² map lol)
i would really suggest to have the map finished before proceeding with anything =x
What exactly do you mean by status quo?
The city could be closely packed, if i remember correctly the description of the town said that it's surrounded by dense forest, so, that would imply that the city is still dense, but not as dense as the surrounding forest....but that's my interpretation of it.
I'm not sure of your other questions...perhaps a settings dev can answer.
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to reach second levels wouldnt be a problem, just have stairs or a ladder added within.
about claustrophobia, i just may have taken that 3km² too serious, which would require every hut and house to be rather small, or only a very limited number of them, or trees to be packed densely.
but however now:
whats the status quo?
is the map finished and ready to be used as a solid base?
- space used efficiently, while having defined free areas?
- fitting the requirements and the setting?
- would the considered to be finished map needed to be divided into loading zones? if so, how and where to design the borders/loading zones? (that point's prolly unnecessary with a 3km² map lol)
i would really suggest to have the map finished before proceeding with anything =x
What exactly do you mean by status quo?
The city could be closely packed, if i remember correctly the description of the town said that it's surrounded by dense forest, so, that would imply that the city is still dense, but not as dense as the surrounding forest....but that's my interpretation of it.
I'm not sure of your other questions...perhaps a settings dev can answer.
Really, would the city itself have to be dense, or just the area around it, sure its a tree city, but you would think much of the trees on the forest floor would have been cleared... just a guess though...
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ok, heres a semi completed vigi's house:
(http://i184.photobucket.com/albums/x219/homik555/14.jpg?t=1204252246)
This time i didn't mess up the link :P
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This time i didn't mess up the link :P
Awwwww! Now all meaning to my life has been taken away! I have no links to fix! :P
:) Nice work Homik. Looking forward to seeing the finish product.
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to reach second levels wouldnt be a problem, just have stairs or a ladder added within.
about claustrophobia, i just may have taken that 3km² too serious, which would require every hut and house to be rather small, or only a very limited number of them, or trees to be packed densely.
but however now:
whats the status quo?
is the map finished and ready to be used as a solid base?
- space used efficiently, while having defined free areas?
- fitting the requirements and the setting?
- would the considered to be finished map needed to be divided into loading zones? if so, how and where to design the borders/loading zones? (that point's prolly unnecessary with a 3km² map lol)
i would really suggest to have the map finished before proceeding with anything =x
What exactly do you mean by status quo?
The city could be closely packed, if i remember correctly the description of the town said that it's surrounded by dense forest, so, that would imply that the city is still dense, but not as dense as the surrounding forest....but that's my interpretation of it.
I'm not sure of your other questions...perhaps a settings dev can answer.
Really, would the city itself have to be dense, or just the area around it, sure its a tree city, but you would think much of the trees on the forest floor would have been cleared... just a guess though...
that's why i said it wouldn't be as dense as teh surrounding forest...you still have to create paths and clear spaces for the vegetable garden and the ground buildings, but you wouldn't clear-cut a space 55 m by 55 m just to do that. Think of it as a selective-deforestation...only certain trees go, making it not as dense as the surrounding forest, but there still is a certain closeness of the trees. Wish i could more accurately describe it, but i'm running low on vocabulary that isn't theologically related right now.
/me kills her BTS profs....
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Please note a measurement change:
The map size should not be 3000m^2, but rather 1km^2 (or 1,000,000m^2.)
We apologize for the inconvenience.
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This is probably a silly question, but it's still worth asking:
Is the 1km^2 restriction for the city itself, or does it apply to the surrounding area as well?
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What I have been doing in my boredom but utmost excitement about steel blue:
(http://img253.imageshack.us/img253/3369/crookedtreenewestang1xq5.jpg)
(http://img207.imageshack.us/img207/1566/crookedtreeang2yy9.jpg)
Its the Crooked Tree!!! or at least the interior. The upper floor has rooms and the wine. the "ground" floor has an empty floor to be used for entertainment, like dancing and music and such :) The bar is against the wall, so people can watch whatever is going on. Its a rough model, but I just wanted to show what I thought our tavern could look like
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Awsome! Those are better stairs than i could ever make!
And if anyone is interested, here's a start on the Plaza Tree
(http://i184.photobucket.com/albums/x219/homik555/15.jpg?t=1204342199)
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YEY that's exactly how i was thinking of it dihenis! although, would it be possible to make the space between the stools and the stairs a bit bigger? i hate to see the fights that will break out should it ever get crowded...
and homik that's a good start for the plaza tree :)
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Here's a finalized map of our city:
(http://i184.photobucket.com/albums/x219/homik555/map3.png?t=1204498174)
It may not be as pretty as some of the other maps, but it gives an exact idea of distances ans building placement.
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Impressive work on all fronts, I suggest you consolidate your ideas and decide what you will choose to submit for the the final 2d map.
Great show!
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Having fun again with my wonderful drawing skills :P
(http://i246.photobucket.com/albums/gg115/Duraza_Darkom/OuterCityMap.jpg)
This picture is of the roads leading out of Quintherion. The "hunting grounds" area is the area most animals would be found for lack of extrememly thick forest, giving them space to move around. The "Bandit Stronghold" is the area outside the city with the most bandit influence. The last area where the "Dead Tree" can be found is the quietest of areas because of the thickness of the forest there. Hard for animals, bandits, or anyone else to move through that specific region.
(http://i246.photobucket.com/albums/gg115/Duraza_Darkom/BanditTent.jpg)
This next picture is of one of the bandit tents. Instead of just having a bunch of tents standing around while people are killing bandits the idea we thought of was to have destructible tents. Where you'd find a tent you'd find more than the regular amount of rogues. Also, just like how rogues spawn after you destroy them so would the tents, only they would take longer periods of time to spawn. The emblem is of a dead tree with two sabre's behind it.
As for the actual dead tree on the map and emblem (I'll be drawing the sight later) it is to be the actual bandit stronghold. The other camps are there to distract the guard and keep them far away from the actual bandit hide out. The Dead Tree will be a hollowed out tree, hard to see in the thick forest and protected by magic so only members can enter.
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as for me, i humbly approve Homik's map, it's very good enough.
i got some internet issues these days, so for now take these ones for for contribution. first one actually is for Noriin's and Velh's current home, which though is tried to be kept in line with the setting for a "common dermorian tree home":
this one may be too.. er.. too organic:
(http://img207.imageshack.us/img207/9552/hut2cy8.jpg)
this one i tried to get as close to Homik's as possible. i took Homik's great sketches about the look of dermorian houses and tried to make it look more .. "grown": (watch out, bad "cellphone"-quality"):
(http://img167.imageshack.us/img167/7531/dsc00434fu4.jpg)
(http://img207.imageshack.us/img207/1980/huts2bh6.jpg)
edit:
Resized now, sorry for inconveniences.
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it breaks the tables
No, it doesn't ;P (http://hydlaa.com/smf/index.php?topic=31420.0)
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After much discussion, we finally settled on homik's map to use for final submission. But, not to leave our lovely and very organically talented 2D artist, we have chosen to use Velh's concept for a class of houses. And homik's for another class (ie upper and lower, the decision can be up to the devs).
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As far as i can tell, we have all of our required concept art, correct me if i'm wrong.
All of it can be found pretty much on page 1 of this thread.
Team members and possibly devs, let me know if we are missing something!