Author Topic: Adraax: Klyro's City Project  (Read 87030 times)

rast

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Re: Klyro's City Project
« Reply #135 on: May 14, 2006, 06:13:42 pm »
looks good :)
what do you think(concept model - not finished model  ;)):
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Arangol

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Re: Klyro's City Project
« Reply #136 on: May 14, 2006, 07:00:45 pm »
The steps look a bit a bit hard to climb ;) . But otherwise it looks good. Remember to put some shelter up on the top so the one who is up there doesn't freeze to death  :o .
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minetus

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Re: Klyro's City Project
« Reply #137 on: May 14, 2006, 07:52:51 pm »
the new look of side B  ;)


Inca Sator

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Re: Klyro's City Project
« Reply #138 on: May 14, 2006, 11:40:52 pm »
Hello, Inca in da House.
Rast, new tree much better. But i think without any branches it will be more usefull for RTS like Warcraft_3, not for MMORG like PlaneShift with First_Person_View ability. Model has pretty look from above, but from the bottom? Keep it in your mind. Great foto, just make it in low-poly now :)
Lighthouse...For example it high=10-8 m. Rast, will you go up to the top of lighthouse on that stairs then? I'm surely not, cause i don't want to Death Realm  ;D Guys, you arel don't imagine HOW KLYROS WILL LIVE IN YOUR CITY. Imagine yourself that you are klyros, 1.75 m height, 53 kg weight, 19 years old, you like fish food, fishing, etc... Arangol, what width of your bridge? For now it looks like highway :) All klyros surroundings must match klyros proportions. IMHO, bridge width=3m. .. I always wonder why we have such big benches in Laanx Temple in Hydlaa Plaza... A common height for all seats in real life = 45 cm.

Minetus, i think, you caught my thoughts of landscape level of Algae Farms :) What is the height of cliff (where bridge begins)?

minetus

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Re: Klyro's City Project
« Reply #139 on: May 14, 2006, 11:55:17 pm »
around 100m over sea level

Arangol

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Re: Klyro's City Project
« Reply #140 on: May 15, 2006, 12:52:29 pm »
Inca: I looked at your pic and tried to make it that wide but if you want I can make it smaller  O--) I imagine it to be now about ~5 meter wide.
But if we want the lighthouse to be there and that people could walk beside the lighthouse then we need it to be that wide! The platforms I'll try to make in the city like the one already there will be great for fishing + nearly all the buildings would be on the platforms. The platforms would be connected with a sort of rope bridge. That is the way I see you scetch, Inca. Correct me if I'm wrong on something.
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Haanz

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Re: Klyro's City Project
« Reply #141 on: May 15, 2006, 03:57:15 pm »
mmm...i think im gonna wait to model things for this project untill the landscape is finished...i'm wokring on another MMORPG right now and i'm kinda busy so...yea...

once again though if you need me to model something i'll do it. i check this topic everday for new posts and whatnot so if you ask me i'll surely get it! :thumbup:
the Teakettle...

Inca Sator

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Re: Klyro's City Project
« Reply #142 on: May 15, 2006, 04:12:59 pm »
Arangol, 4.5 - 5m , imo, will be enough... I just wanted to suggest you to compare in-game sizes with real-life sizes. Also, try to make bridge less straight - it consists from 4 or 3 section, it is not solid bridge made from two parallel iron pipes or something... Don't appraise my sketch as guidance - it's just ideas as your ideas. It was my vision of your city for those moment. Glad if you like it. But if you like it, then your stalactites, that supports bridge, 2 times smaller then on my sketch. Also, i think Rast proposed nice idea concernd this supporting elements (search it in previous posts), why don't use it in second and fourth one?

Landscape are clear for 68%, i presume... You sad 100 meters height, Minetus. So, from the bottom of bridge to sea level we have probably 95-98 meters. In Russia, it will be 36-storey building... Even if the highest klyros building will has 10 meter high... (but i doubt that someone construct such huge/high building on reef in almost open sea (don't you forget that sea has something likeĀ  flux, reflux, storm?))... 85m of open air - is too much, imho. It's something unreal, imho, such high stalactites will destruct all pleasantness and cosiness of klyros city :) My propositions: cliff's height = 20-25 meters, bridge height = 3m.

Now, let's return to architecture style, friends :)
On this picture i marked mushrooms i found more original.
 
On this picture...Roofs as elements of house too small, and, also, without these roofs it will be common castle-like building with holes instead doors and windows. Sketch needs modification.
I found that klyros are very fond of decorative art magic, could it be usefull for you?
« Last Edit: May 15, 2006, 10:56:18 pm by Inca Sator »

rast

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Re: Klyro's City Project
« Reply #143 on: May 15, 2006, 07:12:53 pm »
thinking about what you said inca, it seemed more likely that a klyro nation would probably use small beacons around their cliffs:


afterall, they can see in the dark :)

aboat the magic symbols, i did make a seperate thread for symbols, but no-one has yet to post in it :(

i will try and make that tree lower poly and add branches now

new tree:

not much better poly count:
-trunk/branches/roof=139 polys
-canopy/leaves=48 polys
-overall=187 polys

it looks good (subsurfed the trunk) though
« Last Edit: May 15, 2006, 07:37:15 pm by rast »
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Inca Sator

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Re: Klyro's City Project
« Reply #144 on: May 15, 2006, 07:41:49 pm »
Rast, can you make rendering for your tree frome below, and one screenshot with edges (like you made with Lighthouose in your prevous post)?

rast

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Re: Klyro's City Project
« Reply #145 on: May 15, 2006, 09:51:38 pm »
here is the underneath :sweatdrop::

"screenshot with edges" ;)


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Baldur

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Re: Klyro's City Project
« Reply #146 on: May 15, 2006, 11:09:08 pm »
I'm working on a city view picture. Will post it as soon as I'm happy with it

minetus

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Re: Klyro's City Project
« Reply #147 on: May 15, 2006, 11:19:27 pm »
hi guys,  :D :-[ lill drunk here and tootheadche...  :o but gona try and some letters out :'(, oh so hard to click on smillies..
i went on trip today to eletric factory today that is up north :ban: all day driking and eating =_=

inca 25m will make cliff non porpontional to the map, from cliff it will look like sand beach ??? im tinking on buildings over buildings making a city not horizontal placed but horizontal and vertical placed :detective: were wood/rope briges conect the diferent lvls...

yeah, those stairs type access the water lvl :D ya got me there ;D

mushrooms, prototypes ;D need to draw more
buildings, prototypes  :D need to draw more

did that make sense?? ?? ?? ignore if it did not!  :-[ :whistling: :devil: :flowers: :detective: :'( :-* :-\ :-X oh no... drunk sry

Inca Sator

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Re: Klyro's City Project
« Reply #148 on: May 16, 2006, 12:17:26 am »
Hey :) Minetus !!! Are you still not sleeping?!
I think it's not usuall to get drunk in Monday :) He-he-he
I remember how i joined developer's meeting being drunk 79% over ;) (after my friend's meeting). It was fun :D Luckly i didn't do something wrong and wasn't too noisy :) I noticed, that my english become more international in those time, hehe :)

So, about "vertical placed buildings".. Ok, you prompt me an interesting idea of City layout, wait for tuesday evening.
Sleep well.  :sleeping:

minetus

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Re: Klyro's City Project
« Reply #149 on: May 16, 2006, 12:29:22 am »
on my trip up north, the factory was in the midle of mountain chains, very rustic place, we passed trhoug river place very interesting places,
i saw lots of burned trees from last summer fire in the region, and also some water falls, and rock tunnels..
tomorrow ill make some squtches to give an idea, if i knew i would see such nice stuff i would had taken my camera X-/

anyways im gona let it for tomorrow.. :D