Author Topic: Adraax: Klyro's City Project  (Read 86561 times)

LARAGORN

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Re: Klyro's City Project
« Reply #435 on: June 11, 2006, 08:47:57 pm »
I guess the under water well is enchanted, or gravity as we know it on earth is different there. Otherwise the water would drain out through the well  :o

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Baldur

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Re: Klyro's City Project
« Reply #436 on: June 11, 2006, 09:07:41 pm »
There's flowing water mate, somewhere it's got to come back. Don't forget the eternal renewal process all over the globe has been doing for years. I'm sure it could be explainable though it would create a mighty...whirlpool! Let's put up a whirlpool. The streaming water creates a whirlpool which you throw things into. Could make the area even more dangerous.

Inca Sator

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Re: Klyro's City Project
« Reply #437 on: June 11, 2006, 10:05:27 pm »
Yes, i noticed that problem with underwater well too. I think whirlpool isn't necessary. I suggest this well was broken during the Finall Battle--> it's chocked up by stones and rocks.
Arangol, try not to render with those shadows effect. If you could make a render/screenshot with edges - this is what we needed now. And place in scene a red box with klyros proportions (2*1,5*1.5m) so we could imagine the scales of models.
« Last Edit: June 11, 2006, 10:07:19 pm by Inca Sator »

Baldur

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Re: Klyro's City Project
« Reply #438 on: June 11, 2006, 10:26:40 pm »
I see, I thought we were going to use that well.

Baldur

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Re: Klyro's City Project
« Reply #439 on: June 11, 2006, 11:39:31 pm »
Here's a link to a concept art-overview i've been working on for this project. Tell me if you need file-formats other then .doc
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Arangol

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Re: Klyro's City Project
« Reply #440 on: June 12, 2006, 08:49:26 am »
It's not yet in the right scale but I tried to scale the cube right (If you didn't notice, it's the cyan one):

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Choose how the Klyros town will look like:
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minetus

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Re: Klyro's City Project
« Reply #441 on: June 12, 2006, 07:23:59 pm »
new map look  :D woot woot 25% poly reduction missing the rest of the map

rast

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Re: Klyro's City Project
« Reply #442 on: June 12, 2006, 07:27:35 pm »
wow arangol and minetus :D very nice.

u guys have been really busy lately and there is so much to read through.....if anyone has something to model yell - i read through the posts even if i don't have time to post anything ;)
"You're just jealous because the voices are talking to me and not you...."

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minetus

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Re: Klyro's City Project
« Reply #443 on: June 12, 2006, 07:35:15 pm »
hey rast, theres allways something  to do :D

why dont you start in the harbor, erm i mean the harbor platform not the houses because we dont have a precise architecture style yet..
some wood polles, and wooden platforms.. sec i get you SS's from the area and ill get you a terrain model to work with..

Baldur

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Re: Klyro's City Project
« Reply #444 on: June 12, 2006, 07:38:48 pm »
Here's a link to a concept art-overview i've been working on for this project. Tell me if you need file-formats other then .doc
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minetus

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Re: Klyro's City Project
« Reply #445 on: June 12, 2006, 07:47:55 pm »
here you go:


.obj file to import into blender:
http://esnips.com/doc/5b531128-f537-418a-a6d2-f6fea3efc636/harbor-area.obj

didnt test it in blender but should be ok, let me know if you got problems importing

oh and this is missing there :P yellow=beach , blue=river/waterfall, gray=stone formations
« Last Edit: June 12, 2006, 07:54:24 pm by minetus »

rast

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Re: Klyro's City Project
« Reply #446 on: June 12, 2006, 08:13:46 pm »
it's all imported ok....
just looking at it from a diff angle:


let me get this straight - yellow = beach   blue/green = harbour/docks

is that right??? :)
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minetus

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Re: Klyro's City Project
« Reply #447 on: June 12, 2006, 08:19:04 pm »
more like this i tink :D

Baldur

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Re: Klyro's City Project
« Reply #448 on: June 12, 2006, 08:27:36 pm »
* Baldur waggles back and forth

minetus

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Re: Klyro's City Project
« Reply #449 on: June 12, 2006, 09:19:34 pm »
poor baldur... :-\

here take a flower  :flowers: