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#61 mike_

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Posted 23 November 2012 - 01:01 AM

Where's the hatch?

#62 Mathijs

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Posted 23 November 2012 - 01:07 AM

Oh come on now.

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#63 Pasidon

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Posted 23 November 2012 - 01:41 AM

I think Mikey is trying to say that he wants your Warden to have a butt-flap.

I like how we manage to make mega-better detailed / high res models here at Rev than the vanilla game offers. Fugging EA...

#64 Lauri

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Posted 23 November 2012 - 01:52 AM

Well;
- It's an old game
- They made higher res textures originally
- They scaled them down so everyone could play (damn low-end computers!)
- They somehow thought that high-end computer'ees wouldn't want the high-res textures anyways
- In BFME2 they improved and made quite decent quality textures, but they went for a very cartoony look. Didn't really blend well with the original's art.

But yeah, quite good Matias. I can't encourage you too much, you'd totally neglect my dear Rhûn buildings then :p

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#65 Nertea

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Posted 23 November 2012 - 02:12 PM

Some very nice work here! Love the buildings in particular, the autumn leaves is a great change (particularly compared to old RA stuff)

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#66 Mathijs

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Posted 23 November 2012 - 04:20 PM

Lauri, all those buildings need is some destruction states. You can do those just fine, I bet. :p

And thanks Nert. The idea was indeed to deviate from other elf-related projects by simply turning the color palette on its head.

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#67 Lauri

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Posted 23 November 2012 - 04:51 PM

Possibly, but I cannot mock up a Stable and a Siege Workshop based on your other models :p

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#68 Mathijs

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Posted 23 November 2012 - 06:12 PM

Yes, they are unique like that. Well, I'll see what I can do.

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#69 Nazgûl

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Posted 06 December 2012 - 02:41 AM

I have to say... seeing Matias structure models here, and the Rhûnic ones from the 4th Age Mod, I'm utterly amazed at the quality of both the model itself and the highly detailed textures. Lauri's lucky to have M on board =)

Edited by Nazgûl, 06 December 2012 - 02:41 AM.

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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#70 Mathijs

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Posted 10 December 2012 - 10:57 PM

Thanks.

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#71 Rider of Rohan

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Posted 10 December 2012 - 11:04 PM

Interesting, very interesting

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#72 Phil

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Posted 10 December 2012 - 11:48 PM

I'm really starting to like your red leaves style. However, there's something about the gate's shape that feels unsatisfactory to me. Probably has to do with the contrast to the other, completely orthogonal corners.

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#73 Mathijs

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Posted 11 December 2012 - 12:02 AM

Thanks, but why should I listen to Santa Claus? Fuck Christmas.

Come on Phil, I'm waiting for it.

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#74 Lauri

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Posted 11 December 2012 - 01:55 AM

Love it, especially the Citadel

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#75 Elvenlord

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Posted 11 December 2012 - 03:18 AM

I really am loving this color scheme.

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#76 mike_

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Posted 11 December 2012 - 03:39 AM

Very groovy. I like the irregular shapes compared to standard building looks. The color scheme works very well, too.

#77 _Haldir_

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Posted 12 December 2012 - 08:03 AM

Hmm, I have to be honest, i'm not really liking the castle. There's a few reasons:

The walls and shape of the castle seems very confined and austere, especially for an elven faction. I don't mind that the walls are stone or that they surround the whole castle, but i'd think that the elves would craft them in a way that was more sculptural and a reflection of the surrounding nature, rather than being so orthogonal and internalised. The large gatehouse only on the one corner makes it look a bit unbalanced too.


I think you might have gone a bit overboard with the red leaves on the ground texture. Even though i know you're going for that autumn look, i think you'd still see more green from the grass underneath. Overall it feels a bit too pink/red to me, with the red roof tiles, vines, trees and the redish faction buildings that will be there.


I'm also not too sure about those trees that seem to be growing out from the walls and the citadel. Besides the issues of trying to grow and maintain a tree that's growing inside a tiny wall segment without either killing the tree, or ruining the wall, it just feel unbalanced and kind of strange. I'd rather see you place the trees just inside the castle wall, and make them larger so they branch over the top of the wall.



I had a few ideas if you're interested:

if you rounded off the other three corners in the same way to the gatehouse (only without gates) it would add a bit more symmetry to the whole layout, and would make those corners seem less harsh and plain.


I thought you could maybe do something interesting with some internal walkway type things too, which would add another layer to the castle layout. Maybe arranged something like below, where walkways line the inside of the outer wall, and link inwards to create a ring around the citadel in the centre with steps leading down.


You could make some really interesting cloistered spaces if you made them passable underneath, which you could also use to grow vines on or decorate with flags, banners, hanging flower pots, more trees, weapons, statues etc. You could even make all these walkways a castle upgrade or something if you were so inclined. You might want to fiddle with the buildplots to make it work, but you should be able to still fit 7 or 8 plots if you grouped them in pairs:


Posted Image Posted Image


Anyway, just a few thoughts. I know how often you end up redoing things from scratch, so i figured i'd give you some honest criticism.

Posted Image Posted Image


#78 Mathijs

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Posted 12 December 2012 - 01:02 PM

Good stuff. I'll get on most of that.

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#79 Mathijs

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Posted 12 December 2012 - 01:32 PM

Posted Image

Yeah, this does take away some uneasiness I felt. I'm thinking on how to best incorporate a walkway system.

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#80 Mathijs

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Posted 12 December 2012 - 02:49 PM

Posted Image

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