Mathijs' Gallery
#61
Posted 23 November 2012 - 01:01 AM
#62
Posted 23 November 2012 - 01:07 AM
No fuel left for the pilgrims
#63
Posted 23 November 2012 - 01:41 AM
I like how we manage to make mega-better detailed / high res models here at Rev than the vanilla game offers. Fugging EA...
#64
Posted 23 November 2012 - 01:52 AM
- 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
The 4th Age version 0.8 has been released: Link
#65
Posted 23 November 2012 - 02:12 PM
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#66
Posted 23 November 2012 - 04:20 PM
And thanks Nert. The idea was indeed to deviate from other elf-related projects by simply turning the color palette on its head.
No fuel left for the pilgrims
#68
Posted 23 November 2012 - 06:12 PM
No fuel left for the pilgrims
#69
Posted 06 December 2012 - 02:41 AM
Edited by Nazgûl, 06 December 2012 - 02:41 AM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#70
Posted 10 December 2012 - 10:57 PM
- Spartan184 and Rider of Rohan like this
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#72
Posted 10 December 2012 - 11:48 PM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#73
Posted 11 December 2012 - 12:02 AM
Come on Phil, I'm waiting for it.
No fuel left for the pilgrims
#75
Posted 11 December 2012 - 03:18 AM
#76
Posted 11 December 2012 - 03:39 AM
#77
Posted 12 December 2012 - 08:03 AM
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:
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.
#78
Posted 12 December 2012 - 01:02 PM
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#79
Posted 12 December 2012 - 01:32 PM
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
Posted 12 December 2012 - 02:49 PM
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