(Vibrant) Terrain Flats

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jman0war
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Re: Terrain Flats

Post by jman0war » Sun Aug 13, 2017 10:46 pm

505_18

Image
some of my Daggerfall work can be found here: http://www.thehungryartist.com/games.html

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Interkarma
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Re: Terrain Flats

Post by Interkarma » Sun Aug 13, 2017 10:51 pm

Looking good! Your shading work on the snow is fantastic, I can really see the shape and weight of it now.

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jman0war
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Re: Terrain Flats

Post by jman0war » Wed Aug 16, 2017 12:26 am

505_17
Image
some of my Daggerfall work can be found here: http://www.thehungryartist.com/games.html

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jman0war
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Re: (Vibrant) Terrain Flats

Post by jman0war » Wed Aug 16, 2017 12:37 am

That's it for 505 SnowWoodland set.

Can download them here:
https://1drv.ms/u/s!An4TIiBt2x9fgXw8EgaM_F83P95X

Not my best work/
But what can i say, my workplace is gotten very taxing the last month or 2.
Last edited by jman0war on Sat Aug 19, 2017 8:21 pm, edited 1 time in total.
some of my Daggerfall work can be found here: http://www.thehungryartist.com/games.html

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Arl
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Re: (Vibrant) Terrain Flats

Post by Arl » Wed Aug 16, 2017 12:40 am

Amazing!
My Deviantart page, I have some Daggerfall stuff in there.

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Jay_H
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Re: (Vibrant) Terrain Flats

Post by Jay_H » Wed Aug 16, 2017 12:51 am

Don't worry about rate, your quality's as good as ever :)
**INDEFINITE HIATUS** Check out the Daggerfall Unity mod page on ModDB.

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King of Worms
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Re: (Vibrant) Terrain Flats

Post by King of Worms » Thu Aug 17, 2017 6:13 pm

Very nice new trees, another set is completed yay! :lol:
Thank you!

I managed to put it into the game, but your models are only visible at locations which have a name, like a small villages, dungeon entrances etc, but not in a generic wilderness - no idea why. I saw some rocks levitating and few trees flying, but thats all just a matter of tweaking/polishing.

I attach some screenshots:
Spoiler!
Village life
1.jpg
1.jpg (643.8 KiB) Viewed 910 times
2.jpg
2.jpg (529.97 KiB) Viewed 910 times
3.jpg
3.jpg (636.7 KiB) Viewed 910 times
Last edited by King of Worms on Thu Aug 17, 2017 10:19 pm, edited 2 times in total.

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King of Worms
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Re: (Vibrant) Terrain Flats

Post by King of Worms » Thu Aug 17, 2017 10:02 pm

Spoiler!
Some peasants's frontyard
4.jpg
4.jpg (393.7 KiB) Viewed 909 times
Lush & vivid jungle :)
5.jpg
5.jpg (290.66 KiB) Viewed 909 times
Winter time and some nice blending to snow.
6.jpg
6.jpg (516.93 KiB) Viewed 909 times

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jman0war
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Re: (Vibrant) Terrain Flats

Post by jman0war » Fri Aug 18, 2017 1:54 am

Nice!
Thanks for posting.

When we have all the surrounding textures replaced: ground, walls etc; we'll probably have to go back over these and adjust Levels and Saturation.
some of my Daggerfall work can be found here: http://www.thehungryartist.com/games.html

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King of Worms
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Re: (Vibrant) Terrain Flats

Post by King of Worms » Fri Aug 18, 2017 12:10 pm

Absolutelly agree on the saturation/levels adjustment. I noticed even the vanilla flats have those problems, it lacks the general mastering of textures so they work together. This IMO applies also to new furniture models etc. Default dagger textures are quite desaturated with low contrast in general. And such should be also the texture replacements. But this is IMO something which should be done at the later stages when more textures are ready - as you said.

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