(Vibrant) Terrain Flats

A curated forum for compatible and maintained mods. Users are unable to create new topics in this forum but can reply to existing topics. Please message a moderator to have your mod moved into this forum area.
Post Reply
User avatar
jman0war
Posts: 315
Joined: Fri Jan 22, 2016 2:41 am
Contact:

Re: Terrain Flats

Post by jman0war »

505_18

Image
Find my Vibrant Terrain Flats mod at Nexusmods: https://www.nexusmods.com/daggerfalluni ... ?tab=files

User avatar
Interkarma
Posts: 7236
Joined: Sun Mar 22, 2015 1:51 am

Re: Terrain Flats

Post by Interkarma »

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

User avatar
jman0war
Posts: 315
Joined: Fri Jan 22, 2016 2:41 am
Contact:

Re: Terrain Flats

Post by jman0war »

505_17
Image
Find my Vibrant Terrain Flats mod at Nexusmods: https://www.nexusmods.com/daggerfalluni ... ?tab=files

User avatar
jman0war
Posts: 315
Joined: Fri Jan 22, 2016 2:41 am
Contact:

Re: (Vibrant) Terrain Flats

Post by jman0war »

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.
Find my Vibrant Terrain Flats mod at Nexusmods: https://www.nexusmods.com/daggerfalluni ... ?tab=files

User avatar
Arl
Posts: 202
Joined: Sun Mar 22, 2015 10:57 am

Re: (Vibrant) Terrain Flats

Post by Arl »

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

User avatar
Jay_H
Posts: 4061
Joined: Tue Aug 25, 2015 1:54 am
Contact:

Re: (Vibrant) Terrain Flats

Post by Jay_H »

Don't worry about rate, your quality's as good as ever :)

User avatar
King of Worms
Posts: 4752
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: (Vibrant) Terrain Flats

Post by King of Worms »

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 3239 times
2.jpg
2.jpg (529.97 KiB) Viewed 3239 times
3.jpg
3.jpg (636.7 KiB) Viewed 3239 times
Last edited by King of Worms on Thu Aug 17, 2017 10:19 pm, edited 2 times in total.

User avatar
King of Worms
Posts: 4752
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: (Vibrant) Terrain Flats

Post by King of Worms »

Spoiler!
Some peasants's frontyard
4.jpg
4.jpg (393.7 KiB) Viewed 3238 times
Lush & vivid jungle :)
5.jpg
5.jpg (290.66 KiB) Viewed 3238 times
Winter time and some nice blending to snow.
6.jpg
6.jpg (516.93 KiB) Viewed 3238 times

User avatar
jman0war
Posts: 315
Joined: Fri Jan 22, 2016 2:41 am
Contact:

Re: (Vibrant) Terrain Flats

Post by jman0war »

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.
Find my Vibrant Terrain Flats mod at Nexusmods: https://www.nexusmods.com/daggerfalluni ... ?tab=files

User avatar
King of Worms
Posts: 4752
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: (Vibrant) Terrain Flats

Post by King of Worms »

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.

Post Reply