Not my best work/
But what can i say, my workplace is gotten very taxing the last month or 2.
Re: (Vibrant) Terrain Flats
Posted: Wed Aug 16, 2017 12:40 am
by Arl
Amazing!
Re: (Vibrant) Terrain Flats
Posted: Wed Aug 16, 2017 12:51 am
by Jay_H
Don't worry about rate, your quality's as good as ever
Re: (Vibrant) Terrain Flats
Posted: Thu Aug 17, 2017 6:13 pm
by King of Worms
Very nice new trees, another set is completed yay!
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
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Re: (Vibrant) Terrain Flats
Posted: Thu Aug 17, 2017 10:02 pm
by King of Worms
Spoiler!
Some peasants's frontyard
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Lush & vivid jungle
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Winter time and some nice blending to snow.
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Re: (Vibrant) Terrain Flats
Posted: Fri Aug 18, 2017 1:54 am
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.
Re: (Vibrant) Terrain Flats
Posted: Fri Aug 18, 2017 12:10 pm
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.