Started by vortext, May 31, 2013, 11:31:03 PM
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Quote from: compdude787 on June 15, 2016, 03:09:06 PMNice little update; I like the night shots! Hopefully that fire doesn't get so big that it starts burning surrounding buildings.
Quote from: romualdillo on June 15, 2016, 04:03:58 PMNice update!! I didn't comment in the previous one, but your progress with BAT is awesome!! I'd really like to see that wooden church textured.Looking forward to your great mosaic!
Quote from: FrankU on June 16, 2016, 12:14:12 AMHi Vortext,Who cares if you change plans halfways? I do it all the time... I enjoy whatever you show us here, so please continue.
Quote from: APSMS on June 16, 2016, 01:23:45 AM I always forget to comment on your updates.I hate post-processing as well for anything besides mosaics, but maybe it's just a reminder that I need to get more familiar with GIMP...Glad you were able to share what you had, and hopefully the degeneration of the story aspect of your MD doesn't detract from you building the region as a whole anyways.Also, good luck with the BAT. I'm testing the waters with it to figure out automata modeling (I imagine Milkshape 3D is better suited--it's what Arne uses--but I can get 3DS Max for free), but it's slow going, and I'm not particularly talented in that area (or with texturing--that's gonna be a booger).Look forward to what you come up with next time.
Quote from: Gugu3 on June 17, 2016, 11:20:46 AMVery nice!
Quote from: vortext on June 25, 2016, 07:32:50 AMThanks! Struggling a bit with the church atm, lots of new things to tackle and not sure how to do the texturing: either composite them in 3DS or bake the UV maps and work in PS.
Quote from: art128 on June 25, 2016, 02:00:00 PMVery nice. It reminds me of the setting of several Assassin's Creed franchise, nice work.
Quote from: Akallan on June 25, 2016, 03:40:10 PMIt is very beautiful! I would just give you a tip: You seem to control the modding, I see you've changed the textures road, but you should remove textures that go around these roads so that it sounds less square. To the fields this seems a little square. This is only a small point, to comparison of this magnificent work!
Quote from: vester on June 25, 2016, 03:45:53 PMSome great updates. My guess is that this, linkie, is done with a bump map or it might even be a normal map ?One thing that was very different from today at that time was, the animal was not fenced in, but rather fenced out,out of the fields.
Quote from: Vizoria on June 26, 2016, 12:47:02 AMThat is so cool! Simcity Medieval FTW!
Quote from: Kergelen on June 26, 2016, 04:24:02 AMGreat progress
Quote from: compdude787 on June 26, 2016, 04:22:08 PMLooks pretty awesome so far!! All that work that it takes to make a medieval town sure takes a heck of a lot of dedication.
Quote from: Simmer2 on June 26, 2016, 06:14:40 PMLoving the progress
Quote from: korver on June 26, 2016, 07:47:40 PMLooking fantastic as always, keep it up The more I think about it, I think I actually may know what this mysterious "BalkanPropPack" thing is. I remember there being some download on ST a couple years ago with a big haystack in it that I think I downloaded - and as you mentioned, it wasn't very good quality, it was very low poly and overly saturated/bright yellow. I actually tried looking around for it a couple months ago just to see if there was anything else in there that I could salvage but came up empty. I'm thinking he probably removed it from the STEX or either one of the server upgrades wiped it out..
Quote from: FrankU on June 27, 2016, 12:20:26 AMVery nice again Erik!
Quote from: romualdillo on June 28, 2016, 12:03:15 PMThe city is shaping up fantastically! Good job! Quote from: vortext on June 25, 2016, 07:32:50 AMThanks! Struggling a bit with the church atm, lots of new things to tackle and not sure how to do the texturing: either composite them in 3DS or bake the UV maps and work in PS. I'm sorry I can't help you with that. I always work my textures in PS.
Quote from: Themistokles on June 30, 2016, 01:24:06 PMThe city is turning out very well! You've also got a nice solution to the port inside or port outside city walls problem. It indeed looks very natural!
Quote from: Gugu3 on July 01, 2016, 01:37:28 AMWow!!!!
Quote from: vester on July 01, 2016, 02:34:02 AMQuote from: vortext on June 25, 2016, 07:32:50 AMThanks! Struggling a bit with the church atm, lots of new things to tackle and not sure how to do the texturing: either composite them in 3DS or bake the UV maps and work in PS. You could do both. First set up the textures a composite texture, then add a Unwrap set to another map channel.The you can use the render to texture function [ 0 ].Then add the last details in Photoshop to the new rendered texture.
Quote from: bombardiere on July 03, 2016, 04:40:28 AMI like how your medieval walled city is building up. And I think I can spot a familiar village well. That was my first model and oh boy I have learned a lot since then. Quote from: vortext on June 25, 2016, 07:32:50 AMThanks! Struggling a bit with the church atm, lots of new things to tackle and not sure how to do the texturing: either composite them in 3DS or bake the UV maps and work in PS. My modelling is so clumsy, that I don't use UV maps. I do most modelling with boxes, rectangulars and lines, so if I would broke those into an UVmap, it would be very messy. So I paste a texture to an object in 3DS. However, I do rarely use the texture image as such and rework it with a paint program. I use the gimp as it is free. I edit, possibly resize, and add effects, grime, noise etc. in to the texture image. For this kind of base work I prefer the paint program. I have learned to do some final editing with the 3DS using a color correction option. With that I can give final touch of desaturation or make the texture lighter or darker, if there is a need for that. Because the color correction option does not destruct the original texture map, it can be used in experimentation to see what looks the best.The most difficult for me is to develop an eye for the texture. Because the SC4 BATs are viewed from "distance", it means that some methods used to create 3D game models, do not work well with the SC4 BATs.
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