View Full Version : Mapping Ideas
April 9th, 2007, 09:51 AM
:cool: This area is to be used for development of mapping techniques, suggestions, and requests..:pelvicthr
April 9th, 2007, 09:53 AM
A suggestion was made for tunnel walls with support beams.. a rendering of a possible technique to accomplish it.. done with a basic 3 color mask extruded to "8"
April 9th, 2007, 11:04 AM
That looks pretty damn cool. Also like the concave aspect of the floor and the illumination of the torches. Good work. :thumbsup:
April 9th, 2007, 11:19 AM
Slightly updated version, getting rid of sharp angles and trying to give the effect of scooping the top layer of earth away... some minor airbrusing... etc..
April 10th, 2007, 12:12 AM
a couple of things, that timber looks about 3 weeks old (out of the plastic wrap) maximum, secondly the beam across the top would be really easy to snap cos the grain is going the wrong way - the grain should run the length of the timber.
April 10th, 2007, 06:13 AM
image > adjustments > replace colour
from photoshop, can be useful for quick colour retouching - curves, gradient maps and hue/saturation are also good :)
April 10th, 2007, 06:15 AM
also, filter > render > lighting effects is great :P
(These two changes take all of ten seconds to do ;))
April 10th, 2007, 06:43 AM
@ Cujo... thanks for noting the grain on the top beam.. you're right it would habve snapped like a twig.. (damn big tree though to get that from the cross section) as to the age hell they recently were replaced... (not) replaced with an older wood texture...
@ Vampiric Puppy.. thanks... dont have photo shop... can I count on you for "lighting" when the time comes...
and oldere beam version
April 10th, 2007, 09:58 AM
Looking better all the time. :thumbsup: When can these guys start work on post-production for the caves, Ted? ;)
April 10th, 2007, 10:16 AM
Gaear... appreciate the compliment, however Krunch is handling the caves.. I've just been throwing imaginative ideas out there... (although the raiders camp is quite interesting)
here's one for the books.. getting the coloring of the dragon skeleton was fun.
April 11th, 2007, 03:53 AM
I was thinking about how to get nice looking grass and came up with the idea of stealing grass from existing maps with grass, like emridy meadows, the caravan map or even hommlet.
btw, if they're new beams then sure, they can look new ;)
also I like the lighting effects in post 7, very flameish light.
April 11th, 2007, 03:56 AM
O.O Wow.... this looks really professional.
April 11th, 2007, 04:55 AM
Looking better all the time. When can these guys start work on post-production for the caves, Ted?You took the words out of my mouth. The deal with Krunch and I was that he would do the hard yards of cracking the tiling format and garnering textures that we could legally use, then make the Cave maps, and I would provide the post-production work (having been given a crash course in Photoshop by a graphic designer friend, and feeling competent to do it).
Clearly you guys are way ahead of me though: would one of you like to have a crack at doctoring the existing Cave maps? It would involve adding torches, spotlights, beams (keeping in mind these are Kobolds and Orcses, not master builders ;) ) and generally prettying up the caves in the manner you have been doing above. Also, clutter - thrones, boxes, mattresses, weapons racks, whatever you find lying around the cave of a tribe of monsters: as long as it conforms to what is in the module (which is little enough) you have plenty of room for imaginative input.
Edit: O, and shadows. Gotta add shadows. Someone here already demonstrated that though ;)
April 11th, 2007, 06:38 AM
I could add some details to the maps though I'd need
specific sprites for that. :P
April 11th, 2007, 07:14 AM
Ted... heres a rough hewn version of the timbers... I used a bark texture to accomplish it
Mayang's Free Textures - Wood - Bark
Our texture library has over 3400 free to download, free to use, high-resolution textures. Online at www.mayang.com/textures/
April 11th, 2007, 12:05 PM
A lot of those textures (mayang.com/textures/) look like the textures look similar to some of the multitude of textures that come pre-packaged with the purchase of the extra add-on pack for World Creator 2.5++.
April 11th, 2007, 10:10 PM
i'm happy to help out with any map-doctoring people might have; i practically live in photoshop :p
April 11th, 2007, 11:42 PM
Sold! [passes mantle to Vampiricpuppy] I'll email you the maps (updated recently by his Krunchiness) before the day is out. Some day graphical types like V_P and Cujo will tell me why being a demonic hound is a necessity in this business. :P
Our texture library has over 3400 free to download, free to use, high-resolution texturesAx Thrower, I don't know what we're paying you, but you're worth 10 times the amount :hug: Thats awesome!
April 12th, 2007, 04:23 AM
Some day graphical types like V_P and Cujo will tell me why being a demonic hound is a necessity in this business. :P
now now, that would be telling... :doh:
April 12th, 2007, 08:07 AM
Ax Thrower, I don't know what we're paying you, but you're worth 10 times the amount :hug: Thats awesome!
:joy: payed??? :joy: ...damn I thought I was doing it for free... Krunch you didn't tell me about the payment part...
April 12th, 2007, 09:20 AM
...don't know what we're paying you, but you're worth 10 times the amount...
@Ax Thrower: *grin* When pay equals zero, anything times zero remains zero and does not increase the amount of pay.
Otherwise, recognition and display of appreciation is always good, though.
April 12th, 2007, 10:05 AM
... ok now I'm gonna have fun.. just downloaded about 3000 textures/items (thanks Krunch) now it will take me all day to sort the libraries by types.. Who wants a fully stocked bar??
April 25th, 2007, 07:06 AM
Attached is a section of a map that will be introduced within the Homlett area... clutter of course provided by the V.P..... :joy: :joy:
Please advise buildings people would like to have the interiors .. **Future Modders Club** name the area, I will make the map and you can learn the rest easily enough....
May 2nd, 2007, 04:03 AM
just a little note for anyone that doesnt know (i only just figured it out for myself):
to render isometric images from 3dsmax, change the viewport mode to 'shape'.
(right click the viewport title to change the mode)
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