Illiac Bay Region Concepts

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Illiac Bay Region Concepts

Postby SGMonkey » Mon May 27, 2013 2:28 am

***FROM THE OLD FORUM***

Lots of photographs for inspiration really. This is how I imagine the Illiac Bay area. Very similar to British countryside, very green. Getting darker and more brown and rocky towards the Wrothgarian Mountains.






http://imgur.com/a/DVA2o#0

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Re: Illiac Bay Region Concepts

Postby worsas » Thu May 30, 2013 11:06 pm

I like the brown tints and the yellow flowers on these sceneries as additions the the green parts.

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Re: Illiac Bay Region Concepts

Postby SGMonkey » Fri Apr 11, 2014 4:41 pm

Here's what the region is starting to look like so far.

I think the grass textures could do with adjusting slightly. Make the pale one appear less often. Also could do with more ground textures for added variation.






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Re: Illiac Bay Region Concepts

Postby worsas » Fri Apr 11, 2014 7:42 pm

Looks good already. I think once we have more different trees and bushes and other plants things will really shape up.

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Re: Illiac Bay Region Concepts

Postby SGMonkey » Fri Apr 11, 2014 8:36 pm

Yeah I think its a must to have more variation. Good thing about this is its all generated on the fly with the Mesh Generator. So whenever new objects are modelled they can just be added to the .ini and thrown across the landscape. Only problem is that the Mesh Generator is so inconsistent at times.

But yeah. I'm liking the overall colourscheme at the minute. I think some of the paler grass should be less frequent. I will modify the grass meshes at some point. They need to be a bit smaller on the whole too.

Just so you know Worsas. I modified those meshes you sent me. To the trees I moved them up the z axis so that they could be randomly generated without sinking too far into the ground. And the rocks I altered slightly too. Moved them so they sit well when generated and rotated the clustered ones also so they generate on the land better.

Cheers for the models, they are really good. A few more variations would be badass though ;) Will be nice to get more plants in there too.

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Re: Illiac Bay Region Concepts

Postby worsas » Sat Apr 12, 2014 8:42 am

You should eventually adjust rocks and trees by hand as soon as you get to placing points of interest around. Also add vertex color and all that jazz.

Make sure to add unique spots all around the region, some more imposant rock formations, tiny waterplaces, steep hillsides, narrow paths and the like. You could probably leave 50% of the landscape nearly untouched but add a lot of unique detail in the other 50%. That would make a good mixture, I think.

I still want to make some rocks and possibly some plants too. I would like to see some other cedar-like trees, for example. But I'm a bit stressed out right now. I will look.

Edit: This is not to say, there was no terrain work done on the shown screenshots. I see that you already added more detail beyond the base heightmap. I think that 50-70% of the landscape could stay like that, but some parts have to escape from the routine in order to make the region interesting to explore. I could possibly misjudge the situation though, because I only get to see a small spot of the whole region on these screenshots.

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Re: Illiac Bay Region Concepts

Postby SGMonkey » Sat Apr 12, 2014 12:46 pm

That's pretty much the plan as far as the unique features goes. I don't plan to leave the height map as it is at all really. Its just a good starting point.

Don't worry about modelling anything for High Rock. I'm in no rush for flora and such at all. I've got lots of architecture based work work to keep me going. I will be posting screenshots of the two tilesets im working on as soon as I'm happier with them.

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Re: Illiac Bay Region Concepts

Postby worsas » Sat May 03, 2014 1:20 pm

I would like to suggest that we try to keep this area dryer than the rest of Highrock and use less much green grass and no dedicious trees, except maybe stocky Stone Oaks.

Instead we could try to stick with cypresses and different shrubs. Perhaps even have dry green-yellowish grass growing and generally a mixmax of dryer/sandy and more humid spots across the landscape.
http://ucanr.edu/sites/scmg/files/29861display.jpg
https://dl.dropboxusercontent.com/u/223 ... illiac.jpg
https://dl.dropboxusercontent.com/u/223 ... /shrub.jpg

I could see a few succulents growing here aswell:
http://4.bp.blogspot.com/-GtjmE3cst4Q/T ... da_mae.jpg

As for flowers, we could possibly use lavender and heather amongst others. Both already exist as models.

Some pseudo-stonehenge like structures shattered across the region could be interesting too, to give it some additional celtic wipe.

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Re: Illiac Bay Region Concepts

Postby SGMonkey » Sun May 04, 2014 2:50 am

That all sounds good to me.

I quickly took some screenshots earlier of the area around Daggerfall City in TES 2.
https://www.dropbox.com/sh/04eevg0hf8a056s/FBtiPDEgFy

I don't think it should be too dry, but dryer than the more norther regions. I don't plan to make a carbon copy of TES 2 at all. But I think a few pines and oaks around would be good. Need to also add a lot more shrubs and things as you suggested.
At the minute I like the overall colour scheme of the region. I just think it needs a bit more variation, just to add a bit of contrast.

I have been making some new ground textures based on the colourscheme you started. I could do with some textures for paths. Some cobblestone ones would be good. I think there are some in the source images, they just need making tileable and of the right colour.


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