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Post by cowboyleland on Apr 2, 2017 10:18:19 GMT -9
I have no way of testing the size and of course I am guessing at the curve but I felt like "drawing" something today so . . . Texture is from www.pexels.com/ BTW.
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Post by lightning on Apr 3, 2017 8:30:00 GMT -9
Looks great. Let me know who wants geometry file. I can send you via email. Then you can fit it properly :-) Anyway here is a first look at the entrance.
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Post by yifferman on Apr 3, 2017 10:03:52 GMT -9
looks very good
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Post by lightning on Apr 5, 2017 6:13:31 GMT -9
I wasn't that happy with the first try of the entrance so I did more research and found that the native American tipi has a flap that is fixed on the outside over the entrance space. They sow on some sticks to make it heavier (against the wind I guess). I used that idea and added some orc/dino age details ... and voilรก! Looks much better now, right? I will make a removeable version too for interior gaming.
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Post by cowboyleland on Apr 5, 2017 6:37:17 GMT -9
It does look good. That fig looks right at home.
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Post by lightning on Apr 5, 2017 7:09:58 GMT -9
Davids figs look at home everywhere they're that great :-)
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Post by Vermin King on Apr 5, 2017 7:24:49 GMT -9
That looks very appropriate. Those details are small enough that maybe they are from Sabertooth Cats
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Post by lightning on Apr 5, 2017 20:55:58 GMT -9
That looks very appropriate. Those details are small enough that maybe they are from Sabertooth Cats Huge sabertooth cats ... or small raptors
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Post by lightning on Apr 8, 2017 23:26:31 GMT -9
Open doors! The ground is a very rough a quick try. I am working on making it better. I have tried to replicate a desert dirt ground from a pic. It looks great and real on its own but with the hut on it, it's just too noisy. So I have to massage it a little :-)
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Post by oldschooldm on Apr 9, 2017 6:16:04 GMT -9
Tile: Too bright, also, please offer an appropriately shaded floor for the interior - it would be much darker in there - with a spot for the roof light. Flat tiles lack the real 3D texture and light diffusion properties of real dirt.
Ideally - four kinds of outside-the-hut textures: grass, dirt, sand, snow and one or two dirt interior floors. :-)
Not asking for much, I know. ;-) ;-)
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Post by lightning on Apr 9, 2017 7:21:55 GMT -9
Tile: Too bright, also, please offer an appropriately shaded floor for the interior - it would be much darker in there - with a spot for the roof light. Flat tiles lack the real 3D texture and light diffusion properties of real dirt. Ideally - four kinds of outside-the-hut textures: grass, dirt, sand, snow and one or two dirt interior floors. :-) Not asking for much, I know. ;-) ;-) Asking is free :-) Yes, the one in the pic is too bright. It was just a quick test. I am now working on the ground texture 100%. I am planning it to have interior stuff like a fire place and some rugs for sleeping. The roof light spot is a good hint. For the cold fireplace one could see the light from above. For the light fire version, the fires light will be more bright. For the starter version I will make the sand version. As soon as I have other climate/flora version available I can offer updates. But I want them to be really good. I was never happy with what I had so far and I am now digging into Blender texture nodes. Awesome what I can do there :-) I'll show more when I have something nice to show!
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Post by lightning on Apr 10, 2017 7:06:19 GMT -9
I have been busy the last few days! Lots of learning new stuff in Blender. Trying modelling a ground texture and then working on the right balance for detail amount and colors. As you can see there is lots of trial and error involved. Sometime what looks great on the screen, doesn't work at all once printed. I am focusing in on this rocky/desert/savanna(no plants yet) texture. I think it looks quite well with the huts and the barbarian! (I and I guess I have to update my bases with the texture!!!) The scale of the rocks looks ok and the color is getting there. If you notice the left and right side of the ground is a little different. Which one do you like better? And here with some GW minis ... What I love about this process is, that I can "spread" the detail objects - in this case the rocks and sand, where I need them. So for the hut base there might be more rocks around the back and none at the entrance or inside. And I can place some in a circle around the fire place. Also I can easily change the colors, more red for Mars, more grey for moon ... And also the whole texture is setup so that I can make a 48x48" mat with the same texture setup or render lots of 6x6" tiles. The texture is virtually endless! I am looking for some sparse deserty plants and maybe some dry old branches. I think that would make it perfect. Then for the general tiles (not the bases) I can make some with paths maybe. What would you want for this rock desert setting?
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Post by kgstanley81 on Apr 10, 2017 8:19:49 GMT -9
I like the one on the left, some of the darker textures from the distance kinda looks like it could be drier grass
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Post by cowboycentaur on Apr 10, 2017 8:30:08 GMT -9
I honestly like both of them, with the option of a gradient to include both for variety.
I run a lot of campaigns in monument valley/arches national park type landscapes, so this is very exciting to me! Something to to change it up a bit from my Worldworks deadfall tiles.
Some larger rocks. Some trails, roads, maybe a bleached skull or two. A few clumps of dead grass, some burrowholes for snakes and scorpions, maybe some cracks in the soil, maybe some spots where the wind has collected the desert sands into some small drifts,
some grid lines that blend into the terrain would be nice.
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Post by jeffgeorge on Apr 10, 2017 9:58:58 GMT -9
Sometime what looks great on the screen, doesn't work at all once printed. I'm going through a similar process on my dungeon tile set right now. Stone wall and floor textures that look awesome on screen wind up looking muddy and dark on cardstock. There's a big difference between viewing an image on a surface that is self-lit (a screen) and one that is lit with reflected ambient light (the printed version). I haven't found a reliable way to predict that difference, so you're left with just printing out different versions and seeing what works, one by one. The ink companies must love me...
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Post by lightning on Apr 11, 2017 3:31:35 GMT -9
some plant added and a touch of grid ... I don't think placing objects on the grid will help to make nature look natural. Of course I could sprinkle some white dust or little rocks on the grid but I would prefer it like this. What do you say?
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Post by cowboycentaur on Apr 11, 2017 4:13:24 GMT -9
some plant added and a touch of grid ... I don't think placing objects on the grid will help to make nature look natural. Of course I could sprinkle some white dust or little rocks on the grid but I would prefer it like this. What do you say? I like that a great deal!
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Post by cowboyleland on Apr 11, 2017 4:36:16 GMT -9
That looks like a useful but unobtrusive grid.
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Post by mproteau (Paper Realms) on Apr 11, 2017 5:33:15 GMT -9
That's a gorgeous looking tile!
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Post by lightning on Apr 11, 2017 7:05:08 GMT -9
I found some problems with the mapping of stuff (ie distribution of objects) but was able to fix it. If you want to check out what I am able to do now, I have made two test renders with me latest corrected test files. You can download them here. What you will find is a 6x6" tile (just simple grid with some blue and orange cubes spread around the landscape) and a 48x48" map (with border 49") and if you look at the center 6 grids you will find that they are the same as the 6x6" tile. So with this I should be able to design any size maps (probably within hardware limits, have to test that first) and then either render a full big poster map or a number of the standard 6x6" tiles. This is very exciting for me as I have been wanting to do this for a long time and never found (or taken) the time to dig deeper into this functionality.
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Post by oldschooldm on Apr 11, 2017 8:21:34 GMT -9
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Post by lightning on Apr 11, 2017 8:44:00 GMT -9
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Post by lightning on Apr 12, 2017 2:17:13 GMT -9
Working on the small hat base today. I needed to adjust all the placement masks and also changed the ground surface map for the interior. So only the sleeping rugs and fireplace left! Without the hut ... ... and with the hut in place! I have also made the hex base but the glue needs to dry ...
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Post by wyvern on Apr 12, 2017 6:45:24 GMT -9
May be worth keeping the interior "decoration" on a separate PDF layer, since to me, that ring of stones base tile would also work as a very ancient collapsed hut circle (given it looks very like real-world archaeological examples of ancient European Bronze Age roundhouse remains - just a crude rounded shape of stones, mostly grassed over).
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Post by cowboycentaur on Apr 12, 2017 7:11:15 GMT -9
May be worth keeping the interior "decoration" on a separate PDF layer, since to me, that ring of stones base tile would also work as a very ancient collapsed hut circle (given it looks very like real-world archaeological examples of ancient European Bronze Age roundhouse remains - just a crude rounded shape of stones, mostly grassed over). Also useful simply as an abandoned campsite. Scatter some Orc tent pole frames and some scraps of junk and you're set to fight the dragon that just destroyed the Orc village.
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Post by cowboyleland on Apr 12, 2017 11:48:18 GMT -9
In which case the shadow ring should go and a burnt out campfire might be added. I am so glad asking is free.
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Post by lightning on Apr 13, 2017 3:52:24 GMT -9
Yes I am planning to make the "additions" as layers so you can turn them on and off. Plants, fireplace etc. I am nut sure what is meant with "cast the shadow ring". You mean the direction of the sun? I don't think that would be feasible. Why would that be important?
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Post by cowboycentaur on Apr 13, 2017 5:08:12 GMT -9
Yes I am planning to make the "additions" as layers so you can turn them on and off. Plants, fireplace etc. I am nut sure what is meant with "cast the shadow ring". You mean the direction of the sun? I don't think that would be feasible. Why would that be important? I think autocorrect got the better of him and he meant to type "in which case the shadow ring should go" Referring to the darker area inside the piled up stones which is presumably is a shadow caused by the tent itself.
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Post by mproteau (Paper Realms) on Apr 13, 2017 7:21:20 GMT -9
I thought that "shadow ring" was evidence of a well trafficked area, more than a shadow. Looks like there's a worn down area there.
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Post by lightning on Apr 13, 2017 10:26:58 GMT -9
Still not sure what is meant If you are referring to the darker "ring" in the inside, this is meant to be the shadow from the tent. The lighter circle in th emiddle is where the light is shining through. I can skip it if it confuses.
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