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Friendly Arm Inn Remake


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#21 Big Poppa

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Posted 29 September 2008 - 03:45 AM

I cut the paths in to the mesh using the cut tool in the polygon edit mode. Then i select all the polygons I want to be the path and give them a seperate material number to the rest of the ground plane. This gives the basic path shape but is obviously is a rough method as the edges are all jagged. I soften them up using the clone tool in photoshop, cloning grass on the edges of the path to make them smooth. I then cover the path edges with the grass method as I mentioned above. Creating the main ground plane and cutting the main paths is always the first things I do when making areas. The dirt trails as you can see that are everywhere are done just via photoshop, cloning a dirt image on the the land. I use a 30% opacity so I can make certain parts of the trail harder than others by going over it twice or 3 times.

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#22 Big Poppa

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Posted 30 September 2008 - 02:12 AM

Almost done with the woodland stuff. On to the fun stuff then. Architecture.

friendlyarm08.jpg

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#23 Big Poppa

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Posted 30 September 2008 - 03:22 AM

friendlyarm09.jpg

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#24 Aliya

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Posted 30 September 2008 - 07:04 AM

Very nice! :D

#25 Orthodoxia

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Posted 30 September 2008 - 08:24 AM

These are excellent. I honestly can't wait to see how building itself will look like.
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#26 Kaeloree

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Posted 30 September 2008 - 04:41 PM

Thanks for the tip :D

It's looking great--can't wait to see the architecture myself, either! If you have a moment it'd be awesome to see some wireframes of any buildings you make... I know, I'm a pain :D I just find it very interesting to see how you do it! Don't worry about it if it's actually a pain, though. :)

#27 Big Poppa

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Posted 30 September 2008 - 08:48 PM

Ok. Here's just a quick few for now. You will notice that polygon count can get huge but aint something I have to worry about. This aint a 3d real time render game.

1a.jpg
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3a.jpg
3b.jpg

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#28 Nuuskamuikkunen

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Posted 01 October 2008 - 01:08 AM

The inner dwarf in me like the stonework.

#29 Big Poppa

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Posted 01 October 2008 - 02:20 AM

I haven't deviated too far from the original design of the keep. I will add a meeting hall though which was described in the volo pdf.

friendlyarm10.jpg

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#30 Yovaneth

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Posted 01 October 2008 - 02:15 PM

There's always someone that has to nitpick.... <sigh>. You're right about cutting down trees that are close in so that the defenders have a clear field of fire but.... if you have moss on the stones, that intimates that the walls have been up some considerable time. Given that as the case, then no trees would have been allowed to grow close in to the walls again (i.e. no new stumps) and any existing tree trunks would have been used/moved/burned a long time ago. FAI is quite an old building at this time so....

I live very much in the land of the castles (although here they are better referred to as tower houses); the nearest one is at the top of the hill about 400m away and within fifteen miles there are at least ten others. With the exception of Dundrum which had trees deliberately planted within the grounds around 150 years ago, all of these castles still have a wide swath of cleared ground around them. Obviously, most of these castles fell out of use around two hundred years ago (some four-five hundred years ago), but the clearances around them have remained as they have been continously grazed by sheep or cattle.

</nitpick>

-Y-

Edited by Yovaneth, 01 October 2008 - 02:15 PM.


#31 Nuuskamuikkunen

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Posted 01 October 2008 - 02:49 PM

No it's ok, I'm a druid and I went and planted those trees around the Friendly Arm before the Bhaalspawn saga just to annoy people. Please continue BP.
:P

#32 Big Poppa

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Posted 01 October 2008 - 05:45 PM

Good point. I think it makes for something different than never ending mushrooms, flowers n trees though and aint too out there. I would understand if I stuck a bus stop next to the main road but I think this can be forgiven.

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friendlyarm11.jpg


It also goes to show how you get better with practice. My first area, the candlekeep map was a little too bright and I screwed around too much at the very end. The last 2 looked much nicer and softer with the darker tone. All very useable however.

compair01.jpg

Edited by Big Poppa, 01 October 2008 - 05:55 PM.

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#33 Pandæmonium

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Posted 02 October 2008 - 02:04 AM

Is it just me or are the FI grounds significantly smaller? Been a few months since I played BG1 but I remember there being various houses and barns all within the walls.
Are they going on the outside, or will their characters and attendant quests be moved to the new areas inside the FI itself?
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#34 Big Poppa

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Posted 02 October 2008 - 03:06 AM

Here's the final version, I think hehe unless suggestions are made. I crammed a few houses in there, some horse stalls and a small meeting hall with a pillars at the entrance as described.

friendlyarm12.jpg

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#35 Big Poppa

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Posted 02 October 2008 - 05:03 AM

A few screens in action

friendlyarm13.jpg
friendlyarm14.jpg
friendlyarm15.jpg

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#36 leahnkain

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Posted 02 October 2008 - 05:52 AM

You are fast! It looks great! Thank you for the files which you sent. They are perfect.

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#37 Big Poppa

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Posted 02 October 2008 - 06:41 AM

I added my world map with a progress report of the master areas with images as they are made. As said before, pm if you want access to BG - a tale retold as I don't wanna show map locations etc due to spoilers and so so on.

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#38 Aliya

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Posted 02 October 2008 - 07:26 AM

Great work! :D

#39 Big Poppa

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Posted 02 October 2008 - 10:57 AM

I sit worth using a specific night version of this area? It aint something I will do often as it's too much time and effort, but I think it could be good for this area.

PS. fixed. Was too dark.

friendlyarmnight01.jpg

Edited by Big Poppa, 02 October 2008 - 12:15 PM.

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#40 Jazhara7

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Posted 02 October 2008 - 12:33 PM

I sit worth using a specific night version of this area? It aint something I will do often as it's too much time and effort, but I think it could be good for this area.

PS. fixed. Was too dark.

friendlyarmnight01.jpg



No offense, but...it looks like a carnival.


I think there's too many lights, some of them without having a source accounted for. Where does the light in the middle of the courtyard come from, for example?


- :blink: :blink: :blink: :blink: :blink: :blink: :blink:

Edited by Jazhara7, 02 October 2008 - 12:34 PM.


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