Groovy's custom terrains
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- Sgt. Groovy
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Re: Groovy's custom terrains
Yet another:
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- cityhouse7.png (6.72 KiB) Viewed 6069 times
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- Sgt. Groovy
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Re: Groovy's custom terrains
I was thinking that maybe there could be urban versions for the desert village as well. Here's a fairly simple design for that:
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- desertcityhouse1.png (5.12 KiB) Viewed 6013 times
Tiedäthän kuinka pelataan.
Tiedäthän, vihtahousua vastaan.
Tiedäthän, solmu kravatin, se kantaa niin synnit
kuin syntien tekijätkin.
Tiedäthän, vihtahousua vastaan.
Tiedäthän, solmu kravatin, se kantaa niin synnit
kuin syntien tekijätkin.
- Sgt. Groovy
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Re: Groovy's custom terrains
...and few more complex ones:
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- desertcityhouse2.png (6.14 KiB) Viewed 5963 times
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- desertcityhouse3.png (4.74 KiB) Viewed 5956 times
Tiedäthän kuinka pelataan.
Tiedäthän, vihtahousua vastaan.
Tiedäthän, solmu kravatin, se kantaa niin synnit
kuin syntien tekijätkin.
Tiedäthän, vihtahousua vastaan.
Tiedäthän, solmu kravatin, se kantaa niin synnit
kuin syntien tekijätkin.
Re: Groovy's custom terrains
The buildings in this look really good, once Syn_Err does his "paintover" of them. Please, please continue.
I'd like to put these in mainline when they're done. It would be nice to have another variety of human villages to use.
I'd like to put these in mainline when they're done. It would be nice to have another variety of human villages to use.
Play Frogatto & Friends - a finished, open-source adventure game!
Re: Groovy's custom terrains
oh yes, please, mainline these
Fight key loggers: write some perl using vim
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Re: Groovy's custom terrains
and a third one.
Re: Groovy's custom terrains
Commited, as zookeeper started with the other human city building terrain variations.
Therefore, I'm moving this topic into Art Contributions.
I won't mess with other buildings, that's Jetryl et al's job.
Therefore, I'm moving this topic into Art Contributions.
I won't mess with other buildings, that's Jetryl et al's job.
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- Screenshot of current state in SVN trunk
- city-terrain.png (118.46 KiB) Viewed 5421 times
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Re: Groovy's custom terrains
Shadow_master: good move (pun intended).
Synerr: good village.
Apart from maybe adding a slight specular highlight to the near-facing corner of the thing, I don't have a lot to suggest for technique. You're doing a very good job, and I'm very happy to see someone else taking this on, competently.
I'm quite open to people submitting new house designs; the only two critieria are:
1] Try to at least make them fit into the setting, and not contain obvious anachronisms. No one has really violated this, ever, so this probably isn't a big issue.
2] Try to make them in whole families of images, rather than single one-off instances of a design.
Synerr: good village.
Apart from maybe adding a slight specular highlight to the near-facing corner of the thing, I don't have a lot to suggest for technique. You're doing a very good job, and I'm very happy to see someone else taking this on, competently.
I'm quite open to people submitting new house designs; the only two critieria are:
1] Try to at least make them fit into the setting, and not contain obvious anachronisms. No one has really violated this, ever, so this probably isn't a big issue.
2] Try to make them in whole families of images, rather than single one-off instances of a design.
Play Frogatto & Friends - a finished, open-source adventure game!
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Re: Groovy's custom terrains
thanks
dwarven village variation based on desertcityhouse1.png by groovy.
the ancient secret of why some dwarven houses carry a mysterious ubuntu-like disk on their roofs is well guarded by the selected few who know it; some ambitious magi theories have suggested it might have been placed there by a giant impractical being from another universe for absolutely no reason at all, just to keep the roof more interesting.
dwarven village variation based on desertcityhouse1.png by groovy.
the ancient secret of why some dwarven houses carry a mysterious ubuntu-like disk on their roofs is well guarded by the selected few who know it; some ambitious magi theories have suggested it might have been placed there by a giant impractical being from another universe for absolutely no reason at all, just to keep the roof more interesting.
Re: Groovy's custom terrains
just wanted to tell how much i appreciate the work of both of you on the village variations! they are great and cute and add a lot of life!
i don't feel qualified to say anything about pixel art but two little comments on the newest dwarven house nevertheless:
i'm not too sure about the smokestack - it's really giant and seems like another architectonical style (somehow rougher and less ornamentally geometrical). and i liked the cupola of groovy's version a lot - why did you loose it in the new one?
i don't feel qualified to say anything about pixel art but two little comments on the newest dwarven house nevertheless:
i'm not too sure about the smokestack - it's really giant and seems like another architectonical style (somehow rougher and less ornamentally geometrical). and i liked the cupola of groovy's version a lot - why did you loose it in the new one?
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Re: Groovy's custom terrains
thanks!
the cupola was very shallow, and while sgt. groovys render used gradient (as 3d modelling always does), i did try painting it over (had to remove the green persian/arabian decorative pattern due to being undwarvish), but it looked like simply weirdly shaded flat terrain after that; the dome wouldve had to be much higher to look like a dome. and thats when i dropped it.
as of the chimney,
the cupola was very shallow, and while sgt. groovys render used gradient (as 3d modelling always does), i did try painting it over (had to remove the green persian/arabian decorative pattern due to being undwarvish), but it looked like simply weirdly shaded flat terrain after that; the dome wouldve had to be much higher to look like a dome. and thats when i dropped it.
as of the chimney,
Re: Groovy's custom terrains
I simply love that there is going to be new village art.
I wonder - does anyone know how they did the whole mountain ridge-combining hexes dealy?
I like the idea that for villages proper (not merely village units/overlays) would have several buildings of various kinds. It'd give scenarios a distinct feel. But someone went through the trouble, and awesomeness of making "der uber mountain" out of ajoining mountain tiles. I'm wondering if some 'great cathedral' or 'monument' or 'colossos' or what have you could not be made when there are ajoining villages.
I'm just thinking that if you geniuses know how to mess with ajoining structures (currently mountains) already, perhaps the same could be done (with different intent) for villages and cities.
Just a curiosity,
-Qes
I wonder - does anyone know how they did the whole mountain ridge-combining hexes dealy?
I like the idea that for villages proper (not merely village units/overlays) would have several buildings of various kinds. It'd give scenarios a distinct feel. But someone went through the trouble, and awesomeness of making "der uber mountain" out of ajoining mountain tiles. I'm wondering if some 'great cathedral' or 'monument' or 'colossos' or what have you could not be made when there are ajoining villages.
I'm just thinking that if you geniuses know how to mess with ajoining structures (currently mountains) already, perhaps the same could be done (with different intent) for villages and cities.
Just a curiosity,
-Qes
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- thespaceinvader
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Re: Groovy's custom terrains
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Re: Groovy's custom terrains
The problem with a multi-hex village as an edifice instead of a group of buildings is how could that one structure be controlled by multiple groups at the same time?
- Sgt. Groovy
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Re: Groovy's custom terrains
I have been thinking about multi-hex villages already, in relation to the city house theme, because medieval cities tended to be very tightly built, and it would require multi-hexing to really achieve the same look in Wesnoth. Possibe solutions to the problem of still keeping them "separate" would be to have the architecture change between hexes (it was not rare for buildings of different styles to be built wall-to-wall), have narrow but discernible alleys in between (narrower than single-hex houses would have) of have the houses connected by some special structure, like the archway-through-house in cityhouse7. That is, I think multi-hex villages might work for tightly packed, but separate buildings, but not for large, single ones.
Tiedäthän kuinka pelataan.
Tiedäthän, vihtahousua vastaan.
Tiedäthän, solmu kravatin, se kantaa niin synnit
kuin syntien tekijätkin.
Tiedäthän, vihtahousua vastaan.
Tiedäthän, solmu kravatin, se kantaa niin synnit
kuin syntien tekijätkin.