Hello again! Just wanted to drop in and give an update. I'm starting tomb interiors and focusing on all the Bitter Coast ones for now (8 in total I believe). I've nearly completed 2 of them so I decided show my progress so far! Please note that this first batch of screen shots doesn't have the updated tile set.
I'm going for more of a ruined, overgrown look. Let me know what you guys think!
We need to get some broken/worn pottery assets in there eventually if we don't have some already.
those root models, check the Uvs. they should be able to be duplicated into a BC flora folder using either beothiah vine, tree eater vine or scumps vine texture
otherwise. wonderful, finally a worn aged look.
I think there's way too much light, though not sure how much you tackled it yet. It really destroys the athmosphere and creepyness of a dungeon if you can see every corner clearly. I'd put the ambient light pretty much to 0.



The only game of the series that had good lighting in dungeons I think was Oblivion, and I think there were still some places that had too much of that ambient light. Fire and candle light doesn't create that much light ambience, and also casts shadows - nothing is more creepy than dark shadows flickering on the walls :P
I know we'd really like to show off our asse(t)s, but I think athmosphere should go first ;) Example of what I mean:
Also Morrowind was one of the few games where I took a light source EVERYWHERE. Having the fear of not using your two hander and sticking to your trusty silver longsword was amazing
Also drag, those examples are beautiful, There are reasons for having normal maps people! Flat lighting doesn't do them or the diffuse texture justice!
I agree with Drago, I play with that lighting overhaul on Skyrim and it makes dungeons so much better. Not only does it make a great atmosphere and make it spooky as hell, its nice to actually have a need for torches and that candlelight spell.
Lighting is one of those areas of game development that never gets talked about, but really makes a world difference in how the environments feel. It's also a lot more difficult to do correctly than it might seem at first, since there are other factors to consider besides simply whether or not something emits light (such as simulating indirect light). Good lighting makes mediocre assets look good, and good assets look great.
As an aside, I played Dragon's Dogma a few months back, a game that I consider to have some of the best lighting of any rpg, and one of the only ones that really nails nighttime.
tombs like these might be a reeeally cool place to make use of that player-lighting-fire script that was being worked on, in the braziers
Looking really really good! Agree with Dragomir and the others on the lightning though!
Reference for later: Uninter is/was a lighting artist for weta, so hope to get him using CK at the end
For anyone who didn't catch the live stream, here are the tombs in action! http://www.twitch.tv/tesr_squallydabeanz/b/597892548 (start at 1:30)
I think that would use zero ambient light and some new fluorescenting mold assets like Creep Clusters.
@alysander
I agree this place could be good for that. But some of them need serious redesign (should be more flat, with not bigger than 10-20 cm sticking out elements). In this year I will do that :P
yeah i think it must be like these:
