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[WIP] Cresty's West Gash landscaping

Submitted by Crestycomb on

          I've been assigned to landscaping and cleaning up West Gash. Since the Gash has been worked on by many different landscapers with different styles, it's quite inconsistent, and I will try to streamline it.

          Because Ravanna is remaking Kurasaki's rock formations, I will most likely not be filling up the blank areas for the time being, or it would look extremely repetitive. For now, I will be optimizing some areas that have already been done, since some of it has been done quite badly (most likely due to the lack of assets, even before Rav had started remaking them). 

          Pictures will be posted here, constructive criticism will be more than welcome. Keep in mind this is a Work In Progress, and everything is subject to change. 

Progress

I have decided to just update one map of my progress that will always be on the first post. I will try to update it at least once per week.

Red is incomplete and/ or completely untouched by me because the areas are claimed by other people (Iceflame), or I just haven't gotten around to do it yet

Yellow is cleaned up parts that are basically empty, but most of the terraforming is done.

Orange is places that have the main big rock formations done, just need to place medium sized assets like dirt cliffs and rocks

Blue is mostly done, just need more assets like flora and tiny rocks. Basically awaiting icing for the cake.

Green is absolutely done, ready for beta.

2015 06 11

 

 

 

 
Karma: 3 (3 votes)
Last edited by Crestycomb on 11 Jun 2015 - 07:32.

More mid west gash! The flora you see are placeholders, but Vita's west gash flora pack is imminent, so keep a look out for those.

Pictures

Veloth ancestral tomb.
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Sort of semi hidden sixth house base next to the entrance to north gash.

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Planning to do a lot more verticality with Dushariran later on


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Thanks for the inspiration Roman! Still rocks to be placed and grass to be planted, but I couldnt hold off on showing this off.

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Couple of randoms.

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Karma: 4 (4 votes)

First and third locations are the best.
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IMHO, this tree looks better when located around stone or in arroyo, it doesn't looks as good when it's standing alone on plain.

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Nice job Cresty!! West Gash is really coming into its own with the new flora

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By the way, I'm increasing the amount of flora everywhere, to make it less desert like. And also, new west gash rock textures will be here soon, they will make the rocks grayer in south and north gash, it will look a bit more like the original west gash, although mid gash will still have very dry looking, red tinted rocks.

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It would be great to have some red-rock "grass" (stone debris with it).

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Yes. *cough* Mace/Eloth *cough*

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Khuul!

Still some details to add, but its turning out pretty nicely.

Pictures

A couple of day shots, but it looks at its best at night.

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Karma: 9 (9 votes)

I think this video could be additional inspiration for you.

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This just keeps getting better and better! :)

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Dancing forest :)

The only thing which I can suggest it is add more variety to distance between trees. Just to avoid of impression uniformly distributed trees like in an orchard.

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Thats the same thing Squally told me. I really have to work on that.

Karma: 1 (1 votes)

I'm not sure if it's primarily your placement of the trees, it may just be the models themselves. Have you thought about resizing them to add variety to their heights using the "s" key? I think that might help break up the uniform "orchard" look as I think this is partially derived from the fact they look like they all spouted the same year.

edit: btw looking better and better :) I looked at some of the first photos of your work, and boy has this gone a long way already.

Karma: 1 (1 votes)

Yeah, this looks a bit too much like an orchard indeed, and too much like a forest as well. I would make trees grow in bunches of 4 - 5, with a lot of size variety - especially smaller ones. West Gash isn't fertile enough to support too many large trees.

The dry ravines on last two screenshots look awesome though! Very much what a transitional area between Ashlands and West Gash should look like.

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I'm not pulling these forests out of my rear, I'll have you know!

North Gash in Morrowind

 

 

 
Karma: 2 (2 votes)

Okay, I took all of your feedback and made some modifications.

Pictures


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Now that I look at these pics, the different scaling isnt really apparent here, but its there in other areas, I promise!

 

 
Karma: 2 (2 votes)

Nice landscapes. i wonder if it's possible to make this small trees/bushes to have leaves of Vita's big drooping trees?
There is no small ones of same species, is'nt it?
Btw, this bushes can be formed in much more dense, wall-like formations, like here:

HERE

to make hide island horizon and so to make it visully bigger.
 

Karma: -2 (2 votes)

I already have those kinds of trees/bushes, but they're much more yellow than the willow trees, so they stick out a bit more.

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Hmmm, idk if it is next stage but adding some smaller rocks will help to fill barren ground IMHO.

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I do that a tiny bit for the pictures I take, but its not that stage yet. If I need to change something drastic, I'd need to re do those small rock piles...

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Hi, I'm new to this forum but have been following the project for a while. I just wanted to make a suggestion here. I think the landscaping is beautiful, but there still seems to be some discussion about what to do with the mid-West Gash. Can I suggest a badlands topography?

Badlands occur when streams erode rapidly down and back into loose rock in a dry environment. They create dramatic, winding, steep-sided gullies and ravines, which make for the perfectly claustrophobic environment where you always feel a bandit attack is around the next corner. From the pictures below I think it's clear how they could lead from a canyon-dominated environment to a more open south Gash terrain.

Geomorphologically I think they make sense, as if weaker shales existed beneath the calciferous sandstone of the canyons then the slightly arid, vegetation-sparse West Gash climate is perfect for badlands topography.

Finally I don't think it would require any more assets necessarily - the topography could be created using just morphing of the terrain, with boulders thrown in to the ravine bottoms.

Just an idea, I also thought Roman's concept was beautiful.

Some links to badlands pictures:

http://www.contemporarynomad.com/wp-content/gallery/badlands/badlands-national-park-1.jpg

http://images.nationalgeographic.com/wpf/media-live/photos/000/655/cache/sunrise-badlands-park_65570_990x742.jpg

http://www.donsmaps.com/images6/badlands7305.jpg

https://upload.wikimedia.org/wikipedia/commons/6/6d/HellsHalfAcre.JPG

Karma: 0 (2 votes)

we have something like this already, where west gash meets ashlands

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We do. And Mid Gash is 60% complete, so no drastic changes will happen.

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Looking real nice CC!

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That's the best that you can make with such assets. You could add some interactive stuff in such wilderness (plundered traders, dead animals, graves on roadside, cult places, buildings' leftovers).
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Trees are great, small bushes have too complex coloration of leaves for perception (would be great to make leaves monotonous, with only several complex-colored leaves). Dry ferns looks excess on this screens.

Karma: 0 (0 votes)

Try to raise landscape in several places (or put some objects) to have different paths to get on those long ledges, otherwise killing NPCs will become a trivial task of jumping on them and shooting while NPCs take a long route around to get to you since they can't jump.

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Good point.

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alysander

Trees are great, small bushes have too complex coloration of leaves for perception (would be great to make leaves monotonous, with only several complex-colored leaves). Dry ferns looks excess on this screens.

*SLAP!*

Karma: 1 (1 votes)

Oh, i hope it isn't looks like a slap. That was a praise mostly.
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Flora is awesome, but trees leaves texture is much more awesomier, than bush's texture.

 

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Double slap, the flora is awesome!

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Different coloured flora is kind of a thing I want in WG. 

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Aren't the bush assets straight up from Skyrim? They make me think of the Rift. That'd be the only thing that would feel kind of off to me about them, they seem a bit too "normal" compared to Vita's surreal trees. But oh well, might not be worth making new assets.

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Yep, I use quite a bit of Skyrim's flora. I think they look fine, not everything needs to have a complex design, some generic shrubs are always needed. We will most likely end up retexturing them in beta.

Karma: 2 (2 votes)

It is cool. The only thing which I suggest is adding more sediments (higher ground level) near cliffs in some places (like in real life you have more ground in valleys than in peaks). First thing is that these slopes will look like more like in MW. Other thing is they looks less repetitive then. Also creating some clusters of flora could be useful too. Vita's trees really well works together so you can create even variation of "one" tree made of several examples with different sizes. The same with bushes.

what I mean

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Hmm I'm just curious how it will work with graphics overhauled like that. I mean better lighting and more dense grass

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I was thinking if I can provide more diverse ground texture here. But I don't know guidelines. This is sth which can be added in anytime, without too much effort.

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Keep it up!

small offtop Is it possible to add script that waterfalls/some puddles appear after strong rains? 
Karma: 0 (0 votes)

I'd love to do even denser flora, but I have to think about performance as well. After most of the regions are done, we can compare performance and see what places can get extra details, and what places need to cut down on them. That specific area might end up getting extra details in the future, since when you're in that area, no nearby settlements are loaded, unless you're pushing ugridstoload to something like 7. No promises though.

Karma: 0 (0 votes)

Yeah, Lukkar's right, the bottoms of the cliffs could really, really use some sand/mud slopes. Like this: [External image]

There's always piles of rubble, mud, sand and small rocks on the bottom of every cliff. They fall off from the wall (that's how cliffs form after all), and then accomodate on the bottom. I think it's the last thing that makes these cliffs look unnatural and "RTS'y", couldn't put my finger to it before, but now it's pretty apparent.

Would assets for such piles of rubble be difficult to make? They could be kept relatively simple.

Karma: 3 (3 votes)

I have one Skyrim rockpile piece that would fit like that, but it would be quite repetitive if used too often. I also have landslides, but I made the north gash canyons without those in mind, and its far too late to re do that. I'll just add extra rock piles and cover it up with a bit more landmesh where I can.

Karma: 0 (0 votes)

That's all right with flora's density for sure.
Desertous biome can't maintan tall grasses or too much bushes/trees.
However, it would be balanced idea to add dead trees/bushes.

I have some photos of same landscape elements and ground. I wonder if someone can use it.
https://yadi.sk/d/GvYCekEqicy5u

EXAMPLE

 

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*edit* I'm a tool.

Karma: 2 (2 votes)

Crestycomb

I'd love to do even denser flora, but I have to think about performance as well. After most of the regions are done, we can compare performance and see what places can get extra details, and what places need to cut down on them.

It sounds it will be versions for high-end and low performance computers which even makes sense. Probably at the end most ppl will use the last one due to technological advance since Skyrim premiere.

Karma: 1 (1 votes)

Raising the land to be sloped at the bottom and applying a rock texture is the easy way to get the desired effect without running into repetitive asset hell. Also, scripts could be added to add/remove references but it would have to be tested to make sure it doesn't screw things up.

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Very good Cresty, you will be rewarded some day.

I'm carious how much more you can add flora (tiny grass) until it will be unstable :D

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this is looking too cool

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awesome:)

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Looks awesome Cresty, Good job.

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I'm carious if it is possible (if it is not too much work) to rip off dead trees that we can have some recourses for fallen logs, branches...

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We have separate models for that.

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