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.
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.
The only thing which I can suggest it is add more variety to distance between trees. Just to avoid of impression uniformly distributedtrees likein an orchard.
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.
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.
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...
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.
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.
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.
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.
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.
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.
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.
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.
Yeah, Lukkar's right, the bottoms of the cliffs could really, really use some sand/mud slopes. Like this:
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.
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.
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.
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.
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.
Nice job Cresty!! West Gash is really coming into its own with the new flora
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.
It would be great to have some red-rock "grass" (stone debris with it).
Yes. *cough* Mace/Eloth *cough*
I think this video could be additional inspiration for you.
This just keeps getting better and better! :)
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.
Thats the same thing Squally told me. I really have to work on that.
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.
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.
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.
Hmmm, idk if it is next stage but adding some smaller rocks will help to fill barren ground IMHO.
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...
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...
http://images.nationalgeographic.com/wpf/media-live/photos/0...
http://www.donsmaps.com/images6/badlands7305.jpg
https://upload.wikimedia.org/wikipedia/commons/6/6d/HellsHal...
we have something like this already, where west gash meets ashlands
We do. And Mid Gash is 60% complete, so no drastic changes will happen.
Looking real nice CC!
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).
---
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.
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.
Good point.
alysander wrote:
*SLAP!*
Oh, i hope it isn't looks like a slap. That was a praise mostly.
---
Flora is awesome, but trees leaves texture is much more awesomier, than bush's texture.
Double slap, the flora is awesome!
Different coloured flora is kind of a thing I want in WG.
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.
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.
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.
Yeah, Lukkar's right, the bottoms of the cliffs could really, really use some sand/mud slopes. Like this:_Kayenta,_Wingate,_Chinle_and_Moenkopi_formations.jpeg)
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.
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.
*edit* I'm a tool.
Crestycomb wrote:
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.
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.
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
this is looking too cool
awesome:)
Looks awesome Cresty, Good job.
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...
We have separate models for that.
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