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#1
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Forum Member Posts: 13 Joined: 18-December 05 ![]() |
I'm making a new Quest mod for SoA... For any informations you want please come on this forum and enter questions and suggestions, there you will find first screens and FEATURES... PoF mod forum
This post has been edited by BGslayer: Aug 7 2006, 10:36 AM |
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#2
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![]() consiglieri ![]() Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. ![]() |
The GUI looks real good
The areas however could use some improving: ProjectsP3 in particular there are shadows running in at least 2 different directions. I'd suggest that you cut those associated with the thieves’ guild maybe even lighten the walls that are shadowed as well. Shadowing can be tricky and a huge pain. You have grass borders that end abruptly or just look flat, meaning that there is no illusion of differentiating elevations between the pavement/cobblestones and the grass. Suggestion, since the grass in real life is usually higher that the sidewalks I highlight the edge of the grass slightly (next to any pavement) and darken the stonework a bit near the edge of the grass. I also think that some of you compositions are real good. It is good to see more people making areas. keep on keeping on ![]() This post has been edited by Sir-Kill: Aug 10 2006, 03:13 PM -------------------- |
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#3
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Forum Member Posts: 13 Joined: 18-December 05 ![]() |
The GUI looks real good The areas however could use some improving: ProjectsP3 in particular there are shadows running in at least 2 different directions. I'd suggest that you cut those associated with the thieves’ guild maybe even lighten the walls that are shadowed as well. Shadowing can be tricky and a huge pain. You have grass borders that end abruptly or just look flat, meaning that there is no illusion of differentiating elevations between the pavement/cobblestones and the grass. Suggestion, since the grass in real life is usually higher that the sidewalks I highlight the edge of the grass slightly (next to any pavement) and darken the stonework a bit near the edge of the grass. I also think that some of you compositions are real good. It is good to see more people making areas. keep on keeping on ![]() Thanks Sir-Kill, I know that the areas are not better then the Bioware's areas... But it's always better to have new areas in a new mod, than just copying it... I see what you mean with area (P3), I will correct it, I forgot to change it ![]() I will imrpove all the new areas, before releasing the mod.. But I'm no top graphic designer and I do what I can... Our mod is very big and very hard to finish - we are improving many things (new animations, many new types of weapons, kits, subraces, new sounds, many new quest, City quests..) ![]() This post has been edited by BGslayer: Aug 10 2006, 03:26 PM |
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