Silgrad city region Textures.
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11-24-2006, 07:00 PM,
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Silgrad city region Textures.
The climate around Silgrad City is meant to be lush and green, not unlike the Ascadian Isles.
Plants that commonly grow in this region include heather, willow flowers, stoneflowers, gold kanet flowers, black anther plants, comberry, corkbulbs, saltrice, ash yams and marshmerrow. I am testing the textures which I am going to use for the two quads around Silgrad city. The textures in the screenies are meant for the city level. For the higher (mountains) I'll use other textures (not done yet). Lush and green enough? The screenies are from the Silgrad city region based on the heightmap of FLESH and the LOD was generated by TheImperialDragon. The texuring of one quad results in a esp file of 18 Mb.
Dum loquor, hora fugitĀ - While I speak the time flies
Ovid 43 BC - 17 AD |
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11-24-2006, 07:07 PM,
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RE: Silgrad city region Textures.
Quote:Originally posted by sandorWill that be only if custom textures?
My mage is an honor student at the Arcane University.
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11-24-2006, 07:11 PM,
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myaah!!! use the smooth tool! *lady's eyes explode from the uneven land*
Mongati HoonDing tiavo; li-mansao einei diang. Cassandra for the memospore era |
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11-24-2006, 07:16 PM,
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Quote:Originally posted by Lady NerevarIt's WIP. The next step is smoothing the land, but first the textures. Quote:Originally posted by WhiteWizardYes.
Dum loquor, hora fugitĀ - While I speak the time flies
Ovid 43 BC - 17 AD |
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11-24-2006, 09:16 PM,
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The LOD will also have to be re-generated after smoothing the land. Not only to keep the LOD constant with the landscape, but also for the normal maps (which are generated at the same time as the mesh, while colour textures are generated seperately).
We'll look for a more manageable way to handle file size, but hopefully smoothing the land will help a little. It has been discussed, and we have a possible workaround to ESM size-limits. |
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