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Steel General
10-13-2008, 04:16 PM
OK another slow day at work, so besides the update to my previous Wet, Weathered & Worn map I started playing around with this.

Again its using the base map from this month's challenge.

mmmmmpig
10-13-2008, 04:19 PM
i like the texture, but I think the non-tunnel areas need to be mostly black and untextured, as it is they seem to create a pretty funky figure/ground problem

Steel General
10-13-2008, 05:21 PM
i like the texture, but I think the non-tunnel areas need to be mostly black and untextured, as it is they seem to create a pretty funky figure/ground problem

You have a very good point there.

I'll have to play around with that some and see how it looks. Or I can say that they mined 'channels' thru the floor of a cavern or something. :D

Ascension
10-13-2008, 05:50 PM
I like the idea G. What I'm trying to figure out is how to make the wall bits seem to stand up higher than the floor bits...don't think a shadow or bevel would accomplish that. Well maybe, I dunno, but also maybe shade the wall bits lighter to make em seem to stand up more? Hrm, maybe a bumpmap run through the lighting effects filter (then set to overlay) or maybe render the basic shapes in Bryce (or something) then import the layer in and set it to overlay. Maybe some lighter shading where the rails are going to be (like in a mine). Lots of ideas to mess around with, not sure any of them would work. Anywho, keep working this one through, I'd like to see what happens.

jfrazierjr
10-13-2008, 06:17 PM
I like the idea G. What I'm trying to figure out is how to make the wall bits seem to stand up higher than the floor bits...don't think a shadow or bevel would accomplish that. Well maybe, I dunno, but also maybe shade the wall bits lighter to make em seem to stand up more? Hrm, maybe a bumpmap run through the lighting effects filter (then set to overlay) or maybe render the basic shapes in Bryce (or something) then import the layer in and set it to overlay. Maybe some lighter shading where the rails are going to be (like in a mine). Lots of ideas to mess around with, not sure any of them would work. Anywho, keep working this one through, I'd like to see what happens.

I agree with this. The walls appear more like slightly raised areas(a-la small hills), perhaps because there was some blur(perhaps an attempt at a shadow already??) done on them and that's messing up the illusion. As ascension said, I don't thing shadow will work just due to the two colors involved are already so dark.

Also, as mmmmmpig said, the tunnels probably have to much texture. Now, in all reality, the walls and the tunnel floors would be made of the same material (probably) and thus should look the same.. but then you have the problem of not being able to make a visual distinction between the two... I feel for you working with such dark colors, but am sure you will figure something out!

Ascension
10-13-2008, 08:09 PM
Took a second look and yeah, there is a blur. Because this is something that I've never done (a dungeon) I thought that I might want to play around with trying to make the wall bits more "wally". I used the above things I thought might work and then put some lights in (but not the lanterns). So throw it out if unusable, just messin around trying to solve a problem. Ciao 4 now.

Steel General
10-13-2008, 08:19 PM
Thanks guys I really appreciate all of the comments and ideas.

Actually my original idea was something like what you posted Ascension, but I decided to leave out the lanterns/torches/etc. and just have a dark mine with the rails and a few abandoned carts scattered about.

IIRC there is an inner-shadow layer affect on the walls that is currently "turned off" so I can see things better while placing the railway.

The walls definitely still need some work, I may do something similar to what I did with my "Wet, Weathered & Worn" experiment where I stack textures in multiple layers slightly changing the color, opacity, etc.

If things at work continue to be as slow as the last couple of days, I'll have plenty of time to play around with it. :)

waldronate
10-14-2008, 02:54 AM
One thing I've noticed in old mines (there are lots of them around here) is that mines that are relatively close to the surface tend to be brown and dusty. Admittedly, I'm living in a desert, but I would think that there are similar things are play in other areas. What I'm driving at is that I would expect a much more pronounced difference in color between the "floor" areas and the "unmined" areas.

If you can add in a couple of headknockers then you'd have my mine experience nicely duplicated. Something about those miners from 100 years ago being somewhat less tall than my well-over-six-foot height.

Steel General
10-14-2008, 04:01 PM
OK, yet another sloooowww day at work. So here's the latest update to this.

Tweaked a few things; might have went a little bit overboard with the mine tracks, looks like a drunken engineering team built some of them. :D

Still debating on whether to add some scattered light sources, but its supposed to be abandoned so I'm leaning against not having them.

jfrazierjr
10-14-2008, 05:02 PM
OK, yet another sloooowww day at work. So here's the latest update to this.

Tweaked a few things; might have went a little bit overboard with the mine tracks, looks like a drunken engineering team built some of them. :D


Dwarven holy water....

mmmmmpig
10-14-2008, 05:32 PM
If you were to add a light source, I think you should add a light source from the upper lefthand corner of the map and make that the mine entrance.

You also might want to give the rail a level of disrepair in some areas, just to really give it an abandonned feel.

Lookin good lookin good

Steel General
10-16-2008, 01:44 PM
OK, I think I'm pretty much done with this. Here is the latest and quite possibly final version. Unless I put some kind of border, etc around the outside.

Thanks to all for their comments, critiques and suggestions.

1) Added some scattered piles of rubble
2) Added bracing timbers in most of the smaller "tunnels"
3) "Damaged Up" the tracks in spots, especially where it got a wit "wonky"
4) Added a outside light source in the NW corner - hopefully I didn't overdo it

### Latest WIP ###