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KeithC
06-16-2009, 02:56 PM
A tavern and inn for weary, hungry, and parched travellers. It was created in CC3 using the CD3 and DD3 addons. No post work in any other program.

C&C are greatly appreciated. Thanks for looking.

Steel General
06-16-2009, 03:15 PM
They look really nice, though the upper floor is a bit dark and a lot of the detail is lost.

Only little nit-pick I have is I don't see how you get to the second floor, unless it's in the really dark hallway in the middle.

KeithC
06-16-2009, 03:19 PM
Opposite the privvy is a set of stairs leading down. From the tavern the stairs are in the top of the map just right of center.

I'm not really happy with the upstairs lighting. I can't seem to get it to render with the same level of warmth as the tavern. I still need to rework it a little.

Gandwarf
06-16-2009, 03:24 PM
The first time I saw this map (on the Profantasy forum) I overlooked the stairs as well.

Anyway, great stuff. Now I can rep you :)

KeithC
06-16-2009, 03:36 PM
I have to agree about the stairs, but I'm not sure how to make them stand out without going outside of CC3 to do so. While I have access to Adobe and Corel I was trying to remain completely faithful to the CC3 engine.

I can create a new stair .png and import it. If I were to do so, what changes should I make? Since this is topdown and not isometric it's difficult (IMO) to show an elevation change. Should the stairs be wide at the top and narrower at the bottom? It's only a difference of about 10 feet from floor to ceiling so I don't think perspective should be greatly skewed.

I'm completely open to suggestions.

Thanks again.

NeonKnight
06-16-2009, 04:14 PM
There are ways young grasshopper. Open you mind to the full potential of the sheet effects ;)

KeithC
06-16-2009, 05:27 PM
Very cryptic suggestion, Daniel-san. You keep holding that pebble out there and I'll be back in a while. :P Did you have a certain sheet effect in mind? I'm already using quite a few. Blurs, Transparencies, Point Lights, Bevels, Wall Shadow Directional, Drop Shadows.

So here's my quick tuesday afternoon touch-up. I created a new stair way using a wooden pier from the CSUAC collection. I doubled it, reduced it, changed the colors, then gave it a small perspective shift all in PS before importing the .png into CC3 as a symbol.

Inside CC3 I placed it where the old stairs were, then created banister uprights along the stairs. This wasn't enough so I manually added some shadows falling onto the steps and between the steps and wall using the right-most fireplace as the light source.

Has this helped any? Or is this just a more complex version of the map with the same problem? To me, they are obviously stairs because I placed them. However, if they aren't coming through right to observers I need to keep working.

Edit: As a side note... I know the original comments were concerning the stairs on (and access to) the 2nd floor but I work from the ground up so I need to make sure the ground floor is accurate and complete before I move on to fixing the upper floor. It's just the way I do things.

Ascension
06-16-2009, 05:47 PM
This looks great man. I saw the stairs quite easily (I've been known to have a very bright monitor). The only thing that I see is that the rug by the front door isn't going to last a week...all of those teamsters, wagoners, mercenaries, wannabe heroes, and town drunks are gonna drag their muddy boots through that doorway and ruin it. Conversely, there are none on the second floor.

Steel General
06-16-2009, 05:55 PM
I was at work when I first looked at this and had the trouble seeing the stairs. At home they are much easier to view (i.e. newer, higher quality monitor).

NeonKnight
06-17-2009, 01:47 AM
I will show how with a simple sheet effect and a single sheet you can effect a stair.

Start with a new sheet (I usually label it: STAIRS, sneaky I know).

On this sheet I place my.....NOPE! Not Stairs. Didn't see that coming did you ;)

I then draw a think (thickness 0) line at the foot of each step.

Finally, I apply a wall shadow effect to represent a slight shadow where each step would be higher than the next, in effect giving the illusion of individual steps.

KeithC
06-17-2009, 05:16 AM
Great effect Daniel! Thanks for taking the time to explain it. It will work great in other maps that I do.

I'll play around with it a bit to see if I can adapt it to this one as well.

In this map the light source isn't casting light from the top of the stairs downward so the shadow won't fall on the next lower step. Because the light source is at ground level, the exact opposite will occur with a variance in shadow length based on elevation.

I chose to use direct lighting for this render and now I''m beginning to regret that decision.

StillCypher
06-17-2009, 06:49 PM
I'm (sort of) sorry to entropize, but this about made me fall off my chair laughing!


This looks great man. I saw the stairs quite easily (I've been known to have a very bright monitor). The only thing that I see is that the rug by the front door isn't going to last a week...all of those teamsters, wagoners, mercenaries, wannabe heroes, and town drunks are gonna drag their muddy boots through that doorway and ruin it. Conversely, there are none on the second floor.

(Nothing against rugs or non-rugs on my part. Really.)

nolgroth
06-18-2009, 10:30 AM
Neat map. Where does the trap door go in the kitchen? Is it just some sort of pantry/cold storage area?

I used to use CC2 a lot. Maybe it is time to upgrade and play with that a little.

KeithC
06-18-2009, 04:35 PM
The trap door can be used for many purposes. I originally included it as a hidden lockbox for storing money. It's usually hidden under sacks of grain or crates, etc...


It can be used as storage, a quick escape route under the floor when things get too roudy in the tavern, or an entire substructure can be drawn and accessed by ladder through the kitchen.

It's entirely up to the imagination.

nolgroth
06-19-2009, 02:07 AM
Modular. Awesome.