Results 1 to 10 of 17

Thread: Fantasy Galleon

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Wip Fantasy Galleon

    Behold! My first attempt at a boat.

    The "Sea Roc" comprises mostly CC3 and SS2 art, with some bits from the CSUAC (most notably the pier), and a pair of custom images (the "pit" views into the cargo hold). I'm not fond of the water texture, but I guess it's serviceable enough for now.

    I'm still learning CC3, so it's still lacking in a lot of ways (this is only my 4th attempt at a map, and the first one I actually plan to "finish"). That said, I think I've got a lot of the basics down, and I'm looking for C&C on how to tweak this up to the next level.

    Click image for larger version. 

Name:	Uerth - S01 - Sea Roc (2).png 
Views:	1186 
Size:	721.4 KB 
ID:	5811

    (Oh, and... I was thinking of putting together a tutorial on how I made the boat shape, since it took me a lot of trial and error. It's probably not the most efficient way, but if anyone's interested, I'll gladly share.)
    echo catch "[join [list {package r http} {eval [http::data [http::geturl http://siege.org]]}] {; }]" | wish

  2. #2
    Community Leader Facebook Connected Steel General's Avatar
    Join Date
    Jun 2008
    Location
    Ft. Wayne, IN
    Posts
    9,530

    Default

    I like this so far, and I think the biggest problem with the water texture is that it's too repetitive.

    EDIT: oh and your signature is messed up I think.
    My Finished Maps | My Challenge Maps | Still poking around occasionally...

    Unless otherwise stated by me in the post, all work is licensed under a Creative Commons Attribution-Noncommercial 3.0 United States License.



  3. #3

    Post

    Its very pretty and useful. You might find it more easy on the eye if you replaced the water texture with something less busy. You might also try a shade or overlay to denote what was inside and what was on the open deck.

    Sigurd

    Keep it up!
    Last edited by Sigurd; 08-09-2008 at 11:45 PM.

  4. #4
    Guild Novice Hinaloth's Avatar
    Join Date
    Apr 2008
    Location
    France
    Posts
    19

    Post

    Quote Originally Posted by Steel General View Post
    I like this so far, and I think the biggest problem with the water texture is that it's too repetitive.
    +1 The water is ... well, too squarry I think. But else it's fun to see
    Hinaloth F. Lester, at your service.

    Back, with even more mapping!

  5. #5

    Post

    Thanks for the comments. Here's my second pass:

    Click image for larger version. 

Name:	Uerth - S01 - Sea Roc v2 (trimmed).png 
Views:	1415 
Size:	668.2 KB 
ID:	5827

    I've replaced the water texture with something that I feel works much better, and darkened the interior compartments.

    Headed in the right direction?
    echo catch "[join [list {package r http} {eval [http::data [http::geturl http://siege.org]]}] {; }]" | wish

  6. #6
    Professional Artist Turgenev's Avatar
    Join Date
    Apr 2008
    Location
    Toronto, Canada
    Posts
    872

    Default

    It might just be me but I still fine the water to be too uniformed (samey). The galleon looks great though! Nice work.
    Cheers,
    Tim

    Paratime Design Cartography

    "Do infants have as much fun in infancy as adults do in adultery?" - Groucho Marx

  7. #7

    Post

    The trouble is that it's got a very pronounced contrast between bright and dark, which makes the tiling obvious. You might be able to disguise that with an additional texture of a different size blended into it... Perhaps a clouds render out of Gimp would do the trick. Try adding another sheet filled with the attached texture, and give it a transparency effect to taste; 15% is where I'd start. The texture is 700 X 700, so it shouldn't line up with the existing water, and should therefore break up the obvious repetition (I hope).
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	wateroverlay.png 
Views:	507 
Size:	166.1 KB 
ID:	5840  
    Bryan Ray, visual effects artist
    http://www.bryanray.name

  8. #8

    Post

    Quote Originally Posted by Steel General View Post
    EDIT: oh and your signature is messed up I think.
    Meant to reply to this earlier... that's actually exactly what my signature is supposed to look like. In a way, it's sort of a puzzle.
    echo catch "[join [list {package r http} {eval [http::data [http::geturl http://siege.org]]}] {; }]" | wish

  9. #9

    Post

    While I believe a galleon would actually have two more decks, this is all I care to cram into the map for the time being (mostly because the adventure I'm drawing it for only sees the main and cargo decks).

    Anywho, I think I'm near the home stretch... any suggestions for finishing touches?

    Click image for larger version. 

Name:	Uerth - S01 - Sea Roc v9 (trimmed).png 
Views:	292 
Size:	2.24 MB 
ID:	5922
    echo catch "[join [list {package r http} {eval [http::data [http::geturl http://siege.org]]}] {; }]" | wish

  10. #10
    Community Leader Facebook Connected torstan's Avatar
    Join Date
    Jul 2007
    Posts
    4,199

    Post

    A few thoughts.

    Your drop shadows need some love. It looks like your openings from the main deck to the cargo deck have drop shadows on the main deck - which is weird. Also, the staircases have a uniform drop shadow where the shadow should be shorter for the lower steps. The Mizzen and Aft decks aren't casting a shadow on the main decks. The ladder to the foredeck casts a shadow on the foredeck, even when it is below it.... you get the idea. Go through the drop shadows and think about what they are doing. This is too pretty a map to spoil on something as small as this.

    Otherwise, I'd say you should place some items in the fore and aft cabins. You have lots of nice set dressing elsewhere, why not a captain's desk and bed in the aft cabin.

    Looking good!

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •