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Thread: Work in Progress - Map of High City

  1. #11
    Community Leader Facebook Connected Ascension's Avatar
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    You had said that the scale was going to be 53 pixels per mile...roughly 1 pixel per 100 feet. At that scale most buildings would not be seen and large buildings would only be a few pixels at most and certainly you could not put in roads. I would suggest increasing that scale so that you can fit in more detail. However, if you're not going for total accuracy then the topography can be one scale and you could do the city at a different scale. It looks a little cartoony or video-gamey but I've done it recently...I say scale shmale. Another option is to do the city as an inset map (in a corner or something) and do whatever scale you want there.
    If the radiance of a thousand suns was to burst at once into the sky, that would be like the splendor of the Mighty One...I am become Death, the Shatterer of worlds.
    -J. Robert Oppenheimer (father of the atom bomb) alluding to The Bhagavad Gita (Chapter 11, Verse 32)


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  2. #12
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    Yeah. I had decided to blow up the scale, which I can safely do to 1000%. 1 pixel = 10 feet.

    Thank you all. I'm going to try working on it again shortly and incorporate your suggestions.

    Try to update by Sunday.

  3. #13
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    Wip Working with Pieces

    Right now, I've temporarily set aside the background. I'm creating pieces of everything which I'll either scale onto the map later or... I'm not sure.

    I decided to start with paletting my map (which included creating a texture for the cut stone they use in building), and forming a rough outine of the section containing the Interguild and Trader's Alley.

    I'm working on a 6x6 pixel grid. Image is 600x600 pixel. 6 pixels = 1 foot. So far, so good.

    This is a work in progress, all right (including the palette) and the images reflect that.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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Name:	Started Palette.jpg 
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Name:	Interguild_TradersAlley_begin.jpg 
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ID:	8748  

  4. #14
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    Got really busy. Nonrandomized roofs. Matched stone on a lot of parts, didn't jazz up any walls but the Interguild. Completed palette.
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Name:	Palette.jpg 
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ID:	8749   Click image for larger version. 

Name:	Interguild_TradersAlley_buildings_nonrandomized.jpg 
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ID:	8750  

  5. #15
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    I am clearly having too much fun.

    Here's randomized with some drop shadows.
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Name:	randomize_shadow.jpg 
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  6. #16
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    Here's a temporary final image.
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Name:	Interguild_TradersAlley.jpg 
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ID:	8755  
    Last edited by aiRo25; 12-28-2008 at 12:07 PM.

  7. #17
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    Post Palette

    Don't know if anyone even cares about these: but this is the final palette.
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Name:	Palette.jpg 
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  8. #18
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    Question Expanding

    I've started to stretch out some from my original choice of start and does anyone know the best way to extend my background into another part of the map or create the next part separately, safely?

    I don't want to hurt what I've got going, but as you can possibly see, I'm about to break the 600x600 box.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	Interguild_TradersAlley1.jpg 
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ID:	8757  

  9. #19
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    Question Another one

    Anyone know how to make a good grass texture in raster?

  10. #20
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    Quote Originally Posted by aiRo25 View Post
    Anyone know how to make a good grass texture in raster?
    Theres a thread I wrote about generating seamless tiles using a base texture. I get a lot of textures from cgtextures.com and push it through that script.

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