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Old Jul 08, 2012, 05:10 PM   #21
Jerry'sGoldfish
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though kyriakos made a huge progress in attempting to represent a city, i would suggest him to make a small castle - as a sort of citadel - just use the buildings you have - a citadel in the corner of the city - and right to it the cathedral....that would do

ps kyriakos, keep the good work going on, i have followed your way for years now, and each time you changed your style i was impressed by the amount of new approaches you could bring in
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Old Jul 09, 2012, 12:30 AM   #22
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It's looking very good, Kyriakos! Very glad to here you are going to vary the style for different civilizations. I think the gate in the wall is a bit big. The walls are a bit too white too perhaps?
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Old Jul 09, 2012, 02:11 PM   #23
Kyriakos
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Well the lighting in Blender cycles is hard to figure out. This is what i managed to produce by now:

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Old Jul 09, 2012, 02:46 PM   #24
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Also it would be great if anyone could tell me how to increase sharpness of the render
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Old Jul 09, 2012, 02:58 PM   #25
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add more samples to path tracing

The best what you can do is link here a print screen with settings from Cycles. I can't look at mine because I have no graphic card which support OpenGl and this cause Blender crash.

Last edited by stico; Jul 09, 2012 at 03:13 PM.
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Old Jul 09, 2012, 03:16 PM   #26
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Ok, i will do so at one point

What do you think of this as the size #2?

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Old Jul 09, 2012, 03:19 PM   #27
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Visually it looks very good, although I dont know about the authenticity of some of the features, like the gate.
Will non-walled cities also be on a hill?
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Old Jul 09, 2012, 03:23 PM   #28
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I think so. For the time being i just aim to finish this set though, will think of other cultures later

What about the colors/textures, the lighting and the overall texture of the pixels? (in Bryce the render was always more contrasted)
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Old Jul 09, 2012, 03:36 PM   #29
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I dont know about the lighting, I think I would have to see it in game next to units and everything.
The texture is good, not noisy.
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Old Jul 10, 2012, 09:40 AM   #30
Jerry'sGoldfish
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if one would ask me i would create the whole castle cocnsisting of only 4 tower and a large square keep somewhere in a corner of the city....next to it the cathedral and than a sea of houses surrounded be walls.....the present castle is to big, smaller walls and towers, somwhere in a corner

here you are two examples
aigues mortes

Spoiler:


and carcassone

Spoiler:


both are examples from the middle ages where one can see - at aigues mortes a keep somewhere at a corner of the city walls and then carcassone with the citadel in a corner of the city fortification, the church location varies but one might add the church near the citadel or a square somewhere in the city, i think those images should help

similar ways are found in the middle east at damascus, jerusalem etc....

Last edited by Jerry'sGoldfish; Jul 10, 2012 at 09:46 AM.
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Old Jul 11, 2012, 04:52 AM   #31
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Quote:
Originally Posted by Jerry'sGoldfish View Post
if one would ask me i would create the whole castle cocnsisting of only 4 tower and a large square keep somewhere in a corner of the city....next to it the cathedral and than a sea of houses surrounded be walls.....the present castle is to big, smaller walls and towers, somwhere in a corner

here you are two examples
aigues mortes

Spoiler:


and carcassone

Spoiler:


both are examples from the middle ages where one can see - at aigues mortes a keep somewhere at a corner of the city walls and then carcassone with the citadel in a corner of the city fortification, the church location varies but one might add the church near the citadel or a square somewhere in the city, i think those images should help

similar ways are found in the middle east at damascus, jerusalem etc....
I agree with Jerry here. At present it looks very nice but not terribly historically accurate.

Having said that I'll use it either way and cities in civ 3 are usually more symbolic of a city than historically realistic.
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Old Jul 11, 2012, 10:33 AM   #32
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This is more like a game-card/diorama approach. A possible early version of an english medieval size #1:

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βῆ δ᾿ ἀκέων παρὰ θῖνα πολυφλοίσϐοιο θαλάσσης·
(he walked silently on the edge of the loudly heard wave-breaking sea)
Iliad A:34


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Last edited by Kyriakos; Jul 11, 2012 at 11:27 AM.
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Old Jul 11, 2012, 11:43 AM   #33
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Very nice preview, the new sets should be like nothing else before
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Old Jul 11, 2012, 11:48 AM   #34
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Easy to make tech icons, wonder splashes and buildings, and era change gfx
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βῆ δ᾿ ἀκέων παρὰ θῖνα πολυφλοίσϐοιο θαλάσσης·
(he walked silently on the edge of the loudly heard wave-breaking sea)
Iliad A:34


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Old Jul 11, 2012, 12:05 PM   #35
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It would be nice to have all of those
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Old Jul 11, 2012, 12:34 PM   #36
Kyriakos
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Changed the trees to a better (although really low-poly, but possibly has a retro 3d feel?) model i found online for free:

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Iliad A:34


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Old Jul 11, 2012, 01:15 PM   #37
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I might be tempted to make a terrain set to go with them

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Old Jul 11, 2012, 01:36 PM   #38
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Don't like the borders on this one.
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Old Jul 11, 2012, 01:51 PM   #39
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I dont think they blend as well as your older set did.
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Old Jul 11, 2012, 02:04 PM   #40
Kyriakos
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Don't bring gloom

It is just that they are better renders of the existant graphics, so they need better terrain too

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