King's Court 2 [Quenched]

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Re: King's Court 2 (V13 pg4)

Postby AndyDufresne on Wed Nov 23, 2011 9:29 am

I think the graphics and thematic elements you have going are all working well together. I've mostly avoided playing on Kings Court 1, but watching this map develop, makes me want to take a stab at 1, and give 2 a shot if it comes out.

Best of luck,


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Re: King's Court 2 (V13 pg4)

Postby Kabanellas on Wed Nov 23, 2011 11:10 am

Thank you Andy.
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Re: King's Court 2 (V13 pg4)

Postby gimil on Thu Nov 24, 2011 5:01 pm

Kabanellas wrote:I think I know what you mean... though I must say that those differences of styles are part of this map graphical/artistic concept.

I don't want to make another 'Dawn of Ages' map where mountains and forest do fit the style of an ancient hand drawn map - all equally

In King's Court 2 I'm taking the King's Court graphical concept (of beveled impassables) and twist it a bit to result in something like this.

And I do love the outcome of it
. ...And honestly I can't figure it working in any other way. Of course that artistic results are not objective and are always debatable - but this was the path I chose to thread.


I see exactly what you mean. and on Kings Court 1 it works. I think here they will work but currently the mountains feel just a tad to bubbly and clean. I would encourage you to tweek them a bit, if that is alright? The trees on the other hand, look far to much like rabbit shit to me. I really don't feel them and think that trees could be much better represented in the style you are after. Maybe making the dots smaller and having a variety of colours, maybe three different shades of green would work.

What do you think?
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Re: King's Court 2 (V13 pg4)

Postby natty dread on Thu Nov 24, 2011 5:07 pm

Agree about the trees, they don't work
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Re: King's Court 2 (V13 pg4)

Postby Kabanellas on Fri Nov 25, 2011 5:31 am

gimil wrote:I see exactly what you mean. and on Kings Court 1 it works. I think here they will work but currently the mountains feel just a tad to bubbly and clean. I would encourage you to tweek them a bit, if that is alright? The trees on the other hand, look far to much like rabbit shit to me. I really don't feel them and think that trees could be much better represented in the style you are after. Maybe making the dots smaller and having a variety of colours, maybe three different shades of green would work.

What do you think?


Ok. Making those trees colors variate could make sense, and might work just fine. I'll try it. And I'll also try to work a bit on the mountains, though I like the way they look... But I'll test some stuff there 8-)
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Re: King's Court 2 (V13 pg4)

Postby bernooch on Sun Nov 27, 2011 6:20 am

wow.....just wow
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Re: King's Court 2 (V13 pg4)

Postby Kabanellas on Sun Dec 04, 2011 2:33 pm

Some testing on the trees (upper left side)

Click image to enlarge.
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actual version:

Click image to enlarge.
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Re: King's Court 2 (V13 pg4)

Postby DiM on Sun Dec 04, 2011 2:48 pm

Kabanellas wrote:Some testing on the trees (upper left side)


it's upper right actually :P

anyway, imho it's not an improvement over the old trees. what you should do is get a round brush (since you said you like trees to look like that), then set a light yellowish green as a foreground colour and a dark brownish green as the background. then adjust the brush settings to vary between those colours, to vary in size and make the brush scatter. you can also toy around with the hue. then paint your forest and apply a small bevel.

for a more natural looking forest you'll actually need to use a different brush (not hard round) and also adjust the orientation to jitter.
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Re: King's Court 2 (V13 pg4)

Postby natty dread on Sun Dec 04, 2011 3:13 pm

Why do you want the trees to look like small plastic nubs? And why is each "tree" larger than a building in a village?

I actually think you should reduce the bevel on the forests, and reduce the size of the trees, the colour variation isn't so important...

Oh, and rather than having an individual bevel for each tree, you should first draw the trees and then apply the bevel on them, if that makes sense...
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Re: King's Court 2 (V13 pg4)

Postby thenobodies80 on Mon Dec 05, 2011 5:48 am

natty_dread wrote:Why do you want the trees to look like small plastic nubs? And why is each "tree" larger than a building in a village?


Agree about not having them that look like plastic, but disagree about size, in fact Medieval Art and proportions doesn't match exactly :P So I think they fit the map under some aspects, but certainly they need another look.

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Re: King's Court 2 (V13 pg4)

Postby gimil on Mon Dec 05, 2011 1:54 pm

Plastic? I still think they look like rabbit poo. Substantially reduce there size (as natty suggested) is deffo a good starting point.
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Re: King's Court 2 (V13 pg4)

Postby AndyDufresne on Mon Dec 05, 2011 2:01 pm

Just to throw this out there, the colors make the trees look worse in my eyes, it makes the circles look more artificial than they already are.

I think I'd just prefer them to be the same color, with varying sizes.


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Re: King's Court 2 (V13 pg4)

Postby thenobodies80 on Mon Dec 05, 2011 2:22 pm

gimil wrote:I still think they look like rabbit poo.


lol
Yeah, maybe less round it's better

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Re: King's Court 2 (V13 pg4)

Postby Kabanellas on Sat Dec 10, 2011 4:35 am

It's hard for me to find a way out of it because I really like the way they look. But I'll try to come up with something...
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Re: King's Court 2 (V13 pg4)

Postby natty dread on Sat Dec 10, 2011 5:07 am

Kabanellas wrote:It's hard for me to find a way out of it because I really like the way they look. But I'll try to come up with something...


The trees aren't bad per se... they might look great on some other map, but on this map they look bad, you know? They don't seem to fit the general style of the map.

Why not make them more similar to the mountains... you know, how a forest from far above looks like just a mass of green, you can't see the individual trees... just make them a vaguely similar shape to the mountains, but a bit more flat, and less conical, maybe with a bit less smooth outline... know what I'm saying? Then give them the foresty look by the way of texture and shading.
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Re: King's Court 2 (V13 pg4)

Postby gimil on Sat Dec 10, 2011 7:34 am

natty_dread wrote:
Kabanellas wrote:It's hard for me to find a way out of it because I really like the way they look. But I'll try to come up with something...


The trees aren't bad per se... they might look great on some other map, but on this map they look bad, you know? They don't seem to fit the general style of the map.

Why not make them more similar to the mountains... you know, how a forest from far above looks like just a mass of green, you can't see the individual trees... just make them a vaguely similar shape to the mountains, but a bit more flat, and less conical, maybe with a bit less smooth outline... know what I'm saying? Then give them the foresty look by the way of texture and shading.


I agree with this.
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Re: King's Court 2 (V13 pg4)

Postby Kabanellas on Sat Dec 10, 2011 4:26 pm

I've done some testing here... What do you think?

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Re: King's Court 2 (V13 pg4)

Postby gimil on Sat Dec 10, 2011 4:27 pm

Till feeling the rabbit poo mate. The scale of the trees is still far far far to large.
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Re: King's Court 2 (V13 pg4)

Postby natty dread on Sun Dec 11, 2011 12:41 am

Ok if you don't want to do it like I posted earlier, if you want to make the trees from circles...


The problem is you have a pre-beveled tree which you use to sprinkle a forest on the map. This results in this unnatural plastic look.

What you should rather do is take a tree without bevel, sprinkle them on the map with slight colour variation, then bevel the forests collectively, here's an example to show what I mean:

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Re: King's Court 2 (V13 pg4)

Postby kaikeva on Sun Dec 11, 2011 10:35 am

Looks great, looking forward to try it out.
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Re: King's Court 2 (V13 pg4)

Postby AndyDufresne on Sun Dec 11, 2011 11:17 am

natty_dread wrote:Ok if you don't want to do it like I posted earlier, if you want to make the trees from circles...


The problem is you have a pre-beveled tree which you use to sprinkle a forest on the map. This results in this unnatural plastic look.

What you should rather do is take a tree without bevel, sprinkle them on the map with slight colour variation, then bevel the forests collectively, here's an example to show what I mean:

Image

Blurring the forests isn't a way I'd want to go. Of the map you posted, Kab, #5 maybe looks alright.


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Re: King's Court 2 (V13 pg4)

Postby natty dread on Sun Dec 11, 2011 12:06 pm

AndyDufresne wrote:Blurring the forests


No one's talking about blurring anything.
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Re: King's Court 2 (V13 pg4)

Postby Kabanellas on Sun Dec 11, 2011 1:18 pm

I will try your option natty 8-)
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Re: King's Court 2 (V13 pg4)

Postby AndyDufresne on Sun Dec 11, 2011 5:17 pm

natty_dread wrote:
AndyDufresne wrote:Blurring the forests


No one's talking about blurring anything.

Correct, but a net result of fuzzy forests sucks for this map I think.


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Re: King's Court 2 (V13 pg4)

Postby Nola_Lifer on Mon Dec 12, 2011 12:47 am

I don't see anything wrong with the orignal trees. It is obvious they are trees and gives the map some roundness to it.
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