I'm thinking about working on a log fort/stockade set of symbols for Perspectives, primarily because I can't recall ever seeing any in any of the collections. Is anything already out there that I missed?
Not for Perspectives 3. SM: Castles contains a Motte & Bailey style castle with a log wall, but it was done in Perspectives Pro.
Thanks Ralf. I might give it a go then for Perspectives 3.
Wall segment. Comments welcome. I'm thinking that in order to be able to use symbols of this type, a full style would need to be developed.
That's pretty good :)
Thanks Sue. I finally got around to the texturing process and did a fast rough wood texture for the fighting walk and braces. I feel like I can crank out models/symbols pretty quickly at this point. Playing with the wall symbols in Perspectives 3 has me thinking about the potential for a Battle Map style with "fog of war" views.
Definately needs expanding. Although I can do something with just the two symbols.
I look forward to seeing your progress :)
Latest Update - Added a stairway and put together a gate
Update: Small block house suitable for a gate house, guard shack, etc.
Latest Update: Small long house, color variation using an aged wood. I think I'm going to start working on some terrain features for both the background and mapping symbol variations. I'm going to try for a spiked dry moat first. The real trick will be getting everything to blend seamlessly with the background image(s) and the other mapping symbols (vegetation, paths, equipment, tools, etc., and other signs of habitation). And, as I'm looking at it, this house needs a floor!
@JimP LOL thanks!
First pass at a dry moat. Obviously needs the various rotations and a background that it will look good on.
Okay so I am not a fan of backgrounds with alleged "seamless" repeating textures. I have yet to actually find one that doesn't look unnatural. SO I'm trying to make some backgrounds for this project as a potential style and I am running head first into wall. I want a true orthographic background that is the proper scale, in a single image that isn't a tiling pattern. I'm using Blender to create the background and I have what I think is a pretty good look but I am having a devil of a time getting it out of Blender so that when I import it into Perspectives it is "in scale." So I'm going to have to research how to get this done.
You don't do things by half!
It's taken me a couple of years to get where I am with making seamless textures for overland, city and dungeon maps, which are relatively easy to do compared to Per. Some seamless textures are easier to make than others. It depends a lot on the scale of the objects in the pattern, and the overall size of the tile. So for example a 3000 px seamless tile stands a far better chance of looking ok than a 1000 px tile of the same kind of thing.
I'm not sure I understand how you are going to use this texture over a large area if it doesn't tile.
@Loopysue No half measures for me :-) Well Sue, the idea I had was to create a single image for the background that is keyed to a pre-defined map size. For an arbitrary example, say a 200 foot wide by 100 foot tall map. The, grass and any terrain features on the background would be depicted in the proper scale and at the proper angle. I wouldn't be using it over a large area, but more like a battle map. I'm thinking of treating the background as a symbol I suppose. Since battle tiles are typically square, in theory, I should be able to build a single plane in Blender, scale it to say 100 x 100, frame it at the proper distance and angle with the camera, apply the materials, render it then export it. The best way to get it into CC3 after that, in the proper projected scale, is the question.
This is a quick look just using a bitmap fill for the background. I doesn't look terrible and the tile seams aren't glaringly obvious so it's passable I suppose. I didn't apply any lighting effects and the symbols aren't defined in a catalog, just a straight import. I used the dd3 battle tile setup for a 100' square tile. It would definitely benefit from carefully applied sheet effects and additional terrain features to remove the "flatness".
Can't wait for the next installment
Dirt back fill along an outer wall, there will be several variations of this symbol with more vegetation and a little less dirt!
Been working on refining terrain features to make them look more realistic. This is my take on a dirt mound. Going to rework the back fill using the same appearance/texture.
Well the latest Microsoft Update made a proper mess of things for me! I was running close to the edge on available RAM before the update and after the update Blender decided that it needed more. So, I am somewhat hampered but undeterred. Barring any unforeseen disasters, I should have double the amount of RAM installed by Friday of this week. Rendering vegetation models eats RAM like a hungry dragon so while I have refined and added more terrain features, I can't really get them out of my PC with the level of quality I would like until after I upgrade. I did manage to render a new version of the spiked moat before the update so I have attached it here.
Blender always want's more, no matter how much RAM you have. I have 32GB RAM, and Blender still groans at me. I think it may be more to do with the graphics card than the RAM.
@Loopysue can't be the graphic card, I don't have one installed, just using the native built in on the motherboard! I'm using a 3 year old stock HP Envy LOL. It seems to be a specific asset. The only engine it would sporadically render in was Workbench set at no more than ten passes. Plus I only have 8 GB of ram on board this clunker as well. In the mean time here's what I have been able to add over the last couple of days. Trying to add more vegetation, with some seasonal variants.
Your most recent versions of grass look much better than the earlier versions, but don't forget that you can make clumps of grass as separate symbols and don't necessarily need to add the grass to other symbols.
@Loopysue You make an excellent point Sue. In fact, you have me thinking that it will help to add more of a visual feeling of "depth" to the overall finished drawing by allowing the map maker greater control to customize things with layering and with the use of sheet effects. I think the spiked moat is a good example of your point. It would look much more natural with a thinning grass appearance along the edges. Probably best to remove the grass and let the map maker paint it in with symbols.
If it can be done that way, all good.
Another thing you might consider is making seamless fills using your clumps of grass. I can show you how to do that if you like. I made all the seamless forest fills for my overland styles that way. First I made the symbols, and then I used them to make a seamless fill in CC3.
@Loopysue Thanks Sue. I'm going to take a crack at making the seamless fills myself. If I get stuck I'll definitely take you up on your generous offer of help! Selfishly, I don't want to do anything that slows down getting my hands on that Marine Dungeon style ;-)
Oh you won't get any practical help until after 20 June, when I hand everything over for MD ;)
But after that I have breathing space to be more generous.
Update: Okay so here's what it looks like so far, reworked the background, added some vegetation symbols. Compare the difference between the gate and the walls and you will see that I have to add some moss to the gate to match the walls. meed to rework the moat too, it is too low res.