• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Mountain lake

Status
Not open for further replies.
Level 13
Joined
May 15, 2012
Messages
64
Sorry for bad picture quality.
 

Attachments

  • c93fafc243f7d74bb9ba143b0670c871.jpg
    c93fafc243f7d74bb9ba143b0670c871.jpg
    705 KB · Views: 328
Level 36
Joined
Nov 24, 2007
Messages
4,404
1. The sky is fine, it's just a tad bland.
2. The mountains are amazing.
3. Reflections are overrated.
4. Numeric advising is ugly.

That aside, I really like this terrain!

The terrain could have done with some variation in the pine choice, namely variation inward in the same model type, if I'm not mistaken there's quite a few variations of that model, I'd also suggest you make the transition between fog and sky a tad more fluent, I reckon that'd be best achieved by changing the fog colour for something that compliments the sky better and maybe adding another layer of mountains being barely visible behind those already existing ones, I'd suggest you use the raise tool and make those horizon mountains by raising the ground.

As a suggestion, I think this terrain would look staggering in a night setting, having stars dotting the sky behind those clouds and a moon being reflected in the water, no particular need to reflect everything, I'd say, especially not when the water's half-transparent. A lone rowboat on the far side of the lake would also fit in perfectly and add some intrigue to an otherwise not-so-very eye-catching terrain, in the sense that there's no particularly obvious eye-catcher in the terrain. Personally I'd also consider having a peasant model or something similar in the rowboat and by using doodads make it look like he's fishing, relaxing and fishing.

Oh and I love that tree stump model, mind telling me where you got it? :)
- Keep on terraining, we need terrainers like you!

Also, BranaR, I've seen you post a couple terrains now, but I know next to nothing about you. For future reference, would you mind telling us a bit more about your terrains? Such as why you made them or just what your own thoughts are on your own terrain, so on and so forth, I'd love to get to know a promising terrainer like you a tad more.
 

fladdermasken

Off-Topic Moderator
Level 39
Joined
Dec 27, 2006
Messages
3,690
Siding with Keiji on this one; technically it's really nice and well composed but it could really use some P.O.I. for a more artsy footprint. :V

Also from what I have seen from you so far, the only real chink in your armor is your use of fog. Realism, which I guess is the style you're after, is a bitch in WarCraft. And a smooth fog setting can actually help provide it for you, despite some of the more radiant colors that have been used. To a terrainer, fog is more than low-lying clouds of moisture; it's a defining factor in measuring depth and distance in a terrain.

e.g. this terrain by Corexx,

http://www.hiveworkshop.com/forums/...10094-legendary-terrains-castle_outdoor01.png

or this one by Gobo,

http://www.hiveworkshop.com/forums/...59266d1246411061-fantaisy-world-treehouse.png

there are clear levels of exposure and depth. The more exposed an object is, the closer to the source i.e. the camera. This also helps battle the feeling that the map ends straight behind that last layer of mountains.
 
Status
Not open for further replies.
Top