• 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.

Night Conflict

Status
Not open for further replies.
Level 7
Joined
Dec 26, 2010
Messages
401
Edit: Updated the screen shot.

Night Battle 2.jpg
 
Last edited:
Level 14
Joined
Aug 8, 2009
Messages
435
Pretty nice, I like the simplicity of the fight. However, you should consider adding more to the battle, and overall cleaning up of the terrain. Maybe add some bushes and flowers to the field, wouldn't hurt to add one or two boulders as well.
Also get some lighting in around the light post, make it more slender and a little shorter. Glows and a lighting doodad should work perfectly for the atmosphere.

Other than that, the grass is very well placed, try and add some redish color to it though.
 
Level 23
Joined
Dec 20, 2009
Messages
1,907
Feedback Time, Mister, get on your seat and fasten your seat belt!

I consider your terraining as full of potential since something really is convincing me of the layout of your terrains in general and in specific of this one. It might be caused by the ultra widescreen shot (which I consider a pretty good solution). However what is bothering me, is the execution. This is the point that you will have to improve. Getting the execution of the terrain onto one level with the composition and layout should be your aim. Let me point out a few things that you can or should do and practice. First off it is the doodad choose. There are several doodads that do not look good enough to be used in an artistic terrain. The grass, the trees, the units, the lanterns mostly. The rocks in the back aswell, but I will talk about the rocks lateron. So using better doodads would polish the terrain here (for example B²M's pack). Talking about doodads. You need to scale the doodads you use more carefully. The Lantern is really thick compared to the units next to it. Changing its value might help here. I like how you scaled the trees though. But as pointed out, I would just choose a different model for the same effect here. The use of the grass (other grass model would be fine aswell ) can be improved aswell - don't get me wrong, it's nice, but could be better - by the simple line: "less is more". You showed you are able to get nice transitions between nongrass and grass parts, just too few..
The way itself needs some work aswell. I am not sure how though. I just dislike the used tiles, maybe some rough dirt tiles instead would look better here.
Now the second thing is the background. There is not enoguh work done in there. You could have shaped out mountains and some more atmosphere there for sure.
Talking about atmosphere. with some glows and stuff you could have enhanced the foreground aswell. Try playing with the glow model of the UTM a bit in future, that's my suggestion.
Hope you will keep improving , good luck with that ;)
 
Level 7
Joined
Dec 26, 2010
Messages
401
Feedback Time, Mister, get on your seat and fasten your seat belt!

I consider your terraining as full of potential since something really is convincing me of the layout of your terrains in general and in specific of this one. It might be caused by the ultra widescreen shot (which I consider a pretty good solution). However what is bothering me, is the execution. This is the point that you will have to improve. Getting the execution of the terrain onto one level with the composition and layout should be your aim. Let me point out a few things that you can or should do and practice. First off it is the doodad choose. There are several doodads that do not look good enough to be used in an artistic terrain. The grass, the trees, the units, the lanterns mostly. The rocks in the back aswell, but I will talk about the rocks lateron. So using better doodads would polish the terrain here (for example B²M's pack). Talking about doodads. You need to scale the doodads you use more carefully. The Lantern is really thick compared to the units next to it. Changing its value might help here. I like how you scaled the trees though. But as pointed out, I would just choose a different model for the same effect here. The use of the grass (other grass model would be fine aswell ) can be improved aswell - don't get me wrong, it's nice, but could be better - by the simple line: "less is more". You showed you are able to get nice transitions between nongrass and grass parts, just too few..
The way itself needs some work aswell. I am not sure how though. I just dislike the used tiles, maybe some rough dirt tiles instead would look better here.
Now the second thing is the background. There is not enoguh work done in there. You could have shaped out mountains and some more atmosphere there for sure.
Talking about atmosphere. with some glows and stuff you could have enhanced the foreground aswell. Try playing with the glow model of the UTM a bit in future, that's my suggestion.
Hope you will keep improving , good luck with that ;)


I've been thinking a lot on what you said about the grass, and I've been looking at how my yard grows (I live out in the country and we don't do much to it, just let it grow on it's own) and how it is along the edge of the woods and what the growth is like past that line (since it's the perfect time to take a look at it). After I get done working today I'm going to redo all the tiles, doodads, trees, everything, rescale the units/doodads, redo the fog and lighting a little, add glow, adjust the camera, rework the background. All of it is going to be overhauled but still will maintain the same general idea and feel of the original terrain.

It was very time consuming and chat didn't help.

But here's how it looks now, I've attached it to the first post.

Changes:
Modified fog slightly.
Changed camera angle.
Redid all doodads.
Added water.
Added three footmen.
Increased tile variation.
Added rocks for mountains in the background.
 
Last edited by a moderator:
Level 23
Joined
Dec 20, 2009
Messages
1,907
Not sure wether I really like the update. First off, there are still the ugly trees and the ugly path. Second of, I think you got my critique about the grass and foreground a little bit wrong. I liked it's simplicity, I just felt, that the grass was a bit to much and the wrong model. Not that you should completely redo it ;) Right now at some points you have to less grass. Most of the things you added to the foreground destroy the layout of the terrain more for me than helping it. I would try aiming for a simple grass/tile solution here. Also, the background could give some more epicness to add to the nice compostion. Mountains would be way better I think. To get some distance into it. Hope to see you improving this and using the potential of it ;) Good Luck once again
 
Status
Not open for further replies.
Top