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"Way too Many Point Lights"


TheWilloughbian

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It takes a lot of practice. It's worth having a look at the prefabs by NIceThugBert.

 

https://neverwintervault.org/tags/nicethugbert

 

He used software which takes real map data to create a set of large areas with good fine detail in the terrain.

 

These will save you time and there's plenty of chance to practice your texturing cos it's pants in the prefabs.

 

Grey shading and colour are your friends when your doing exteriors, you can get some very good effects off just a single texture base.

 

PJ

 

I was wondering how he did some of those maps.

 

SGK73 does nice work as well

https://neverwintervault.org/catalog/nwn2?field_category_tid=All&field_category_tid_1=All&field_tags_tid=SGK73&=Apply

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My only suggestion would be to work from photos of real-world terrains to see how the areas are broken up with different vegetation, rocky areas, muddy areas, wet and dry soils, etc., and how slope and elevation are involved in that variation, and how channels form from water runoff, erosion, etc. Just looking at a real-world picture can help you simulate those effects without needing to actually take them into account.

 

Yes, working from pictures has helped a good bit.

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Best thing to do is just to save before using the brush that removes grass, and save after each successful click that removes the grass you didn't want. Actually having the grass isn't what makes it crash, it's just the act of trying to remove some.

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