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Aurum

Posts: 36
Filters: 24
Hello there, smile:)
I was hoping for some feedback regarding a new filter of mine.
This was created for a tactical, fantasy-themed board game which I am designing.
If anyone has suggestions on how to make it look better (I'm not too concerned with rendering times). I know some of you guys are highly skilled in filter forgery, so...

this particular render is supposed to be an aerial view of a forest glade in Autumn w/boulders, and hills.
The filter allows for greener grass and/or trees, as well as various boulder controls.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Oh, hey, that's pretty nice!
I hope you release it to the community - there are a number of nice landscape type filters, but more = better.

The one tip I have is to make the forests darker than the grass. Trees are pretty much always are darker than the grass they're on. (Because trees absorb more light.) Take a look at some google earth aerials of germany or canada.

With natural landscape stuff, I find it looks better to combining at least 3 colors. Otherwise it looks too 'flat' and monochromatic. (old painter trick, actually)

(btw- you might find this useful for board-game making: http://www.filterforge.com/filters/6498.html (cough! shameless plug! cough! smile:D )

Hey, did you know you can use 'extract RGB' to pull more than one map input out of a single channel? Say if you wanted to input, roads, AND trees from a source input?
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Beliria
FilterForger & creative genius ;)

Posts: 1932
Filters: 45
Looks really promising smile:D

If its autumn might be nicer with some more reds, oranges and yellow tones. Can see the odd rock but not sure about hills?

Plus what does this look like using a different base image?

And oo I didn't see that Stonehenge one before! Think I need to go filter browsing next week.
Nothing wrong with a little insanity ;)
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Aurum

Posts: 36
Filters: 24
Thank you for replying!
I have added control for tree lightness.
Added more 'autumn-y' feel with more reds and yellows.
I'm in the process now of breaking-up the grass with patches of dirt...

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Kraellin
Kraellin

Posts: 12749
Filters: 99
oh, that's cool. can you change the size of the 'trees'? make them larger if desired?
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Aurum

Posts: 36
Filters: 24
Thanks,
currently you can only change the trees' size via the "size/pixels" slider
(makes it look like you are looking from farther away).

I still have yet to adjust the stone color and make the dirt areas less flat
CorvusCroax, I'm not sure I entirely understand what you meant when you said,
to combine at least 3 colors.
I have since added a subtle violet shade to the tree shadows and on the grass.
But I think you meant generally for texturing correct?

This filter can still produce the same results as the last image.
In fact, even more lush color has been to the autumn setting.
This is an attempt on a stylized sort of forest reminiscent of old 2D RPG video games

Anyhow, this image is the latest version (with max tree size so far).

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Hey, looking good!

Quote
Aurum wrote:
CorvusCroax, I'm not sure I entirely understand what you meant when you said, to combine at least 3 colors. I have since added a subtle violet shade to the tree shadows and on the grass. But I think you meant generally for texturing correct?


Oh, I just mean that in painting you build up trees and vegetation with 3 colors, to give the colors more depth. Example:
http://www.wetcanvas.com/Articles2/14541/302/page2.php


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Mike Blackney

Posts: 375
Filters: 57
Looks great so far!
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Nice work, Aurum!

Btw, Sjeiti has posted a filter that might interest you: http://www.filterforge.com/filters/2355.html
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Kraellin
Kraellin

Posts: 12749
Filters: 99
yep, i like that second one better! smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Aurum

Posts: 36
Filters: 24
Cool! Thanks for the feedback. smile:D

I have recently adjusted the shading and color of the boulders, as well as the dirt patches. But this filter has been slo o o o w...
I don't know if I can speed render times though.
0xAA is alright, but with AA... smile:hammer:
I could submit when I'm finished but I was never good at reducing render-time.

Thanks Crapadilla, I noticed that one when I was searching originally for the effect.
I decided on creating my own though, because like I said earlier, I was wanting a more stylized look as opposed to realistic.
Oh! and CorvusCroax, I had already DL'd your "stonehenge" filter prior to you mentioning it. It looks great, but I like your "Rock Fracture" filter more,
I wish I could use an image with it though, like the stonehenge one.
Anyway, here is a more intense autumn setting with reversed image threshold...

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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
Aurum wrote:
Thanks Crapadilla, I noticed that one when I was searching originally for the effect. I decided on creating my own though, because like I said earlier, I was wanting a more stylized look as opposed to realistic.


Sure. I just though it might give you some additional inspiration (roads, rivers, etc.)... smile8)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Kraellin
Kraellin

Posts: 12749
Filters: 99
i wouldnt worry too much about the render time, providing it's under 15 minutes with a single core machine. the quality is good. and mayhap someone can help with the time. you can also look at how to speed up filters in another section of the forums. it might also be in the wiki.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
Aurum wrote:
Oh! and CorvusCroax, I had already DL'd your "stonehenge" filter prior to you mentioning it. It looks great, but I like your "Rock Fracture" filter more,
I wish I could use an image with it though, like the stonehenge one.


That could certainly be arranged. I was thinking about updating it anyway... I had an idea for using multiple scales of rock noise to make it look more realistic and 'broken'.

Quote
Aurum wrote:
I could submit when I'm finished but I was never good at reducing render-time.


You might want to just post the work in progress here, and people can help you trouble-shoot it.
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Aurum

Posts: 36
Filters: 24
I had -right after I posted- modified your rock fracture filter to *somewhat* suit my needs but If you update, I'm sure I will use yours instead of my quickie mod.

As I stated before, this is for a board game I'm making.
It's sort of a tactical turn-based fantasy game wherein each player controls one leader and a group of hired class-based characters. the game board is a large grid template upon which you place randomly drawn tiles with different terrain types on them each tile is divided into 9 smaller squares in which the characters use movement points to travel across. As each character travels, you must draw more tiles to 'discover' the land ahead...blah, blah, many treasures, mighty battles, villages seized, etc.

Here is rough idea of just one of the tiles the player will draw...(using that modded "rock fracture 01" filter).
PS. I will post the filter tomorrow if anyone is willing to help. Thanks. smile:)


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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18

Quote
Aurum wrote:
Here is rough idea of just one of the tiles the player will draw...(using that modded "rock fracture 01" filter).


Hey, that's a neat use. The moss is even growing on the north side of the rocks. smile;)

Quote
Aurum wrote:
If you update, I'm sure I will use yours instead of my quickie mod.


Well, I'm not sure when I would actually submit it. I'd hate to hold you up.

Quote
Aurum wrote:
PS. I will post the filter tomorrow if anyone is willing to help. Thanks.


Sure, I'll take a look at it and see if there isn't a way to speed it up.
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tigerAspect
Posts: 222
Filters: 9
Quote
if anyone is willing to help.

I am SO there, and if you need dungeon tiles, I've got another mod to Rock Fracture in the works.
The game sounds awesome as well, are you doing it as a Print and Play or published? If you need any help playtesting, I'd be more than willing.
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Redcap
Redcap

Posts: 1290
Filters: 100
Aurum, I am such a geek but I also design board games for fun. If you are looking to publish this game you may want to check out www.bgdf.com Cheers, and looking good.



If you are bored check out my unpractical math website
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Carl
c r v a

Posts: 7289
Filters: 82
The second from the top looks best - looks more real to me than the others - mind you they all look cool smile:)
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