ComradeCheekiBreeki's Exterior Showcase

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ComradeCheekiBreeki's picture
ComradeCheekiBreeki
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The island is one contiguous landmass in the style of the Azura's Coast region, with lots of rocks and a shallow coastline. The two points of interest are a Legion fort with a small fishing hut and dock, and a wrecked longship lodged in the reef right off the coast of a recently-abandoned Nord cave hideout. The Legion fort uses vanilla set content and the hideout/shipwreck uses T_Sky* content.

The island can be reached by coc'ing to "Showcase Island," "Showcase Island, Legion Fort" or "Showcase Island, Nord Shipwreck."

Thank you!

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Binary Data TR_landscape_showcase_clean.ESP240.88 KB2023-10-22 00:58
Cookiemonster16's picture
Cookiemonster16
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Hello and welcome! I took a quick look at your showcase and it is a good start, but I noticed a few issues at a quick glance.

- When 3 or more textures touch in a corner you will get a texture seam; these are often unavoidable and should be covered with statics such as rocks or trees. 

- Jagged terrain or terrain spikes. The wireframe view mode (shortcut 'W') will help you spot these terrain errors. They are noticable around the cliffs near the fort, but persist throughout the entire showcase.

- Object placement: A lot of your flora has minor bleeding with surrounding rock meshes. Some of your barrels and crates haven't been properly rotated to ensure they are flush with the ground they sit on.

I recommend you fix these issues while you wait for someone to give you a proper review. 

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mojo187
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Completely forgot to say that I gave some feedback in DMs

ComradeCheekiBreeki's picture
ComradeCheekiBreeki
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Update: Did a lot of landscape improvement, smoothed out road and some jagged edges in the water, added some stuff to the fort, hid some texture seams, did a second pass on the kelp, added clams to the mudflats textures, added some more menhirs, unrotated any rotated menhirs whenever I noticed them, did a second pass on vertex shading for statics

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Binary Data TR_landscape_showcase_v2_clean.ESP252.23 KB2024-11-25 07:28
ComradeCheekiBreeki's picture
ComradeCheekiBreeki
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Update: Fixed as many texture seams as I could possibly find and improved some static placements, also added new objects in some places

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Binary Data TR_landscape_showcase_v3_clean.ESP256.81 KB2024-12-01 00:58
LogansGun's picture
LogansGun
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Gave feedback in DMs -

Summary:

- Jaggies need to be smoothed out across entire showcase, especially along the road, underwater, and around keep
- Vertex Shading needs cleaned up. We talked about the differences with TR and vanilla shading philosophy. Recommended a redo
- Some statics and containers floating/bleeding
- Imp Keep needs to be moved into a single cell
- Pathing only needs to be in keep
- Sky Nord assets need to be removed to maintain consistenty with vanilla AC region
- Several texture seams found, on island and underwater
- Shipwreck cell should not be named

Overall a good showcase so far. You demonstrated your interior skills around the shipwreck and nord camp site (I'm sorry they have to go). I'm excited to see how you improve the island.

Nice job.

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ComradeCheekiBreeki
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Update: Tried to address all previously mentioned feedback, including but not limited to- smoothed out particularly egregious jagged terrain, replaced all T_Sky_* POI assets with vanilla and T_De_* or T_Com_* assets, moved the fort into a single cell and brought down the hill it was previously on, generally raised most of the underwater terrain around the island, re-vertex-colored the transitions between textures as went over many statics to make sure they were covered, and a bunch of other things I don't remember

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Binary Data TR_landscape_showcase_v40_clean.ESP257.17 KB2024-12-22 11:42
Chef's picture
Chef
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Logan had me go over this since he is going to be busy for a bit, I used my pattented new note review style so have a look inside this new esp

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Binary Data TR_landscape_showcase_chef review.ESP259.31 KB2024-12-24 01:09
ComradeCheekiBreeki's picture
ComradeCheekiBreeki
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Update: Fixed all noted issues, completely re-did vertex shading with new colors and everything, and made some terrain look better. I deleted all the notes to keep track of which ones I had finished, sorry if I wasn't supposed to do that, but I did keep the object records in the plugin so they can be added back if need be. Also, the plugin did pick up some extra texture records from when I was looking around vanilla areas most likely, but I just left them alone for fear of breaking anything.

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Binary Data TR_landscape_showcase_v50_clean.ESP258.37 KB2024-12-24 22:31
ComradeCheekiBreeki's picture
ComradeCheekiBreeki
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Update: Smoothed out some terrain, adjusted vertex coloring around the shore, and fixed the floating rock.

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Binary Data TR_landscape_showcase_v60.ESP258.37 KB2024-12-30 00:44
LogansGun's picture
LogansGun
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Feedback via DM

Summary:

- Found a few floaters (crates on dock, crate lid near hut, rock near hut, ex_imp_towers_base_01)
- Some jaggy terrain still exists. Took screenshots of most obvious examples, but would recommend another quck pass on and around hilltops.
- A shroom and rock are sunk too deep near road
- Chest at camp is difficult to access

ComradeCheekiBreeki's picture
ComradeCheekiBreeki
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6 hours 9 min ago

Update: Addressed all noted issues, also hid another terrain seam a little better, and smoothed out some terrain in some places particularly near the edges and tops of the rock heaps.

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Binary Data TR_landscape_showcase_v70.ESP258.38 KB2024-12-31 06:37
LogansGun's picture
LogansGun
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Great work on this. Your interior knowledge is absolutely on display at your POIs. There are a couple of things that could still be addressed, as discussed in DMs (2 textures seams from fixing previously identified texture seams, crates not flush with dock). You've done a lot of work to get this up to standard. You were a great sport when it came to receiving feedback, and created a solid showcase. 

Some reminders for future claims:

- Get your roads nice and laid out before going further with asset placement
- When fixing a texture seam, check to make sure you didn't make new seams in the process

- When finalizing, have the game and CS open. Walk around and look for jaggies, floaters, bleeders, etc. then fix them in the CS.

Again, nice job. Happy to recommend for promotion.