NexUmMonastica wrote:If you've ever walked through the southern wastes of tes2 you'll see nothing but sand and mean monsters. Its a horrifying and ruthless place. Cities are sparse and the citizens are cruel. Its not an area to waste aesthetics on: Its a desert like Arakis of "Dune". just big, empty, and deadly.
Arakis isn't just sand though. There are a variety of rock formations, pillars, and landscapes, just as interesting as any. These need to be thought of. Deserts are deceptively simple, but can be surprising to pull off effectively. You need the whole aesthetic. It's not "okay sand texture we're done", just like Fallout isn't "okay everything's blown up we're done". And how can you 'waste' aesthetics?
btw here's that sketch, I left out a lot of details, and there's a better one I made today in class, but this'll have to do for the moment. This is just an idea.[url=http://img18.imageshack.us/my.php?image=basicsketchqw5.jpg][img]http://img18.imageshack.us/img18/8128/basicsketchqw5.th.jpg[/img][/url]
Repeated patterns of jagged, spiked rock, pillars of hard rock formed by exposed softer rock being worn away by the wind, which makes the sand. My explanation for the wierd shapes, at least. Basically hard rock walls and sandy crags about ten feet down in places, sort of like a maze, but not quite.
If you guys were to try this out the rocks would need to be made as statics, but the other sketch I have is simpler, just tall, wide, smooth stones with deep cracks and areas where sand takes over to make paths. Like I said, perfect for hiding ruins etc.
On an unrelated note, [url=http://img187.imageshack.us/img187/3131/senorsqueekscq4.png]here[/url] is senor squeeks.
EDIT: Oh, and can we steal those big static rocks from Fallout and just re-work them to the needs of a sand-worn desert? Those had a really great effect on me when I was playing the game.