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by Stephen Nispel

This is the first of many views I hope to bring you of Riverford Keep, the home of the
main characters (played by my friends) in my current AD&D campaign. This view is my
final draft (for now, hehe) of the main grounds as seen from the front gate. On the
path directly ahead, you can see a wooden bridge spanning a moat, which then leads to
the front door of the keep. The two towers you see flanking the front door contain the
twin staircases of the entrance hall.
It looks like a simple view, but looks really are deceiving here. I could not decide
initially on a viewing angle for the shot, so I ended up having to plan and build the
external features for the WHOLE keep, including the outer walls surround the main
grounds, towers, and the various service buildings contained on the main grounds!
Nearly all the architecture you see was done using primitives and boolean operations.
I then mixed together a variety of textures and applied them to the surfaces as
appropriate. Though you cannot see the detail from here, all the stonework textures on
the walls line up with each other, making the walls look like they had been constructed
stone by stone.
For the grounds, I had to start by creating a terrain that would vary in slope and
height like a real terrain, but would also line up properly with the ground floor of
the keep. I did this by using a mask image of the keep as an elevation greyscale, then
blended it with the terrain's elevation map.
Creating the dirt paths was a bit trickier. I created a duplicate of the "grass"
terrain, setting the duplicate a fraction lower and giving it a dirt texture. Then,
using Paint Shop Pro , I altered the grayscale elevation map of the main terrain,
lowering the height wherever a path was supposed to be. The "dirt" terrain would then
have a slightly higher elevation at those spots, allowing the dirt texture to show
through and creating a visual dirt path. No boolean operations required!
Lastly, was the lighting. As anyone who has worked with Bryce knows, Bryce sucks when
it comes to outdoor lighting. Any surface not hit by direct sunlight comes out
extremely dark or even pitch black, and Bryce's "Sky Dome" light only affects horizontal
surfaces. I tried using Bryce's "ambient" feature on the surface textures, but this
made objects in shadow look flat and unrealistic. Finally, I created a set of lights
to encircle the entire scene from a distance, set at an altitude of 30 degrees from
the center of the scene. I set the lights to "No Falloff" and "Disable Cast Shadows",
then adjusted their brightness to simulate the ambient lighting. The results were
a bit closer to how real-life ambient (diffuse) light works.
All content on this site is Copyright 2000-2008 by Stephen Nispel or its respective
authors.
Content is for personal use only, unless otherwise granted by the original authors.
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