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 You can learn a thing or two.

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PostSubject: You can learn a thing or two.   Fri Aug 17, 2012 1:14 am

I was lurking through the Westerocraft applications and found this shred of advice when building houses.

Let's start with the houses - they're essentially still Minecraft huts, but with better detail. You need to change the typology of the house completely in order to be able to progress, otherwise it's like putting 16 gigs of DDR and a brand-new graphics card into a 10-year-old computer. This is an array of different typologies, for example, for water towers. When you experiment with house building, you need to be able to completely rethink the underlying logic of the build. This requires you to be able to break everything down into components - for example, your current houses are made of "cornerpost", "wall", and "roof". This is the most common house typology in Minecraft - where you frame the basic outline of a box, fill in the walls, and put some kind of roof on it. There is so much more, though: Facade vs. sides vs. back, ground level / first storey / second storey / etc., the apertures, balconies, details that push/pull a surface that would otherwise be flat, etc. - Like, if you were to take a watch apart and lay out all the parts in a row and understand the system of how they all worked together, that's how you can think about the builds, too. If you've Googled everything you can at this point and you're still wondering "what the fuck is this guy talking about", here's a challenge: Fly around on our server (you have /fly now) and find six fundamentally different types of houses.

As for the castle walls: I like that you're able to achieve a generally nice effect with a few minimal moves. That's always a strong sign. However, look at how the way you're stuck about thinking of houses crept up into how you build your castle walls: there's this log framing thing going on again, on the surface of the wall, as if the stone part of the wall were a panel. I know I'm not imagining things because I can see that the tops of the walls have a log border too. So, basically, the way you're thinking about building the wall is EXACTLY the same way as you're thinking about building one of the sides of the Minecraft-y houses: A wooden frame with a stone infill. Again, the effect is nice, but that doesn't necessarily mean that the way you're thinking about it is strong.

Also, (re: wall), one thing that's strange is the way you textured the stone. It's good to use a mix of smooth and cobble, but at the same time, what you've got is 3 blocks of cobble, 3 blocks of smooth, 3 blocks of cobble, 3 blocks of smooth, etc., etc., for the WHOLE thing! It's natural stone texture; make it look more irregular!! Click without thinking, fill up the holes with the second material type, and then step back, look at it, and make the single-block adjustments that need to be made.

One thing you're doing well in is the general form of the walls - that they're not boxy and straight lines, but conform to some sort of terrain. The way the inside of the village is populated by houses is weird, though. Two suggestions here: First, specifically, build some (not necessarily all) of the houses first. Organize them relative to each other; that way, it doesn't look like you're trying to awkwardly place square things inside a weird curvy thing. Second, don't be such a hypochondriac - start to push things against the walls. Stairs, stables, barracks, even houses - if you want things to look interesting, don't just place stuff so every little house has its perfect, inviolable plot. There's a general principle here: Build it in Minecraft as it's actually made in real life. If it's one building, research that building type so you know what kind of structure is inside it. If it's a village, think of how a village is historically formed - first there are a bunch of houses, then some guy comes and has walls build around it, then some of the houses change, etc. Replicate that process in-game. When we did Harrenhal, we built the whole thing perfectly, and then "griefed the shit out of it" as per dragons happening. Otherwise, it would've just looked fake and superficial.

SOOO after that long-winded spiel, here are your projects:
- an inn OR a farmhouse, fully detailed and with context (e.g. maybe a little gate, court, and road for the inn, maybe a small stable, crop field, pasture for the farm, idk)
- a dock with a tiny fishing boat and a few market stalls

Remember: It's not about building big. It's about making the most precise decisions about how you add life and detail into your builds. Take at least 5 days. The server might be down by the time you're ready to go (we'll be moving stuff over to the new map).
-fortunemend

That was in response to this.

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Irishkaiser
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PostSubject: Re: You can learn a thing or two.   Fri Aug 17, 2012 1:45 am

How about this... Let's just add details and use cheap ass optical influences like making them look at where we want them to look? >->

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PostSubject: Re: You can learn a thing or two.   Fri Aug 17, 2012 2:19 am

Hey since I can't enter the server for now, I might as well make myself useful in some way. Such as posting resources to use.

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