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Showing posts with label Forest of Silence. Show all posts
Showing posts with label Forest of Silence. Show all posts

Thursday, July 26, 2012

Entrance to Castlevania

One of the most obvious parts of the Forest of Silence I neglected so far was the actual entrance to Dracula's Castle.

Yeah, that really doesn't look good

I sloppily copied a brick texture over the old one and called it a day. I was perfectly aware that it didn't look good at all. I just hadn't gotten around to improve/fix it yet.

Konami/Eighting's
Castlevania Judgment (Wii)


Once again inspiration came in the form of Castlevania Judgment. Here's Carmilla in the Castle Gate stage. I realized very early on I couldn't duplicate this look of the castle with any degree of accuracy because the castle model and the setup of the textures simply do not allow for it. It did provide the overall starting point I wanted to base the new design on though.



I feel that originally the look of the two towers didn't mesh well with the main gate. It seems like the towers and the middle section had been built by two different builders. My intention was to put some consistency in the design.



The transition from tower to main gate still could have been done better, but this is easier said than done considering the entire tower consists of a single tiled texture. There is more variety on the main gate but it still has similar problems with the actual texture placement.



As seen from the Boss Battle area.


Monday, May 21, 2012

Forest of Silence

I went back to fix a couple of textures in Forest of Silence. All in all this level is nearly finished.

I did attempt to make it look like TihuĊ£a Pass (the one Borgo Pass from Bram Stoker's novel is based on). Sadly there is only so much that can be done with the original look of the game and a place that looks completely non-threatening (at least in pictures, I've never actually been there).

So here's a huge post to show of a couple of screens.

Forest of Silence



The most noticeable change from the previous version is the improved treeline. Originally I had simply taken a picture of several trees, erased the edges to make it look like a pine forest and darkened the texture to make it harder to notice that it weren't pines. Right now the trees are actual pines, properly cropped and as a result can appear a lot more clearly and detailed.



A lot of the buildings and pathways in this levels are in ruin. I imagine that the walls and buildings outside of the castle itself wouldn't necessarily be subject to the chaotic nature of Dracula's Castle. Dracula's creatures could have possibly (re)built the walls and gates in the time between Castlevania's resurrection and Carrie & Reinhardt's adventure. That's why I went with a boulder texture instead of giant bricks. (Yes, the giant skeleton doing construction is my justification).



Another shot of the treeline. The skeleton was also nice enough to pose for a good shot (making them a lot nicer than the Castle Center female vampire). In a post from January I said I didn't touch the actual bones. I found out I lied since I did smooth out the edges and forgot about it.



I painted the statue myself. It isn't an exact replica but I think it does the job. I already talked about the werewolf here.



As a kid I always thought the moon in this game was rather intimidating. I'm rather disappointed I couldn't get that menacing grin out of an actual picture of the moon (or am I the only one who notices the grin?).



I think the textures inside the buildings really complement the lighting here. At one point I considered putting a lot more green patches on the ground (it is supposed to be a forest after all). Sadly I haven't found a way to make it work.



I don't understand why a canyon cut by a river would look like a rock slide. Especially with walls cut this straight. I guess the canyon could have been the result of an earthquake but the broken bridges between them seem to make that rather unlikely.



In an attempt to close the gap between Castlevania and Bram Stoker's Dracula I decided to make the signs say "Borgo Pass". Luckily investigating the sign merely says "route" so I was given some freedom (considering it is a rather useless description and written in lower case I'm assuming the developers intended to replace this text with something more useful).





I scaled the texture of the torch from the previous 256x256 to 512x512 as it is a recurring object throughout the game. I originally put a desaturated version of Leonardo da Vinci's Last Supper on the banner. Right now it is Giovanni di Paolo's illustration of Dante's Paradiso, canto X.



It turns out the inside of the tombs share a texture with the top of a previous pillar. It still looks pretty appropriate. Lucky accident I suppose.