#My chapter 1 and a bit base

1 messages · Page 1 of 1 (latest)

undone cradle
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Now that the machinery is done, I wanted to make sure I enjoyed spending time there

undone cradle
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Done chapter two, heres a sneak peak at how the existing area has evolved

lucid helm
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WHOOOA! That's super pretty! :0
Amazing job!

undone cradle
lucid helm
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BROOO that so pretty! :00

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I really like the blue buildings from the side & the sewer dumping! It's all so coool hehhee!

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I wanna play this pack now & make smth prdy hehehe x3

undone cradle
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and thank you

lucid helm
surreal bluff
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I know this is rather late but my jaw dropped when I saw this, absolutely gorgeous builds! How did you manage this

surreal bluff
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I mean like the whole thing looks good
But I always struggle with making my builds look good next to each other and like they're part of the area, which you did really well

undone cradle
# surreal bluff I mean like the whole thing looks good But I always struggle with making my buil...

I have done a lot of terraforming in vanilla and modded, so that helps a lot with that.

Paths are the biggest thing I think, learning what makes sense. I usually start a build, get it done most of the way, then build the paths around it before finishing it. A lot of the things that look unnatural in their environments just comes down to having awkward walkways that don't align with how you actually want to move in the space. On more natural areas where buildings are sparser, I'll just walk between buildings and right click with my shovel to outline where the paths should be. That and treating paths like a build in themselves, with a consistent block palette, detailing, and gradients. Knowing where your natural boundaries are for them that imply they would change.

Making foundations for buildings I think is something thats also overlooked a lot. irl, we don't just plop factories onto grass, we pour concrete.

Differing elevations is also a great opportunity to add detail. Walls, stairs, arches, lighting, etc all benefit from that.

If you're putting two buildings near eachother, consider why and whether it would be better if they touched or perhaps were more seperated by a path.

In modded especially, account for your infrastructure that will come later. For rotational power, I decided to make them look like and treat them like power poles, and I integrated them in that way. Infrastrcture consistencies are also a great way to tie together an area.

Don't skip to the next building. If you're building somewhere else, make sure you build in between them in a consistent manner.

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Pops of colour are also really important (ironically) to tying things together. I use greenery for that in this palette, but anything with contrast works

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My build style is intentionally, though, very cluttered for this build. All those suggestions don't really broadly apply to all builds

surreal bluff
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Holy canoli thank you for the advice

undone cradle
sudden mist
eternal rain
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i think

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idk

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likely not

sudden mist
undone cradle
eternal rain
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TAHTS CREATE DECO???

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the deco giveth