“GONZO” ART BIBLE

revision 1.0
by Harry, 2011 Preface: This (short) document is written with the intention of guiding scene-makers in building scenes for “gonzo” which fit seamlessly into the mod's world. There are a few considerations I need everyone to make in terms of style and quality. To a lot of you this will all be obvious, and it might seem crazy to go to this level of detail with art direction for a mod, but “gonzo” has a very distinctive visual style, based on historical reality, and some special aesthetic considerations which most mount and blade mods don't use, or bother to use. As a result, most mount and blade mods with more than one scene maker will have very obviously erratic levels of quality and styles. I want “gonzo” to avoid this appearance. “Gonzo” should look as if one mega-god-artist froze time and built the whole thing in a day before he changed his mind about anything. That is, the world needs to look like it fits together as many parts of the very same “whole” idea.

and will need an entire document to themselves. Australia is not a country yet. such as a freight wagon or small town. I'll be doing all the research for them. you can probably imagine the kind of gameplay I want in the mod. but the taleworlds community still. then you're not just any member of the community. Having said all this. so for now. . These names simply translate directly to the modern states in Australia. So I'll mention that the name of the mod is “Bail Up. you're someone I trust to do a good job making this project with me. You can mix and match variants or do some research yourself. if you like. at the very least. There will be four main bioregions. To be “bailed up” meant you were held at gunpoint. we'll continue playing a bit of a mystery game with them.” This was a phrase used by highwaymen in the 1880s in Australia. all you guys will need to do is read my guide and get building. This game is set pre-federation – that is. The towns and cities will require a lot of research and work. They are a lot further down the line. It usually referred to a fairly large scale robbery. Months. haven't figured out what the setting is despite all the clues. and some of the colony of South Australia.Section A: Setting “Gonzo” is a code name. Remember that reference material I provide is not absolute. It's something I used when I was unsure of what to call the mod. most of the colony of New South Wales. Now I've more or less settled on a name. The regions we will be depicting include all of the colony of Victoria. Volcanic Plains Victorian Alps/Dividing Range Temperate Rainforest Semi-Arid Regions And we will most likely be producing them in that order. somehow. But if you're reading this.

in slightly lower detail than the individual versions. I believe I've discovered the most efficient ways to make the most aesthetically pleasing landscapes I can. and should be used only in the deepest/thickest areas of forest which the player will be blocked from going to. simply by clipping the tubes into one another at their edges.Section B: General Practise After a lot of experimenting. and are the only really acceptable models for closer-up inspection. and on the skirts of forests to “fake” the appearance of a fully-high def forest. . and without significant FPS hits. It looks quite bad close up. I eventually settled on this method. a cluster. The tube is textured with a repeating image of many trees. These look a bit worse than the individuals and should be used in areas the player will only infrequently visit up-close. The tube/cluster/individuals are named intuitively. How do I make a non-circular forest? Start any foresty map out by placing tubes only. I'll detail them here. The individual models are placed logically as any tree should be. Once you have the basic areas roughed out with tubes. Building a Forest: I had a lot of trouble trying to decide on ways to produce forests without too much time wasted. I create a tube. and some individuals of each tree. go ahead and detail the treelines with clusters. and finally. For each principal type of forest. Block out your forested areas. They are the most costly to render but look the best. if at all. individuals. but gives a very “full” appearance to a forested area. The clusters are a model containing a couple of trees. but a list will be presented for each bioregion.

is vertex coloring. One of the wonderful things we can do as a result of tailoring all our encounter scenes. It's escpescially important to do this inside forest tubes. to minimise “bright” ground which can be seen inside the forest. the shadowing is so faint. the actual shadowing is pretty crappy. when the sun isn't coming from overhead. take a look around in your scene. With trees. Make sure the radius is small. A good analogy is to imagine that all the trees are quite . the lighter the “ambient” shadow will be. What to be careful of? Make sure this is very subtle. and set your colour to black. In the scene editor. then touch in some subtle shadows beneath the props in your scene.What to be careful of? After placing your clusters and individuals to break up the treeline and make it look natural. remember the higher up the foliage is. and the strength is low. that the scenes look almost like there is no lighting. it creates a rather sharp edge which can easily be fixed by placing a cluster at the offending area: Ambient Shadows: Mount&Blade has dynamic lighting for day/night cycle. or sunrise. and make sure you haven't left any of the edges of the tubes visible. during sunset. or night time. In particular. go to vertex painting mode. Below you can see the effect of this. The image at the right is overdone a little to make the effect obvious. because the thing casting the shadow is further away from the ground.

Some areas will be quite sparse. The rolling hills seem to owe their appearance to the area's prehistoric volcanism. Reference images: . Many piles of basalt and granite still exist in the area from the volcanic days. Section C: Bioregions This section will be progressively updated as we move into the new bioregions. and the black paint represents slight burn marks on the terrain. Creeks ought to be reasonably common near large hills.hot. and others quite heavilly forested. open fields. The Volcanic Plain: The volcanic plain is a rather hilly terrain in the far south-east of Australia. The region is generally a “wooded” grassland. and thousands of tonnes of the material was used in building the city of Melbourne.

.End for now.

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