dahli.llama Posted December 22, 2010 Report Share Posted December 22, 2010 Here are some pictures of the WWG Village Works building that I put together. It was scaled up to 150% of standard, and it honestly is a bit too big in my opinion. Looking at the 100% scaled buildings, a single floor is about the height of a standard model, and the doors are about 10mm too short. I'm thinking that a scale of about 125% is in order. Quote Link to comment Share on other sites More sharing options...
Sholto Posted December 22, 2010 Report Share Posted December 22, 2010 150% is too big. Looking at Bete, even on her base she can barely see out the window, and the Ice Golem should have to duck to get in a normal door. That said, so long as the terrain is all the same scale, you generally won't notice things like this in play. Try 125% - let us know what it looks like. Quote Link to comment Share on other sites More sharing options...
Sholto Posted December 23, 2010 Report Share Posted December 23, 2010 This thread on the WWG forum should be useful. Quote Link to comment Share on other sites More sharing options...
shadowbeast Posted December 27, 2010 Report Share Posted December 27, 2010 I could not reccommend upscaling any less. Decently textured card scenery is designed at a certain resolution and making it bigger makes the pixels bigger. A bitmapped image is only to be printed at its native size or smaller, or the lines will be too thick and too pixellated to see where to cut and fold. A vector graphic, which will look more like the Whitewash City buildings, could be scaled up and down at will. Quote Link to comment Share on other sites More sharing options...
Ratty Posted December 27, 2010 Report Share Posted December 27, 2010 We have been scaling to a 115% a lot already and it's looking fine. Saying that we do seem to be ignoring cut and fold lines entirely. Quote Link to comment Share on other sites More sharing options...
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