Here is a few more in the event that I can't get anymore done tonight.
Here is a few more in the event that I can't get anymore done tonight.
Really liking what's being submitted here. I can tell this class is going to really push each other!
Here's a 2nd set. This may be my last one before tomorrow I have a short film thing that needs to get finished.
Incidentally, are we supposed to use the attachment manager or outside host? The attachment manager helps keep a nice archive of this class in case our outside host disappears...however, you can't see attached images in the reply box when making comments...
There's some really good stuff so far. I wish I hadn't been sick all week so I could have done more work. I'm looking forward to hearing tomorrow's first feedback.
I want to say Earendil that the stuff you've posted has been really tight, keep up the awesome thumbs.
-haha and I just we all seem to be having a bit of creative merchandising on the company logo.
finished more stuff... just a random question for you guys: I got a new tablet for christmas that's this huge widescreen but it doesn't seem to work for me as my small graphire (now broken) used to. My laptop screen isn't wide screen. could this be the problem?
And again, you guys are blowing my socks off.
The depends on what "the" problem is.
I'd imagine there's a setting on the tablet properties that locks everything to a non-widescreen area, however, I'd also imagine you'd lose the sides of your tablet as usable drawing area. Just what I'd imagine tho... Like the Native American angle.
Killroy - If you go into your tablet's driver you can setup how to orient it to the screen. If your monitor isn't wide screen I'd suggest using the driver to crop off a bit of the tablet area to match the screen, that way it won't stretch your drawing.
- In your thumbs try to pay attention to atmospheric perspective a bit more, maybe do a couple in black and white to get your tones down before you try something as complex as color. Good work though, can't wait to work with you, and everyone else more.
Thanks both for your advise. I'm looking forwards to working with you guys too.
Nice thumbs people
Earendil: after you have painted your images go to "filter - sharpern". I know many people think "oh no dont use filter", but trust me, you get rid of all those "blurry" parts in your image that you dont realy want. (attached an example, right side is after its been sharpened)
I need to start producing again tonight, had a day yesterday where i didnt manage to get out anything... so decided to see a movie about holy wars instead to get some inspiration, "Queen Elizabeth: The Golden Age"
OK, I'm back,
Got really carried away with the "Game Universe" that I want to see, so before the thumbs, I decided to plan and think through how the universe was going to be, what kind of planet, atmosphere, environments, culture, etc; Otherwise the thumbs would have been way too random (which maybe it would have been better, who knows, so here is the thinking behind the thumbs:
Two planets collided into each other, one being 3/4 the size of the other, this created ripples in the collapsed area, half of the new planet is water, the other half is land divided in two continents, there are to twin moons rotating around the smaller collapsed planet and there is one smaller moon rotating around the twin moons.
8 Kilometers of Oxygen (moons have their own atmosphere of oxygen, each one of 500 meters thick), there is a ring of sulfur gas around the bigger planet area, surrounding the diamater at 1 km from the surface, it is 500 meters wide by 250 m thick.
All energy is created by the absorption of sulfur from the atmosphere's ring by Vacuum Power Plants, there are four of them, Energy Structures and Terminals installed all around the planet supply free energy for all, anybody that tries to monopolize, sell or sabotage this system receives the death penalty; The ring's sulfur regenerates itself, keeping the same sulfur volume always.
Stable Core, no eartquakes, no tornados, storms are very predictable by the weather man, they are always stopped by flying vehicles that surround the storm and fly in the opposite direction of it, while vacuuming it up to a stop point; Tide change is very considerable, 25 meters difference every 32 hours; A day consists of 64 hrs., moons rotate around the planet every 8 hours, the planet rotates around its star (year) every 48 days (time flies); Gravity is equal to 4.86m/s2 (50% the Gravity of Earth); Waves from 6' to 42' break in a spiral breaking mode; Temperature ranges from -40dC to 90dC; Sea Water is drinkable.
One Master God, he can be seen but he is inmaterial, can't be touched or replaced, he names the other Gods and replaces them as will he has a palace in one of the twin moons, there are 5 more Gods (2 men and 3 women), they are human and can be replaced through death each one has its own palace and its own city.
Everyone flies after they are born, they have only human strength.
There are no animals.
Jungle Vegetation in both continents, planted as food farms of different types, random growth in the mountains.
-Vacuum Power Plants,
-Energy shield transformers,
All transporattion is capable of Flying, Running, Floating and submerging.
Well, as I said, Carried Awaay.
Here are few pictures of the sketches, they are unreadable, I will upload the scans tomorrow from my office (don't want it to just sound like an excuse).
hehehe why do you got so small canvases? Paint on big canvases and save it small instead, thats alot more logical
But the shapren filter is very important non theless for everyone
Set 2. All guys are truly improving and kicking some serious ass here...i'll say keep up the good work all ya'll. Will comment tomorrow. my idea for the game will be "far futuristic"...but will feature an idea that nobody attempted...i guess u guys can see what it is...i still need to polish my ideas...
It has been a long few days at the office settling in, but you are starting to get comfortable with your surroundings. The window in front of your desk gets some pretty nice sunlight in the afternoon to wake you up after lunch, and you are particularly taken with the attractive new intern you have seen wandering around. Too bad about that whole 'no fraternising' rule hey?
Its March 3rd and you know the C/D is due to check up on your work today. Everyone has been active and trying to get their ideas out before the first review. As the day draws to a close, Adam walks in from the meeting room with a smile on his face. He saunters over to his desk with a sly grin - clearly he knows something you dont know, but he isnt going to let it slip just yet!
A while later he gets up again, this time its for the first review. Walking from desk to desk he seems pretty happy with the work that has been produced so far. He offers a few critiques to the class in general - suggesting to refer to the 'Class 1 threads' for a bit of refresher - specifically on pushing atmospheric perspective and compositional/value heirarchies which are important at the thumbnail stage. He stops at a few desks and picks some of the thumbnails he likes, making a mental note for later. This is only the first review and as such, he is holding back on feedback that will limit creative freedom at the early stages.
He makes his way around and eventually comes to Roberto Morfins desk. Unlike the other desks, clean and visually organised, Rob's desk is a mountain of notes, loose sheets of paper, reference books, post-it notes and cans of beer. Ignoring the last (potentially fireable) offence, he sifts through some of the notes, and quite enjoys what he sees.
He takes a bunch of the thumbnails, along with Rob's notes, into the office of the Director. You have never seen or heard from the Director but you have heard he is a pretty impressive artist himself. No doubt he will come down and introduce himself at some point
Adam returns a while later and gives you the rundown on his meeting with the Director. The market is demanding an MMO that covers a broad range of interests. They are becoming bored with typified genres like fantasy and scifi and are looking towards concepts that blend genres in interesting ways. Rob's idea of a planet collision inspired some interesting discussion and the Director and C/D would like you all to pursue a direction over the next few days.
"What we really enjoyed was the idea of two whole planets colliding, and yet not destroying each other. The idea that two planets could somehow find their way into the other's orbit and sort of 'piggyback' onto their rotation, joining at such an equivalent rate that they became one mass. It may not be scientifically possible, but it is plausible as a game setting and we would like to see more. Particularly, we were intrigued by the idea of each planet being at a very different level of evolution. Perhaps one planet is at the point where it has space faring technology, and the other is still shamanistic and primitive. But perhaps the modern planet has a very small population? What if one planet was forced to take care of the other? What if they went to war? We would like you to explore this idea of twin planets, and come up with some interesting combinations of cultures and tech levels. Think laterally! Good work so far guys!
With that he hands you some brief notes he typed up with some pointers on thumbnailing, and then heads back to his work.
Quick Lesson 1: Thumbnailing
Thumbnailing in production art serves a very important and specific purpose that has to do with the way the entire pipeline holds together. Since games are produced on tight financial and chronological budgets, it is important for signoff to be achieved at each stage to prevent backtracking. Thumbnailing allows the creative leads to quickly assess ideas and choose whether or not to commit to them before time is spent painting up.
It is important that you realise the difference between 'communication thumbnailing' and 'idea thumbnailing'. Idea thumbnailing are the quick scribbles that you do to fire up the brain and start seeing shapes. These are quick and free and designed to stimulate the cognitive part of your own mind. However these tend to be readable only by you, and are not useful as a means of communicating an idea to your employer.
Communication thumbnails are essentially produced as a means to convey your idea in the most efficient and expedient way possible. Here are some tips:
1. Work fast, but not too fast. Block in your perspective grid or boxes to give yourself a solid start and dont go too messy. The reason thumbnails are done small is so you dont spend time rendering or messing with detail. That doesnt mean they should be done carelessly.
2. Think about silhouette, and the large shapes. If they are readable at a small size they should be succesful when taken to a larger size.
3. Think outside the square - to avoid cramping inside the edges, draw your thumbnail box in a larger area and use big strokes that go outside the box. Then crop away the outside, and the shapes you are left with inside the box will feel more dynamic and 'suggest' what is out of frame.
4. Dont use texture brushes - at this stage they will only serve to confuse the value heirarchy.
5. Make sure your depth and source of light are evident. Aim for basic but solid geometry.
Out of character: lols.
You guys are doing really nice stuff. Dont be afraid to keep exploring your own ideas parallel to the twin world idea - nothing is set in stone yet.
Lez your thumbs are coming along great, i like the suggestion of atmosphere and some of your shapes are really distinct.
Luke i like yours too man - the two with the trees featuring are quite evocative.
Gundersen - nice productivity mate, would be good to get you spending a bit of extra time establishing the structure as i know you can. Good to see that your thumbnails now look like your finished paintings did when you started class 1!
Jean-Yves: nice quantity mate, good batch there.
Dald: nice to see you using colour confidently off the bat.
No more feedback for now - this is just a very early review.
one more quick thing for Taylor: watch your midgrounds - they are tending to pop forward as they are the same value as your foreground elements, and also in some places lack overlap.
Wow, thanks for the quick lesson, Adam. I'll get onto it now.
Ah ha, a little structure to apply our ideas to I always find that ideas flow for me a little faster when I'm working within a framework. Why is it that total creative freedom can sometimes be stifling to creativity?
I like the idea of two worlds whose destinys have literally impacted each other. I can see one very tech oriented and the other very spiritual or magical. Now that I'm finally feeling a bit better, and we have a little frame work to hang ideas on, the creative juices are flowing.
I agrre with Form that you have a great idea. Two planets that have merged togheter in some sort of way. Turok has a similar thing, where there is the primal beasts against the sci-fi elements. Maybe this is a thing to look into.
Time to push this idea forward togheter people!
Last edited by Gundersen; March 3rd, 2008 at 03:39 PM.
I've been thinking a bit about this planet collision Idea, and the more I think of it, the greater I find it.
I've been typing "planets colliding" in google, and found some interseting things. First, an article about the future collision of Andromeda and the milky way (in a very, very long time)
Wouldn't it be great to expand the idea of planets collision to galaxies collision ? I'm fond of space strategy games and would personnaly love a MMORPG with a mix of role playing and space battles... And this would be the opportunity to draw epic spaceships battles, which could be great fun !
If we chose to do the galaxy collision thing, the center of the game universe could be the only two planets which collided (because it's very unlikely to happen, as I learned reading the article above), And the center of the great war between the two galaxies would be those two planets.
Ok, for my next set of thumbs, I'm definitely going for something cosmic...
Did some quick thumbs
Was thinking about a desert planet highly tech advanced collides with a jungle planet that is inhabitated by a savage people and wild animals. The plant world is slowly growing over to the desert world...
Throwing out an alternative idea to the two planet thing. It could be a planet where one side is in perpetual darkness and the other perpetual light. The darkside of the planet could evolve completely differently than the light side, creating the possibility of two very different environments and cultures on the same world. Possibly even two very different dominant intelligent species.
I just can't mentally reconsile two planets crashing together without destroying all life on both of them. The closest I can come to that is perhaps a small planet making a very close call and getting caught into the orbit of a larger planet, but with no actual contact. Perhaps debris from another object that caused the planetary displacement could hit both, causing both to undergo massive changes to envirnments.
I'll do up some sketches for both ideas later.
The only thing i dont like in the space theme is painting planets.... hehe I hate that scale, everything is so flat and impossible hehe
Time to get some cosmic books from the library then, see what they can show.
Here's a quick concept on the "dark side" planet
*edit* removed the copy paste and put up something i did to redeme myself...
Its just to show the idea when a jungle is upside down above you in a city rather then the sky....
Last edited by Gundersen; March 3rd, 2008 at 05:56 PM.
But i think we can explore both, even if the collision would demolish all life possibly hehe