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Messages - Crj

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1
Fan Art / Re: The Official Phase Two City Contest: Amdeneir
« on: May 17, 2011, 06:54:58 am »
Hi, some wonderful stuff here, you definitely have come a long way. Love the design of the wall and guard towers.

On cracks - horizontal cracks occur in rocks where the layering of the rock is horizontal, yours mostly diagonal, and in the most recent image - going in all possible directions. If the layering(or whatever the actual geological term is) was horizontal, the crack might work out too. http://www.watersheds.org/earth/layers.htm

On the wood texture - You have done a great job on the details! A couple of things though...
If you plan to tile it, then some of the detail might be too specific and that will stand out a lot if the texture is repeated several times over.
The underlaying shading looks a bit indecisive. For natural form it looks much too straight and for man-made curvature its too blurred out.
For a more natural look you might want to increase the saturation for mid-tones and shadows and turn it down for highlights. The bump map effect does exactly the opposite.

2
Fan Art / Re: Baldur's Art Thread
« on: March 03, 2010, 09:31:01 am »
Its a really cool piece!  \\o//
But should study temperature colors, for a more dramatic effect.
The orange flames are more or less okay (a little more deep red could be cool) , but the lighting could use a wider color amplitude, using the full spectrum in the transition form yellowish green to blue. I also think that the edges of that lightning bolt are a bit too fuzzy. If you would add a little more edginess to them, it would increase the contrast to the flames.
Might also try to make the bolts swirl around the elemental, rather just in front of him/her/it.

3
Fan Art / Re: The Official Phase Two City Contest: Amdeneir
« on: October 13, 2009, 05:57:17 am »
There is a huge problem with converting from a non-polygonal to a low-poly format. Automatic optimization is ussualy very bad, especially if you have any curved elements. You will most likely need to export them seperatly.l Its also very likely the you will have to merge a lot of vertices, might not be that hard to do, but the normals of the faces will most definetly be changed in the process and mess up the uv mapping. I used a method in which i drew seperate polygons on the existing nurbs-model, but it takes a lot longer than building the actual model. Since you will have to unwarp the model in something that is not sketchup anyway, it might be easyer to start with blender.
Sketchup is a good tool for "sketching" ideas, but you will need a lot of tweaking before you get a good low-poly model. A good modeling tool for someone who wants to use nurbs like edditing methods, but needs a low poly model as an end-product is Cinema 4D, but unfortunaltly is a commercial product.
Also.. Bricks are evil!
It might be a good idea to avoid using any large areas of brick surfaces, unless you have really good textures, and so far i have seen extremly few, pure photo-textures won't do. The contrast between the bricks and the seams is ussualy too great, partly because it lacks relief and on flat CG surfaces gives a very different look that in real life. Some repetetive color patterns will also be instantly recognizable on a large scale, making it rather annoying to look at.
...which leads me to large surfaces in general... its ussualy not a very good idea. Try braking up the space with some constructive elements, this will help to establish a human scale and patterns in textures wont seem so annoyingly repetitive.

4
General Discussion / Re: EZPC shutdown for internal testing.
« on: September 25, 2009, 04:34:35 am »
SoonTM\\o//
Can't be much more than a year now!

5
Fan Art / Re: Eathon's Dabblings: Not for the Faint of Heart!
« on: July 29, 2009, 02:29:05 pm »
Saying that all oddness is intended is avoiding critique in general.  ;)
It might be a good idea to start with modeling a mesh, to define the overall shape in something other than z-brush.
Z-Brush isnt very good for defining large gestures like the jawline, setting back the eye sockets or compressing that ball you started out with to the shape of a skull. It lacks precision and the result looks blobby. Once you have the defined the basic shape it is almost impossible to go back and change it, so you should work more on it before adding any details like eyebrows. You should also looks  for some reference images that devide the head into simple planes, to see the breaks in form. Patting your face on the front and on the sides also helps. The break  in form is much sharper than most people realize. This form is one more reason to not use z-brush for the overall shape - its just very hard to redproduce it with brushes.

6
Fan Art / Re: The Official Phase Two City Contest: Amdeneir
« on: January 01, 2009, 11:50:53 pm »
Been gone a few months, but now im back, not sure for how long.
Here are some updates.
Market hall, in the lower quarter, near the landing platforms.
Concept:

Concept model:

Low-poly model in progress (~3000 triangles):

Market stall (~290 triangles, available in 3 colors):

Some warehouses variations opposite the market, that still need optimization and uv mapping:



7
The Hydlaa Plaza / Re: End of the World?
« on: September 11, 2008, 03:02:11 pm »
Woot, a doomsday thread with a hint of philosophy! I wonder how its not locked already.

I don't feel dead yet, so i guess they failed at destroying the world.

Eliseth: you are scary  :o ...or just attracted to big buttons.
And i don't see why i should be dead in the next 5 years. Is there yet another doomsday, or the 100th take of the day of Judgment? Or maybe you are engineering a big red button that can destroy the world? Spreading such rumors can be profitable if you own a sect or two... sadly im not charismatic enough to get one going.

EDIT: I didn't believe this experiment could cause the end of the world until i saw this: http://www.youtube.com/watch?v=j50ZssEojtM&eurl
EDIT2: Its the first funny thing i have seen on youtube.
Im about to drop some particle physics in da club, yo!


8
Fan Art / Re: Game Art Contribution Contests and Rewards
« on: September 11, 2008, 01:59:31 am »
Capitalists!  :o
Why do you need rewards? Isnt the fun of creating something awesome enough for you?
I, for one, need more time. Saddly the days when i could geek around after school are long gone. I would realy like to contribute more to the city contest than i already have, but no reward would give me more motivation, except getting paid full time so i can drop my job and studies, but thats just... wrong. Wrong and stupid. Wrong, stupid and pure nonsense.
The current game art may not meet the highest standarts, but its better than what 97% of the community could ever do. Even if they think they can do better(not targeted at Nikodemus  ::)). Seeing that something is wrong is one thing. Knowing what exactly is wrong is another. Being able to create something better is on a whole different level. But if you think that nothing is wrong(also in uber games like WoW)... creating game art might not be your thing.

So.. no rewards!
What is some mysterious entry in the database compared to the fun of creation?

And oh yes, copyrights have driven the society insane. You might even turn into a small Lars Ulrich, minus the skill.

9
Yay, another n00b bashing thread about a lost time when grass was greener and people read books.
I dont see how reading LoTR gives someone imagination. Thats pure nonsense. Most fantasy books are written for enjoyment. A lot of them are very generic like the flood of Asian MMORPGs. Because people read such books, they usually RP godmodding orphans. Death to all parents!
Powerleveling and RPing can go together. Its just like people who spend countless hours in the gym or artists who draw every day. In real life these people get praised for it. Can you imagine anyone calling a musician a f-N0.0b just because he practices very often?
As long as the player stays IC and dosn't go LoLzoring around, i don't see a problem. You cant force people to enjoy the game exactly the way you want them to. Thats a very selfish thing.

10
Complaint Department / Re: Communication (or lack thereof)
« on: September 05, 2008, 09:22:18 am »
I don't think the problem is lack of information, its just not visible enough. Its there, just buried under a pile of uninformative posts. People in flame mode wont go looking trough the forums for some info they don't really care about. Crash and burn until the server is up again(bad music reference intended).

And the guys from Fragnetics are great. Permanently moving the server just because of this issue would be stupid.

11
General Discussion / Re: a request from the settings team
« on: September 04, 2008, 06:17:48 am »
Do the schools of Argan, Esteria and Lah’ar have connections to any religion in particular?  Where are they practiced? How do they get taught? Are there any important figures?
How dose this relate to the Ahrijani? What exactly is practiced/taught in the monastery of Ahrija Agat(what school?) What is the history of these schools and the monastery?

Haven't been ingame for some time(and now i cant get in), but last time i checked there was no information on these subjects.

12
General Discussion / Re: Version 1.0
« on: September 03, 2008, 11:07:11 am »
This question comes up from time to time and usually there is no direct answer.
A few years ago someone(vengeance?) posted a long list of things thats they planned to implant and what direction PS would take. Sadly i couldn't find that post.
Some of the things mentioned there are completely opposite to what we have now.
One thing is remember was narrow street structure for the sake of performance. Hydlaa changed from MB to CB in exactly the opposite direction, giving wider views(and messing up proportion).
It seems to me that the goals change from year to year, so even if the developers gave you a list of what they want to achieve, the end result would be something different.
As for game levels, i don't think the world will ever be complete. The settings team is far ahead of the 3d department. Take Ojaveda for example. Akkaio is only a small part of it. At the rate its going now it would take years to complete even that(unless they focus just on Oja). Unless something has changed in the settings, now we can access only a small part of the first level.
Then there is always the obvious - improvement to all existing game mechanics, implantation of all skills e.t.c.

13
Fan Art / Re: Baldur's Art Thread
« on: August 14, 2008, 11:36:11 am »
Your tree rendering technique is simply incredible. The last one reminds me of human forms captured inside the tree.

14
General Discussion / Re: Does tutorial harm the game?
« on: July 31, 2008, 02:05:21 pm »
If you expect people to go and search for a walktrough for a TUTORIAL(OMG 3v1L C4PZ), then you are the silly one. If a student is willing to learn, but dosn't get it, the fault mostly lies in the teacher, the tutorial in this case.
My proposal would be to teach only NPC interaction and some other basic stuff(definitely not crafting) and the give the noob directions to other NPCs in the actual gaming world, who can explain certain areas in greater detail. Having to go trough the tutorial is just annoying and the first impression is the most important after all(you either stay or go). Old players might know what goodies await them after they complete the tutorial, so they painstakingly endure it, but new players don't, so they just give up. By all means, a tutorial is necessary, but not one that is so complicated(it has mostly to do with the fact that most game mechanics are original and not cloned from a random Asian mmorpg and even in random Asian mmorpg x, the player gets to know the game mechanics in small steps). I think, this game is supposed to be about player interaction, so give the noobies what they came here for.
A lot of players might say: if they don't get it, we don't need them anyway. Well, in that case PS will never have a large player base.
And yes, the tutorial is helpful, but just too annoying, like a text book on differential geometry.

Oh, and im from an ancient time when crystal hunting still existed, in fact i like it better than the current mining system. Could be a cool way to gather herbs tho.

15
Fan Art / Re: Planeshift on iPhone 3G
« on: July 24, 2008, 05:57:11 pm »
Not that i dont belive this, but there is no need for Photoshop to fake it. Just take a screenie and display it as a photo on the iphone. As easy as that. People just think too much of Photoshop.

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