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Messages - Zweitholou

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61
Wish list / Re: More options for klyros
« on: January 30, 2010, 12:02:52 pm »
I see where you're coming from, weltall, but I think that shouldn't be the case until clothes are available.

62
Wish list / Re: More options for klyros
« on: January 29, 2010, 11:57:06 pm »
Had these from a little bit ago.  I believe it would be appropriate to post them here.

Colored headfins anyone?
These are just sketches I did on a whim.  I thought the female should be different in appearance and figured I'd come up with something.

Also concerning the image on the main site, I think racial appearances as now defined are not set in stone.  Dermorians do not have the described amber colored skin, and I think I recall hearing that lemurs won't be light green.

63
Fan Art / Re: Adraax: Klyro's City Project
« on: January 23, 2010, 06:23:05 pm »
At some point this project was given the no go for various reasons, or so I am told.  It was kept going to keep helpin potential new team members learn.  Several of the people who contributed to the art side of Adraax were drawn to amdeneir, and thusly have been focusing their time on Amdeneir instead of Adraax, as Amdeneir has permission to go in game once it is finished.
However, I do not know of any reason Adraax cannot continue to develop if people are willing, though if anyone can help on the art side of it we'd love help with Amdeneir.  It is a large city, and the piece we are close to finishing is just the lower quarter, leaving a large amount to be done. 

64
Fan Art / Re: The Official Phase Two City Contest: Amdeneir
« on: December 23, 2009, 01:51:34 pm »
Ironstark, you have touched upon one of PlaneShift's fundamental truths. :)

At the moment I am awaiting instruction as to where to place the lighting.  Meanwhile Nikodemus and I are working on the landing platforms and other bits and pieces of the city and quarries.

65
Wish list / Re: Spirit (emotional state, enthusiasm, mood) stat
« on: December 21, 2009, 06:49:06 pm »
What if emotional preferences were made part of the character creation process?  Say there is a list with various situations, and you select the pros an leave the cons.  Or choose which your character would like best, could tolerate, or would dislike.  You could always just roleplay these things, but having the mechanics back it up might make it easier to stay in character and, as previously stated, encourage evnts such as poetry recitations and arena matches, depending on characters' interests.  Perhaps also areas such as the red crystal den could be set to improve happiness for those who enjoy theater. Of course, this might lead to people going just to improve their emotion ig, not to be involved. But on the flip side, it might encourage players to attend who wouldn't regularly, and they could find themselves drawn into rps and having fun, learning from others who enjoy it.

Just my two tria.

66
Fan Art / Re: The Official Phase Two City Contest: Amdeneir
« on: December 21, 2009, 06:25:27 pm »
As far as I know, we intend to release the city piece by piece through updates.  And I can't wait to see it in game either.

67
General Discussion / Re: thx to the devs !
« on: December 21, 2009, 03:46:04 pm »
On behalf of the city contest, thank you to the devs for the endless support we have recieved. 

On behalf of myself, thank you for allowing me to share in the dream which is planeshift and for all that I have learned through the contest and the game.  I am indebted to you.

68
Fan Art / Re: The Official Phase Two City Contest: Amdeneir
« on: December 21, 2009, 03:26:05 pm »
I disagree. :P
We've submitted the lower quarter to the team, with whom we will continue to work ad help understand what we have submitted and where our progress stands, and we are beginning to work on the landing platforms quarter.  We took a little break once the lower quarter was submitted, but we haven't stopped in any way.

69
General Discussion / Re: No Amdeneir in 0.5
« on: December 08, 2009, 06:06:22 pm »
We finished the lower quarter Sunday and as far as I know it is submitted.

70
General Discussion / Re: No Amdeneir in 0.5
« on: December 02, 2009, 01:10:02 am »
Because the quality of the finished product is important to us and the team, and because we are busy people who are doing our best with what we have.

I'm sorry it is not in this release. I'm glad it will be better when it is released because of the delay.

71
Fan Art / Re: The Official Phase Two City Contest: Amdeneir
« on: November 02, 2009, 08:11:51 pm »
The lower quarter will be ready (with the exception of the temple's interior, which will be added later) to begin undergoing the team's review and testing on the 15th of November at noon PST.  We are working hard to meet that deadline.

72
Fan Art / Re: Baldur's Art Thread
« on: November 01, 2009, 11:33:46 pm »
:love: Blender sculpt.

73
Fan Art / Re: Zweitholou's Illustrations
« on: November 01, 2009, 11:31:03 pm »
Sorry It's been so long. Below are some WIPs.

My first attempt at sculpting with blender and particle systems. A little bit old.

A recent model of a stonebreaker.  I'm still working on getting the particle hair I've done to render.

An update on my earlier post on the Bak Tol. Learning to use normal maps baked from high poly models on low poly models in blender. (This one has about 465 polys)


"Bak Tol" ('bok-tohl) (in the Kran tongue)

Occasionally, miners hear the characteristic "Kahgunk, Kahgunk" of the Bak Tol, drilling for food in the ore-and-crystal-rich rock near the mines. It was this sound that gave the Bak Tol it's common name, or the "Kahgunk." An adult Bak Tol is generally 1.75 meters long and 1 meter tall. Its physiological make-up is based upon the element silicon, as in Kran. The "beak," composed of an especially hard variation of quartz, is made up of three dark "jaws" with rough protrusions on the outside to help in drilling. Its tongue, exceedingly long and dextrous, wraps around the the skull. This accomplishes two ends at once, providing more room for a longer tongue to grab hunks of crystal and gems (the Bak Tol's primary food source), as well as to absorb shock and stabilize the head when drilling through stone. The Bak Tol is asexual, and it lays eggs which are similar in appearance to pearls, though generally more colorful and translucent. The back and tail are decorated with growths similar to crystals, while the skin has the appearance of stone.  It possesses an unusually long lifespan, with some specimens living for many hundreds of years. Its movement is slow in general, but the head can move quickly when threatened, and is a formidable weapon against predators.
The young grow slowly, and live in burrows in the stone for protection. The decorative back growths and hard beak are rare to come by and worth much.
I changed the valuable growths on the back to be valuable azure magic energy crystals in the chest. Mainly due to laziness... :)
I'm afraid I don't have any drawings scanned at the moment.. Maybe later.




74
Fan Art / Re: The Official Phase Two City Contest: Amdeneir
« on: October 03, 2009, 10:56:28 pm »
As I understand it, as long as you use polygons that aren't curved like NURBS curves in sketchup, then blender can convert them to triangles automatically when exporting to CrystalSpace. So don't make everything in tris, because bigger polys can be easier to texture and then be converted after texturing to tris.  The only time I use exclusively tris is when I don't know how the automatic change to tris will work, for example if I have a quad that isn't flat, but bent, and I want the tris to split the quad across one diagonal and not the other, then I manually divide the space up the way I want it. I know I'm repeating what Niko said to a great degree, but I'm trying to say the same thing in a different way.

It may interest you to know that there is a plug-in for blender that lets it import SketchUp files.  This way, If you are more comfortable modeling with SketchUp, you can model in SketchUp and then import with blender and work on textures from there.  I haven't tried out the plugin myself, but it may work for you.

Also, IRC is an effective way of conveying meanings and teaching easily and quickly, and it really would be a help if you could make it on. You can use http://webchat.freenode.net/ to login, and the channel which botanic mentioned earlier is #planeshift-citycontest.
Hope to see you there. :)

Interiors would mean both, if you like. The best place to start may be getting practice doing possible guildhouse interiors. They ought to follow the external structural patterns of the buildings, ie. the same angles in wall corners and several floors.

-Zweitholou

(p.s.- If I'm inaccurate as to any of this, please, someone who knows more than I, correct me.)

75
Fan Art / Re: The Official Phase Two City Contest: Amdeneir
« on: October 03, 2009, 12:02:52 pm »
I second the reading materials. :)

As far as something for you to model, a big part of the city that isn't done is interiors.  This may be the best thing for you to work on.  If we finish exteriors before all the interiors are done, then what's done can be put in an update and the interiors can be added in later.  The first interior that comes to mind is that of the chapel to talad.  Also a possible guild house interior will eventually be needed.

Also, try to set them up for textures like Niko said. I started in on this contest knowing nothing about textures in my modeling and since I've come to better understand them, my models have become better and easier to make well.

We'd love to see some pics of your progress. You can upload with imageshack <http://imageshack.us/> and then post the pics on the forums by pasting the image url into the command created when you press the 'insert image' icon.

Glad you're interested,
-Zweitholou

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