PlaneShift

Fan Area => Fan Art => Topic started by: ArcaneFalcon on March 14, 2006, 05:49:58 am

Title: Unofficial Fanart Challenge #2
Post by: ArcaneFalcon on March 14, 2006, 05:49:58 am
Here's the second installment of the completely UN-official fanart challenge.  I can't wait to see what you guys turn out for this one.  Remember, the point of this is to give you all practice and feedback, so get workin'. :)


2d Challenge 2

Objective: Illustrate a concept for a long lost and no longer needed Kran watchtower from before the days of the Bronze Doors, when the creatures still ran rampant throughout the lands.  The watchtower rests high upon a hill overgrown with trees and brush, the ages casting the once proud structure into disrepair.  Your concept should follow the style of the 2 official examples of Kran architecture located at http://www.planeshift.it/razkran.htm .

Format: Entries can be digital or traditional (traditional entries will obviously need to be scanned). They should fill an 8.5x11, or A4, sheet of paper (or similar size digitally). Entries should be clean and professional, to the point that they could be linked to from the PlaneShift website as another example of Kran architecture (they won't be, but they need to look professional enough that they could be). 


3d Challenge 2

Objective: Model AND texture the same watchtower described in the 2D challenge.  Focus on making your textures really, really convincing.  You should spend at least 2-3 times as much time on the texture as you do on the model.

Format: Entries may use no more than 1000 triangles, and a 1024x1024 diffuse texture (this can, and should be, broken up to accomodate texturing the multiple objects your scene will have, so you may have, for example, 3 512x512 maps, and 4 256x256).  Surrounding landscape isn't necessary unless the landscape has an influence on the structure (IE: I don't want to see an arch shaped tower, ask why it's an arch, and have you tell me a stream goes through the arch, I'll want to see the stream).  When you enter, please post:
 - Up to four, with a minimum of two, renders as large as 800x600.  At least one wireframe, and one textured render are required.  Raytracing is not allowed. 
 - All textures (you can PM these to me if you aren't comfortable posting them).
 - 2 references (these can be as simple as pictures of old stone that influenced your textures)

<hint>Teaming up with someone doing the 2D challenge, and using their concept might just be a good idea.</hint> <anotherhint>Don't show anything to Niber, he'll likely steal all your ideas. ;)</anotherhint>


Deadline: Saturday April 15th, 2359 GMT

Submitting entries: Entries should be posted in this thread with some sort of heading labeling it as such. Please keep your entries limited to one post, and edit it as you see fit (before the deadline of course). WIP threads may be created in the forum if you want to get feedback as you work on it (please label them as a WIP for the challenge, so others know).

Judges: Cherppow and I

Prizes: A very proud mother, and a badge for your sig if you so choose.


A huge thanks to Underthemoon and Darkmoon for helping me with this one.  If it were just me, you'd all be drawing and modeling chairs, and there would be no words longer than six letters.

:emerald:



[Formatting fixed --Santiago]
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Post by: Mentak on March 14, 2006, 07:27:46 am
Good idea. Here is a reference image for me. Made by me. DR (Hell) I might even use this layout :3!

That red thing is a Clapper. And up on the tower is the Kran. That to the left is the crystal. Hoorah for me \\o/!

(http://img158.imageshack.us/img158/578/lwf00108wc.jpg)
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Post by: Elentor on March 14, 2006, 08:04:29 am
What channels can be used? Bump, Specular, Reflection, blabla, everything?
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Post by: ArcaneFalcon on March 14, 2006, 08:14:00 am
Ah, I should have mentioned that.  Since this is for PS, lets stick with just diffuse since that is all PS is using at the moment.  If others are implemented, I\'ll allow those for future challenges.

:emerald:
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Post by: Zaxim on March 14, 2006, 11:09:30 pm
We can use alpha maps though, right?

Also, when you say no Raytracing are you also saying no to global ilumination?

Last question, can we composit our model on a backgroud for one of the renders?
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Post by: ArcaneFalcon on March 15, 2006, 12:20:10 am
Yes, alpha maps are fine (but you\'ll have to spend texture space on that obviously).

Raytracing is simply pre-calculated shadows that mimic actual light bouncing around.  Global illumination is simply a bad attempt at making your shadows look pre-calculated.  So, yes, you can use global illumination, but I\'d recommend you not. :)

No post work may be done on the renders (except maybe to throw in a watermark or signature).  If you want a background, use a skybox.

:emerald:
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Post by: Zaxim on March 15, 2006, 01:54:27 am
So in my skybox could I put in mountains and stuff like that?
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Post by: josephoenix on March 15, 2006, 02:19:03 am
You could, but these are being judged on artistic ability and how well they would work ingame (as far as I know), I doubt a mountainous background would increase or decrease your chances of winning by much ;]

Short: Kran want watchtower! Kran no want mountain!

:P

josePhoenix
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Post by: Farren Kutter on March 15, 2006, 02:19:43 am
*Rushes off to start this new challenge*

Might be able to put more detail into this one :D
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Post by: Elentor on March 15, 2006, 03:47:43 am
Quote
Originally posted by ArcaneFalcon
Global illumination is simply a bad attempt at making your shadows look pre-calculated.



Or it can be simply used to.. create a global illumination by distributing a non-uniform ambient light. I never use GI for shadows, but for light bouncing which is kinda the opposite.
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Post by: ArcaneFalcon on March 15, 2006, 04:07:35 am
Quote
Originally posted by Zaxim
So in my skybox could I put in mountains and stuff like that?

It\'s funny you should mention this.  I originally had mountains in the description, but was told PS has no mountains.  If you want to include some surrounding hills in a skybox, maybe even some surrounding landscape (these wouldn\'t count toward your 1000 triangles) that would be cool, but you\'ll only be judged on your tower. :)

Quote
Originally posted by Elentor
Quote
Originally posted by ArcaneFalcon
Global illumination is simply a bad attempt at making your shadows look pre-calculated.

Or it can be simply used to.. create a global illumination by distributing a non-uniform ambient light. I never use GI for shadows, but for light bouncing which is kinda the opposite.
Well, the shadows are pretty much all that\'s affected by GI.  It simply takes all the black shadows and pushes them up to a certain value, emulating light bouncing around.  It\'s best to keep it relatively low (since having pretty black shadows can be good for contrast), and use point/spot lights for all your lighting.

:emerald:
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Post by: Elentor on March 15, 2006, 06:54:37 am
Quote
Well, the shadows are pretty much all that\'s affected by GI.  It simply takes all the black shadows and pushes them up to a certain value, emulating light bouncing around.  It\'s best to keep it relatively low (since having pretty black shadows can be good for contrast), and use point/spot lights for all your lighting.

:emerald:


You\'re very wrong. Unless you are using a really bad unknown algorythm, global illumination algorythms are not limited to pushing up light on shadows. Hard shadows are only an effect caused by black bodies direct light, but in computer terms shadows are created by subtracting an area from the light calculation. Global illumination has no intention of enhancing shadows, it simulates inter-reflection on bodies reflecting direct light. For example, this is a quick image of a light inside a cube, and absolutely no shadow ever in the scene. The first is without GI, the second is with GI:

http://i2.photobucket.com/albums/y26/Kamashii/radinoradi.jpg

GI reflects the indirect light all around the scene, not limiting to where shadows are present. The fact that shadows are usually black unless you have a light from behind is the reason they are usually the first thing noticed when GI is enabled, but the GI function goes far, far beyond it.

If an area has shadows but is in somewhere where light cannot reach because it gets absorbed before, then GI will not \"push it up\", but it will surely push up the non-shadowed areas before reaching the point of zero light.

The fact that 100% of CGI movies and animations within live action moves use GI since Toy Story (and back then, they didn\'t even have a good way to implement per-pixel GI, the guys developed a pretty nasty way of turning every pixel on screen in a vertex to simulate per-pixel effects), plus 100% of professional games\' cinematics hould be a good hint that GI is not a bad attempt at making lights look pre-calculated but a technology needed to simulate real-life scenes (unless you\'re a true master on fakeosity). GI algorythms are the next step being implemented on new generations\' video cards (you can see the new HDRI half-life 2 map or the \"gas station\" demo at nvidia site) and even Planeshift city models has GI baked at the textures.
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Post by: ArcaneFalcon on March 15, 2006, 10:05:51 am
Your GI and my raytracing are the same thing.  I had GI mixed up with what max refers to as \'Global Lighting\', which simply sets a minimum value for all the shadows in the scene.  Maya calls the same thing \'Ambient Color\', not sure what it\'s called in blender.

:emerald:
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Post by: Wired_Crawler on March 15, 2006, 11:54:38 am
Quote
Originally posted by ArcaneFalcon
Yes, alpha maps are fine (but you\'ll have to spend texture space on that obviously).
I lack theoretical background... What do you mean by the term \"alpha maps\" ?  Simply textures with transparent parts or textures wchich affect appearance of other textures ?
Quote
...maybe even some surrounding landscape (these wouldn\'t count toward your 1000 triangles) that would be cool, but you\'ll only be judged on your tower.
Does it mean, that I can present scene rendered in Crystal Space (and use bugplug for wireframe version)? Together with \"real\" Kran ;) ? At least there would be no doubts about raytracing.

Edit: ignore the first question, sometimes I forget about google...
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Post by: LigH on March 15, 2006, 12:39:03 pm
Quote
Originally posted by ArcaneFalcon
Deadline: Saturday April 15th, 2359 GMT

 8o So, let\'s hurry!

...


Or is it another month due? - Bah, I already made one. Publishings here are final? Fine for me.

(http://www.ligh.de/pics/PSCB/Kran_Tower.jpg) (http://www.ligh.de/pics/PSCB/Kran_Tower.png)
^ Preview - click on it for a larger version (~ 1 MB PNG).

The blue \"stone snake\" around it makes the stairway and handrail inside.

My thanks go to
[/SIZE]
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Post by: Elentor on March 15, 2006, 01:36:28 pm
Quote
Originally posted by ArcaneFalcon
Your GI and my raytracing are the same thing.  I had GI mixed up with what max refers to as \'Global Lighting\', which simply sets a minimum value for all the shadows in the scene.  Maya calls the same thing \'Ambient Color\', not sure what it\'s called in blender.

:emerald:


And how do you acchieve the light dispersion effect? Using an external render or some different? Because nowadays, GI = that, at leastin most programs, MAX and C4D included and this name is widely used, there is something very wrong if it\'s different  ?( . In C4D that which you call is environment color and sucks too.

Quote
Or is it another month due? - Bah, I already made one. Publishings here are final? Fine for me.


I think you could take polies from the rocks and from the cylinder to make some more details and put some more manual work in the tower body.
The blue stone/stairway concept is cool.
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Post by: ArcaneFalcon on March 15, 2006, 03:21:45 pm
Elentor: In max, I have to put in special lights (not HDRI\'s, I haven\'t done it in a while and don\'t remember the names offhand) and enable radiosity in order to get ray-tracing.  No need for an external renderer, just a bit more work before hitting the render button.

LigH: Last I checked, it\'s March, which means you have a month. ;)  And no, your post isn\'t final, you can edit it any time you like up until the deadline.

:emerald:
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Post by: Zaxim on March 15, 2006, 06:12:58 pm
Lig, this is really nitpicky, but it looks like you have bump mapping turned on, or I\'m an idiot and you\'re super talented at pulling vertices.

So is the final word no GI?
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Post by: Rolf Blacksmith on March 15, 2006, 06:32:42 pm
As far as I know these can\'t be bump maps but displacement maps, visible at the most left and right ends of the tower.
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Post by: LigH on March 15, 2006, 10:23:46 pm
Bump mapping? Vertices? -- No! This is completely 2D! There is no mesh involved, only Photoshop (compatible) plugins!

- Alien Skin Xenofex: Classic Mosaic, Crumple
- Alien Skin Eye Candy: Fur
- Flaming Pear: Super Blade Pro
- Paint Shop Pro: Cylinder and freeform distortions
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Post by: Zaxim on March 15, 2006, 11:21:26 pm
ap, uh I see.  2D, ah, I got ya.

*wipes brow*
At least I wont have to worry about those textures in the 3D part.  Although I do have to face off against Elentor....
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Post by: Elentor on March 16, 2006, 07:17:12 am
Quote
Originally posted by Rolf Blacksmith
As far as I know these can\'t be bump maps but displacement maps, visible at the most left and right ends of the tower.


The displace is too precise, seemed like post-work.
Anyway LigH, congrats, seems like you fooled everyone here.
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Post by: Gentar on March 16, 2006, 06:57:38 pm
So Arcane, Although the thread says unofficial, is there a chance that you are using these finished products toward the game? For instance, last competetion you said that you felt most comfortable taking my concept to 3d, and in this one, you seem to be wanting highly proffesional pieces, all in compliance with PS\'s in game standards. So is this simply to see the possible recruits, or is this a chance to contribute?
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Post by: Karyuu on March 16, 2006, 07:08:39 pm
Contests like these won\'t ever work towards contributing, unfortunately. As Arcane stated I think in the first challenge, this is something fun for the community - to get more people active, drawing/modeling, and showing off ;) The dev team won\'t accept art contributions, they need members.
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Post by: LigH on March 16, 2006, 07:18:41 pm
My intention was not to fool you, but to entertain you - and give you some kind of example you will have to top to win. :D

I don\'t expect today my rather quick work to win. But I expect it to be an incentive for you artists to take un-official challenges serious -- even if the decision to \'reject previously published concepts from using them for the game\' looks foolish to you.
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Post by: Induane on March 16, 2006, 07:35:54 pm
Just a small suggestion/question/request... what about having people who win say - 2 or 3 of these challenges be granted an avatar?  As of now only GM\'s, Mods, and Devs have them.  It would be a simple thing that costs nothing, and gives people a small chance to get  their own.
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Post by: ArcaneFalcon on March 16, 2006, 09:26:37 pm
Well Induane, there\'s two problems with that.  The first is that I have no authority to do anything.  At all.  In fact, Karyuu is just being nice and stickying these.  The second is that if it were possible to get an avatar from these, then avatars would no longer be limited to devs, gm\'s, and mods (which is the point).  Besides, we all have sigs, which is plenty imho.

And Gentar:
Quote
So Arcane, Although the thread says unofficial, is there a chance that you are using these finished products toward the game?
Simply put, no.  Again, I have no authority for anything.  At all (hence the emphasis on UN-official) .  As Karyuu said, I\'m just doing this to get all you guys active and practicing and showing off and having fun.  To be honest, I think people spend way too much time around here worrying about whether they or their artwork can become \'official\'.  Just have fun making artwork (in this case, PS themed artwork).  The push for professionalism is because, well, it\'s a contest, and professionalism shows that you\'re serious (plus, I plan on making a sort of website for these in the future, and it will all look nicer if they\'re all somewhat professional ;) ).

:emerald:
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Post by: Gentar on March 17, 2006, 01:29:15 am
Actually I wasnt worrying about it at all. Youve just set these strange guidlines such as how the 3d models must comply with the same rules as the ones that go in game, and you were talking about how the concepts need to be to the point where they could be on the website. And I know yuou said they won\'t be, but your rules are strange, as if the artwork contributed needs to be official for an unofficial contest.

I dont mind the guidelines, and being a competition, there needs to be such rules. I was just curious mainly. Besides, Hopefully I now have something in-game, but as usual I never recieve responses.
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Post by: Induane on March 17, 2006, 05:54:45 am
Well if we follow the rules as they are its good practice for making stuff that could go ingame :D

Anyways here is what I\'ve been working on so far:

(http://img69.imageshack.us/img69/6194/tower23lx.th.jpg) (http://img69.imageshack.us/my.php?image=tower23lx.jpg)
(http://img301.imageshack.us/img301/3227/tower11li.th.jpg) (http://img301.imageshack.us/my.php?image=tower11li.jpg)
(http://img301.imageshack.us/img301/6794/tower31zw.th.jpg) (http://img301.imageshack.us/my.php?image=tower31zw.jpg)

Info
868 Faces
799 Vertices

Those are all including the terrain as well.  I\"ll post my textures as soon as I\'m happy with the UV mapping :D
My main reference was the drawings of the Kran buildings in the settings part of the PlaneShift Homepage.



Let me know what you think!
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Post by: Baldur on March 17, 2006, 08:04:40 am
Well, here it is. Did i make it blurry. Please tell me if i made it blurry>.<
*edit*
Link to the pic on another thread (http://www.planeshift3d.com/wbboard/thread.php?threadid=22685&boardid=22&styleid=4&sid=122637c41f14e3781bc4b8e34f76be2c)

On \"slight\" request of Karyuu:D
*edit*
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Post by: Karyuu on March 17, 2006, 08:13:27 am
It\'s not blurry, but it is a bit light :) Try duplicating the layer and setting it to Multiply, on some application like Photoshop - it will darken the lines and make them more visible.


[ Are comments/tips like these allowed, by the way? I would think that general critiques aren\'t, as the images submitted are supposed to be \"final\", but I would think this one is okay. ]
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Post by: Baldur on March 17, 2006, 08:54:27 am
Yeah, i guess. but i\'m not that \"imposed\" to Photoshop, so i didn\'t have a ratting clue about that :D
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Post by: ArcaneFalcon on March 17, 2006, 11:23:21 am
Quote
[ Are comments/tips like these allowed, by the way? I would think that general critiques aren\'t, as the images submitted are supposed to be \"final\", but I would think this one is okay. ]
Of course it\'s ok.  People can make whatever changes they want until the deadline.  If they\'re looking for tips on what to do better, though, I\'d recommend they make a WIP (Work In Progress) thread, so that people can comment on it specifically, and not make this main thread any more confusing. :P  Also, you all can give whatever critiques you want.  It\'s just Cherppow and I that have to hold back until the deadline. :)

Edit:  If you\'re wondering what we look for when we critique, you might just take a look at our responses from challenge #1.  It may give some hints.

:emerald:
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Post by: Clayzekiel on March 17, 2006, 12:55:53 pm
I just read the instructions and the comments on the 2d challenge #1, and I was wondering how much weight should be on the background on this one?
Quote
Originally posted by ArcaneFalcon
you\'ll only be judged on your tower

At first I thought background etc. was an important part of the concept, but does this consider the 2d or only the 3d?
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Post by: Baldur on March 17, 2006, 02:36:21 pm
Quote
Originally posted by ArcaneFalcon
Quote
[ Are comments/tips like these allowed, by the way? I would think that general critiques aren\'t, as the images submitted are supposed to be \"final\", but I would think this one is okay. ]
Of course it\'s ok.  People can make whatever changes they want until the deadline.  If they\'re looking for tips on what to do better, though, I\'d recommend they make a WIP (Work In Progress) thread, so that people can comment on it specifically, and not make this main thread any more confusing. :P  Also, you all can give whatever critiques you want.  It\'s just Cherppow and I that have to hold back until the deadline. :)

Edit:  If you\'re wondering what we look for when we critique, you might just take a look at our responses from challenge #1.  It may give some hints.

:emerald:



Mkay, goody, cause ive never got any qualified replies when i open up a thread. I\'m THAT unknown:D

As I am known to have a  repent-reply spray on me i decided to close the thread. Guess i\'ll have to leanr photoshop then:(
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Post by: LigH on March 17, 2006, 06:46:06 pm
Quote
Originally posted by Karyuu
It\'s not blurry, but it is a bit light :) Try duplicating the layer and setting it to Multiply, on some application like Photoshop - it will darken the lines and make them more visible.

A faster and easier way may be \"Gamma correction\" with a gamma factor below 1.0 - I\'d suggest ~0.4 (because I know many people have a way too bright monitor).
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Post by: Elentor on March 17, 2006, 06:47:03 pm
Just to throw a bone, I did this one for fun:

(http://i2.photobucket.com/albums/y26/Kamashii/krantower.jpg)

No post-work, has 835 triangles.
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Post by: Belark on March 17, 2006, 06:53:00 pm
WoW!You didn\'t throw a bone, you threw a mammoth!

Great artwork. Although it\'s simple, it\'s beautiful.
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Post by: Karyuu on March 17, 2006, 06:54:54 pm
*steals Elentor\'s head and runs off into the sunset*

>_<
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Post by: Zaxim on March 17, 2006, 07:28:34 pm
Elentor you do realize I hate the fact that you\'re so talented.

Now I must PUSH myself to come a few miles close to your ability.
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Post by: Belark on March 17, 2006, 07:39:58 pm
Quote
Originally posted by Zaxim
Elentor you do realize I hate the fact that you\'re so talented.

Now I must PUSH myself to come a few miles close to your ability.


Yeah, don\'t you hate it?:D
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Post by: rast on March 17, 2006, 09:56:19 pm
this is a kran tower i made just now, and then attempted (note the attempted) to texture it. [edit] i removed the old renders and the wireframe[/edit]

[edit]
help... 2 hours to go and i am only just posting my final design.....

here is the model from different angles (i have changed it like mad):

(http://img151.imageshack.us/img151/7025/image12ke1.th.jpg) (http://img151.imageshack.us/my.php?image=image12ke1.jpg)
(http://img513.imageshack.us/img513/2706/image67im.th.jpg) (http://img513.imageshack.us/my.php?image=image67im.jpg)
(http://img232.imageshack.us/img232/1452/image30lx.th.jpg) (http://img232.imageshack.us/my.php?image=image30lx.jpg)
and the wireframe:
(http://img510.imageshack.us/img510/2762/imagewireframe7jl.th.jpg) (http://img510.imageshack.us/my.php?image=imagewireframe7jl.jpg)

The principle is the same as last time (see below), except in 2 buildings. It also has:
-571 polys, 1256 edges, 755 vertices


now i can finally go to sleep......

[/edit]

i have designed it so that there would be 3 groups of 2 people at the watchtower at 1 time (1 set patrolling on the ground, 1 set up the tower and 1 set asleep inside the tower) on a rota.
Title:
Post by: ArcaneFalcon on March 18, 2006, 05:06:18 am
Great work everyone.  Please keep it up.  

Just as a little note to the 3D\'ers, if you think you\'re finished (you still have plenty of time to work though), please be sure to post everything included in the little bulleted list >
Quote
When you enter, please post:
 - Up to four, with a minimum of two, renders as large as 800x600.  At least one wireframe, and one textured render are required.  Raytracing is not allowed.  
 - All textures (you can PM these to me if you aren\'t comfortable posting them).
 - 2 references (these can be as simple as pictures of old stone that influenced your textures)
I\'d hate to have to count off for something as simple as not posting the textures or references. :)

:emerald:
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Post by: Lordbug on March 18, 2006, 06:08:16 pm
Quote
(...)long lost and no longer needed Kran watchtower from before the days of the Bronze Doors, when the creatures still ran rampant throughout the lands. The watchtower rests high upon a hill overgrown with trees and brush, the ages casting the once proud structure into disrepair.


Having that in mind I thought the tower would be very simple, I came up with this:
Kran Tower (http://img93.imageshack.us/my.php?image=krantoweruntex4iu.jpg)
It\'s all UV-mapped... just need to make textures for it now ^^
It has 255 faces and 321 vertices

Will do the surrounding area later.
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Post by: Belark on March 18, 2006, 09:06:37 pm
I want those rocks more asymmeric first:P
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Post by: LigH on March 18, 2006, 09:08:48 pm
Lordbug - the ladder stairs may be a bit too thin for heavy Krans. But apart from that, a credible approach.
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Post by: Lordbug on March 18, 2006, 11:27:04 pm
Belark: didn\'t really thought in that, thanks for the suggestion.
LigH: good point, I\'ll change it
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Post by: Under the moon on March 19, 2006, 05:01:27 pm
Rast: That is an awesome design, and looks cool. However, the \'thorns\' on the outside are rather pointless (no pun intended). In constructing a tower meant to look out for rabid foes, and repulse attackers, one does not stop to make things pretty. Also, those thorns give attackers good cover before a final assault. Not only that, but they obstruct a good portion of the watcher\'s view.

It would be an excellent site for Kran ceremonies and rites, but not a good watchtower. :)
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Post by: apis on March 20, 2006, 04:18:56 pm
OK, my first try at blender :)

325 viticies and 504 faces.

The roof and platform are timber on log supports, these both reast on stone pillers with a log supplying a centre stay.

There is no ladder yet. The access might be a series of pegs driven into the centre stay in a helix with some of the centre of the floor removed.
Or I might carve steeps into one of the small stone pillers.

The whole thing is one object, how do I split it up to texture it with diffrent textures?
V0.01:

(http://img96.imageshack.us/img96/5264/krantower013an.th.jpg) (http://img96.imageshack.us/my.php?image=krantower013an.jpg)

(http://img20.imageshack.us/img20/3937/krantower021un.th.jpg) (http://img20.imageshack.us/my.php?image=krantower021un.jpg)

(http://img111.imageshack.us/img111/8281/krantower032ab.th.jpg) (http://img111.imageshack.us/my.php?image=krantower032ab.jpg)

Looking foreward to some input on what can be improved.

Edit: Taller (hint taken) and with space for two rooms below:
v0.03
(http://img501.imageshack.us/img501/4373/tower041kb.th.jpg) (http://img501.imageshack.us/my.php?image=tower041kb.jpg)
v0.09 - 22/03 (now with most textures, 720+ faces)
(http://img126.imageshack.us/img126/6568/tower139mz.th.jpg) (http://img126.imageshack.us/my.php?image=tower139mz.jpg)
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Post by: Rolf Blacksmith on March 20, 2006, 04:34:46 pm
Hmm, in my opinion the tower is a bit too flat to serve as a watchtower, it\'s more of a platform. If I imagine some trees standing around it, I think they would obstruct the guard\'s line of sight. So, in my eyes, it should be somewhat taller.
Title:
Post by: Induane on March 21, 2006, 05:13:47 pm
To seperate stuff, just highlight all the vertexes you want as a seperate object and hit \"P\" - and select seperate.

Also I agree -should be taller.  Good work though - keep it up :D


P.S.  AF - I will edit my post with the other data once its fully textured, etc... I just wanted to hear any criticism of the design before I kept going foreward. ;) Thanks for the heads up though as I\'ve a tendacy to forget such things :D

Edit:  Yup Gentar! Imageafter totally rocks :D I go there for material bases all the time.
Title:
Post by: Gentar on March 21, 2006, 06:16:24 pm
It seems to me that there is a general fear of doing textures among the 3d guys. If you know how create the UV then you should be ok when it comes to a structure built of stone, rusty metal, and perhaps some wood you simply need to find some good images that cover these materials. This will at least cover the basic structual look and after you have that done, use your blending options with various brushes to add some highlights and shadows. And feel free to add detail where necessary. There are obviously more things you can do than this, but this will give you a nice image for this contest.

Here is a site with very large texture images, you can drop down the tabs and they have categories such as stone and metal, where you can find 1024x768 swatches of rusty metal, or a rock face, or perhaps the surface of a wooden table wher its wooden planks can be used for your floor boards or siding:   http://imageafter.com
Title:
Post by: ArcaneFalcon on April 11, 2006, 12:23:40 am
Quote
Deadline: Saturday April 15th, 2359 GMT

Just a few days left.  Now\'s the time the for the procrastinators to start, and the more responsible people to throw on the finishing touches.  I look forward to seeing the results.

:emerald:
Title:
Post by: Frank on April 12, 2006, 09:45:11 pm
ahh cool i thought it was the 10th though i hope my mom has a scaner cus thats where im going to be at for the weekend.


I was going to finsih my pic nevertheless just it would have took about 3 years cus im so lazy lol  :)
Title:
Post by: Gentar on April 14, 2006, 07:00:22 am
(http://geocities.com/lothgarv/krantower.jpg)

This once proud structure lies high upon a hill overlooking some of the vast plains of Yliakum. Although its condition is somewhat decrepid the whole of the structure is still intact, reflecting the skilled craftsmanship and sturdy construction of the stone laden Kran style of architecture. In days of old the tower not only watched over the homeland but also served as a first line of defense against raids, as well as a haven for weary venturers. The tower contains a main hall where there is space for eating and sleeping. A stone stair case takes the inhabitant first to the bottom lookout. Not only does this addition add extra space, but it also serves as a lower vantage point for closer ranged defense.  The staircase continues around the four sides of the towers wall to a second room where supplies, food and arms are stored. They are stored in this level in case the main hall is breached and the defenders must lock themselves into the high levels of the tower withgout losing resources from below.  Continuing further up the staircase brings the inhabitant to the main lookout which obviously allows for the greatest line of sight. A deck protrudes outward which allows unhindered vision from the otherwise limiting conical roof. On top of the main lookout lies a large iron vat with an elevated cover. This vat is always filled with a decent amount of oil and is lit by means of a long pole torch in the case of a raid. The flames and smoke serve as a beacon to the other towers, which will continue the signal fires to where they are visible to towns and cities in order to warn them of an attack.
Title:
Post by: Wired_Crawler on April 14, 2006, 09:49:41 am
Wow! Gentar, You do can draw, and Your drawing for sure would be a good reference to make 3d model ( I\'m not sure if 1000 triangles would be enough for it though ;)).

***

I feel like a student again, I finish my work in last moments (well it is not finished really, but I\'ll not manage to make it in time). Here you are. The Kran tower built using natural rock formations, simple, cheap costruction, but it served its purposes well. In case of danger the stairs coud be blocked by stone covers (they were broken and lost long time ago = no more spare triangles ;)). Big gong installed at the top was heard many miles away, when mighty Kran was hiting it with hammer after spotting approaching enemies.

The messy mesh (998 triangles, as counter shows):
(http://img80.imageshack.us/img80/1610/wire0ui.th.jpg) (http://img80.imageshack.us/my.php?image=wire0ui.jpg)

Image rendered in blender:
(http://img143.imageshack.us/img143/8894/blendr6hm.th.jpg) (http://img143.imageshack.us/my.php?image=blendr6hm.jpg)

It looks better in walkest... ;)
(http://img137.imageshack.us/img137/2745/tower110ks.th.jpg) (http://img137.imageshack.us/my.php?image=tower110ks.jpg)

and even better, when there is terrain around :)
(http://img133.imageshack.us/img133/9261/tower11kj.th.jpg) (http://img133.imageshack.us/my.php?image=tower11kj.jpg)

Textures (bluish watermark added, can you read it ?)
(EDIT: the watermark is BAD, don\'t read it, use textures at the bottom of the post if you are interested)

Base texture (http://img88.imageshack.us/img88/9162/stone1f5ws.jpg)
Details (http://img301.imageshack.us/img301/5375/sign11dr.jpg)
More details (http://img142.imageshack.us/img142/3833/sign22ya.jpg)
Gong (http://img136.imageshack.us/img136/4853/gong1a2jo.png)
Misc. (http://img82.imageshack.us/img82/2696/misc2bo.jpg)

I still have unused 256x512 tile, and no time to fill it.

Refrence images (besides official concept art mentioned in contest description, which was used for general shapes and carved symbols):
Stone which I like, from Myst 5 screenshot (http://www.planetkodiak.com/myst/images/myst5eoa/myst5pic056.jpg) (I like those small holes in smooth surface, don\'t know why)
Modern watchtower ;), airport in Norimberg (http://img142.imageshack.us/img142/33/norimberg9oi.jpg)
***
For those, who want to see more (there is bonus small, blue decorative element ;)):
1 (http://img80.imageshack.us/img80/7083/tower125tu.jpg) 2 (http://img140.imageshack.us/img140/1294/tower22hw.png) 3 (http://img135.imageshack.us/img135/4922/tower37vd.jpg) 4 (http://img101.imageshack.us/img101/2202/tower46wi.jpg) 5 (http://img20.imageshack.us/img20/9247/tower103qk.jpg) 6 (http://img83.imageshack.us/img83/7178/tower69jd.jpg) 7 (http://img143.imageshack.us/img143/4530/tower73wi.jpg) 8 (http://img137.imageshack.us/img137/3357/tower85xs.jpg) 9 (http://img133.imageshack.us/img133/2301/tower94ha.jpg)
***

And now it is time for

[SIZE=big]HAPPY EASTER![/SIZE]

EDIT: I did a very stupid typo in watermark on textures :(, so here is corrected version

Base texture (http://img214.imageshack.us/img214/9623/stone1f6ej.jpg)
Details (http://img214.imageshack.us/img214/9640/sign19qr.jpg)
More details (http://img419.imageshack.us/img419/2981/sign22tq.jpg)
Gong (http://img156.imageshack.us/img156/8011/gong1a3yj.png)
Misc. (http://img214.imageshack.us/img214/3457/misc8wd.jpg)
Title:
Post by: peeg on April 14, 2006, 11:50:22 am
/me knocks down Wired_Crawler with a huge stone. \"If you don\'t join the Dev-Team ... erm... i gonna force you!\"

Execellent work!
Title:
Post by: apis on April 14, 2006, 07:25:00 pm
/me sorts out some stuff to post as an entry...
here are some screenshots from within PS..
http://blueether.net/twh/tiki-browse_gallery.php?galleryId=2
I did these in PS as walktest would segfault as would psclient when connecting to a local server...

The wood and stone of the structure are looking very weathered, and the iron sides of the towers manning hut are starting to show a lot of rust, the door an the east side no longer looks as if it will open. The roof lining is very tattered and is about to fall out and be blown away on the winds of time.

The tower was built when Hydlaa was first settled, and had very little defenses. The towers main aim was to raise the alarm if anything was coming on a marauding path towards the town. The tower still has a commanding view back towards the modern town for anyone brave enough to trust the weathered woodwork.

Wireframe:
(http://img514.imageshack.us/img514/6721/kranwire4sz.th.jpg) (http://img514.imageshack.us/my.php?image=kranwire4sz.jpg)

Blender render:
(http://img518.imageshack.us/img518/3129/kranblenderrender3sr.th.jpg) (http://img518.imageshack.us/my.php?image=kranblenderrender3sr.jpg)

Plansshift renders:
(http://img507.imageshack.us/img507/2538/kranpsrender014mn.th.jpg) (http://img507.imageshack.us/my.php?image=kranpsrender014mn.jpg)(http://img507.imageshack.us/img507/3393/kranpsrender029yn.th.jpg) (http://img507.imageshack.us/my.php?image=kranpsrender029yn.jpg)

Textures:
Dry wood http://blueether.net/TWH/ps-imgs/tower/tex_drywood_1024x256.png
Platform http://blueether.net/TWH/ps-imgs/tower/tex_platform512x256.png
Slate roof http://blueether.net/TWH/ps-imgs/tower/slate.jpg
Iron cladding http://blueether.net/TWH/ps-imgs/tower/tex_iron_512x512.png
Small stones http://blueether.net/TWH/ps-imgs/tower/stone07.jpg
Big stones http://blueether.net/TWH/ps-imgs/tower/stone512x128.png
(edit - missed one)
Roof under side http://blueether.net/twh/ps-imgs/tower/bark01.jpg
(256x128 over, but there is 512x256 waisted in the Iron cladding, as it was my first texture in blender and I didn\'t know much:) )

Blender file http://blueether.net/TWH/ps-imgs/tower/tower14_only.blend

edit fixed the
\'s that the BB inserted :( and made the gallery public :)
Title:
Post by: LigH on April 14, 2006, 07:29:18 pm
Quote
Originally posted by apis
http://blueether.net/twh/tiki-browse_gallery.php?galleryId=2
:(

Permission denied you can not view this section
__

And check your image URLs too:

http://blueether.net/TWH/ps-imgs/tower/tex_iron_512x512.png%3Cbr%20/%3E

There is a \"
\" inside your URL tags...
__

And in your signature, you are called \"Aips\"!
Title:
Post by: Arangol on April 14, 2006, 07:55:08 pm
Omg very good work Wired_crawler and Apis!

Permission denied you can not view this section - :(  i can\'t see it either
Title:
Post by: apis on April 14, 2006, 08:09:08 pm
Quote
Originally posted by Arangol
Omg very good work Wired_crawler and Apis!


I look at Wired_crawler\'s post and think that I have a long way to go in blender... I must say that it is my first time using blender so that is my excuse :)

Quote
Originally posted by Arangol
Permission denied you can not view this section - :(  i can\'t see it either


Fixed, sorry about that folks
Title:
Post by: Farren Kutter on April 15, 2006, 02:46:36 am
Okay, after seeing Gentar\'s entry, I pondered the use of even submitting mine, and decided to submit it anyway since I would otherwise have drawn it for nothing. Sorry bout the creases, I have a problem in which I have to do something with my hands, and often it is the folding of paper many times over...

(http://img159.imageshack.us/img159/984/scan9bj.th.jpg) (http://img159.imageshack.us/my.php?image=scan9bj.jpg)
Title:
Post by: LigH on April 15, 2006, 07:21:01 am
So, the deadline being near, I just want to remind two things:

1) My entry is for 2D, no mesh involved.
2) Click on the picture for a larger PNG image.
__

 (http://cosgan.de/images/smilie/verschiedene/d015.gif) Oh, I am now nervous, and wish

 (http://cosgan.de/images/smilie/figuren/a065.gif)  all the contestants: having presented the best they could,
 (http://cosgan.de/images/smilie/konfus/g060.gif) the jury: not too much headache about the final choice.

__

Smilies are not made by me, but linked from http://cosgan.de/smilie.php
Title:
Post by: Arangol on April 15, 2006, 07:29:18 am
@ Farren Kutter:.
 Try cleaning it up by just erasing a bit and then go to photoshop/gimp and do the rest of the cleaning there.
I think its quite good if you do that. (Better what I could).
Title:
Post by: Clayzekiel on April 15, 2006, 01:52:01 pm
Oh disappointment, I really killed my time... But I still have 9 hours! Plus the extra 2 hours given by GMT! That\'ll be enough. :)

...Or not.

Update: Or maybe it will.

Still much to be done but I think I\'ll make it... I really needed to push my limits again to be able to compete against Gentar.

We\'ll see what my work will turn out, hopefully not total crap.

Update II: Finished

Here\'s the resized version:
(http://i31.photobucket.com/albums/c364/Clayzekiel/kranwatchtowerresized.jpg)

And you can see it in full scale here (http://www24.brinkster.com/itsallcrap/db/kranwatchtower.jpg).
Alternative link here (http://i31.photobucket.com/albums/c364/Clayzekiel/thekranwatchtower.jpg).
Phew, just in time... at least on my clock:/

Would like to thank:

Paint Shop Pro
My hands
Hapankorppu(finncrisp)
Title:
Post by: Gentar on April 16, 2006, 05:15:53 am
That looks great, your design is awsome!!! Compete indeed! I have to tell you though that your link to the fullsize doesnt seem to work, and I\'d like to look at it in a bit more detail.
Title:
Post by: Arangol on April 16, 2006, 08:05:06 am
Lol Hapankorppu, everyone from Finland these days:D

Very good design on that. I like it very much. And in my opininon it looks better in the small picture.
Title:
Post by: Clayzekiel on April 16, 2006, 01:10:42 pm
Quote
Originally posted by Gentar
That looks great, your design is awsome!!! Compete indeed! I have to tell you though that your link to the fullsize doesnt seem to work, and I\'d like to look at it in a bit more detail.

The first full scale link doesn\'t seem to work very well, and the second was accidentially a link to the resized image. Fixed now, so everyone can see the endless flaws in it. :P
Quote
Originally posted by Arangol
Lol Hapankorppu, everyone from Finland these days

Yes we shall conguer Planeshift. :)
Quote

Very good design on that. I like it very much. And in my opininon it looks better in the small picture.

That\'s because I didn\'t have enough time to finish it properly... (my time usage sucks) I can only hope you won\'t see the mistakes and all that are burning my eyes. :P
Title:
Post by: ArcaneFalcon on April 17, 2006, 06:16:59 am
Really great work everyone.  Give me and Cherppow a week or so to go over them.  It\'s a bit difficult to schedule time that we\'re both awake and available because of the time difference, but we\'ll get it. :)

:emerald:
Title: Re: Unofficial Fanart Challenge #2
Post by: LigH on April 29, 2006, 10:53:57 pm
After the forum issues recently - the week shall be over now... ;)
Title: Re: Unofficial Fanart Challenge #2
Post by: ArcaneFalcon on April 30, 2006, 09:48:29 am
Contest results are incoming, I promise.  Like, in the next 30 minutes.  Seriously.

Edit:  Somebody needs to get my :emerald: 's working again

Edit2:  Did I say 30 minutes?  I meant..the next...300 minutes.  Just forgot a 0 there. :P

:emerald:
Title: Re: Unofficial Fanart Challenge #2
Post by: apis on April 30, 2006, 11:25:26 am
Contest results are incoming, I promise.  Like, in the next 30 minutes.  Seriously.

/me waits 30 minutes... :whistling: in the corner

Oh you meant PS time then.
Title: Re: Unofficial Fanart Challenge #2
Post by: ArcaneFalcon on April 30, 2006, 12:04:25 pm
Sorry about taking so freaking long, I never did get in touch with Cherppow about these.  I talked to him once for like 5 minutes.  For all I know he's dead...but hopefully not.  Don't worry though - I went over the contest entries with a friend of mine (some of you may remember him as erik10001).  Erik is an environment artist working on the upcoming mmorpg Spellborn.  He's an awesome artist, and an excellent judge for this competition.  Not only did he help me go over the entries, but he also promised to be a judge for the next contest (not that Cherppow won't be a judge again, just that having Erik do the next one will be a little treat).  Just a word of warning, the next one is going to be a little different, but we're both really excited about it. :)

Before I announce the winners, please note that mid-contest I decided on a new rule.  The rule is that a person can't win two contests in a row.  I talked to Wired and Gentar, and both had already started entries, so I'm waiting until contest #3 to implement it.  I don't want to discourage winners from participating, but I don't want to get stuck in a rut either. 

Without further adoue (or however you spell that), here are your winners:

2d: Gentar
3d: Wired_Crawler
(and now you see why I wanted to start that new rule)

Below are some things to work on about each, and some general statements at the end.  Congratulations to the winners, and huge provs to everyone that entered.  You guys really are great.  Be sure to take a look at contest #3 when it's up, because it's gonna be rockawesome (really).

2d

Mentak:  The best part about this is that you didn't use any photoshop filters.  The worst part about this is that you didn't use photoshop (or doesn't look like it).  Next time, just make it bigger, and put in more detail.

LigH:  The design is presented nicely, and has a decent amount of detail.  Your stone, however, isn't quite right.  Stone in nature is typically very matte (matt, mat...?), and yours doesn't seem to be.  The highlights are too light, and shadows not dark enough.  I know the concepts said they had some shiny stones, but yours don't look shiny either, they just look...plasticy.  In the future, try to use less filters, and more simply painting.  As far as the concept goes, it's a bit plain.  There's plenty of room there for creativity.  Also, there seems to be no door, and no sense of scale (adding a door would fix both those problems).  If the door is on the other side, it would have been better to illustrate the other side.

Baldur:  The concept is ok, and I like that you used some symbols on the stone.  The fact that some parts are filled, and some parts are left white hurts the consistency though.  Also, you need some lighting.  See the general statement at the bottom.

Gentar:  This gets an A+ on following the official reference, and creating an interesting design/concept.  One thing that's really missing is lighting.  Check out the lighting statement at the bottom.  In addition, one thing that really makes this piece strong is the difference between background/foreground.  The background is toned down enough so that we still see it, but it doesn't take our attention away from the subject (in this case, the tower).  Also, while color isn't necessary, it's always a plus. :)

Farren Kutter:  F-+ on presentation.  The F- is because you folded it up and put it in your pocket, the + is because you used a scanner this time.  Scanner good, foldies very bad.  You started to put some shading in from a lightsource, but it could have been taken further.  See the lighting statement.  Your concept is nice, and we get a good sense of scale (doors are good like that).  You did a nice job of following the official concepts.  Also, I notice the beginnings of a background similar to Gentar's where it's lighter, but in this case it's so light I almost missed it.  A bit darker so we can see it, but keeping it lighter than the tower is good.

Clayzekiel:  Concept and design are good.  The door and windows are nice (good sense of scale).  Your stone texture needs to look less like a filter with some shading painted over the top, and more like some good stone.  Reference, reference, reference.  Twice.  It definitely looks old and beat up, and follows the official concepts acceptably close.  The horizontal stone spikes, and the rock borders around the windows/door are nice details, and really help add interest.  As far as presentation, the smaller version is a bit small, and the larger version looks a bit pixelated.  Next time maybe start even larger than your large version, and scale it down to somewhere inbetween the two so that those pixels disappear.

3d

Induane:  Your concept is alright, it just needs to be executed more fully.  You have 1000 polys, and I you had plenty left over (you could also get rid of a bunch in the ladder).  These could be put to good use rounding the slabs out, and giving them a more random surface...so that they look more like natural stone, and less like cut slabs of marble.  If you had fleshed the model out a bit, I think it would have matched the official concepts acceptably close, but as it is now it doesn't look very similar.  Last, your textures work.  See the general statement at the bottom.

Elentor
:  Yours was just for fun, so it wasn't judged to win, but we did take a look at it.  Your textures were alright, but they could use a lot more detail.  There can be nails in that wood, engravings on the stone, metal clasps holding things together.  Take a look at the general statement at the bottom, but of the textures done this way they were probably the most successful of the bunch.  Also, you probably didn't pay much attention to any of the guidelines, etc., but you had tons of extra polys that you could have used to push detail and add some more depth/believability to it.  The design is somewhat kran-like, but I think it could match the official references a bit better.

Rast:  As far as your textures go, just take a look at the general statement at the bottom.  Your concept/model needs some work too.  Your concept is a good start, but has some problems.  First, the overall design and execution aren't very interesting.  You used too many simple shapes (cones, cylinders, etc.).  Every single vertex needs to be given the attention it deserves, and the attention it deserves usually entails getting it away from whatever primitive object you started with.  Structurally, it doesn't look very solid, and design-wise it doesn't match the official concepts that I said to reference.  Last, your terrain needs to looks a bit rounded and such, like somebody melted something.  For the future (ie, when it's actually a part of the contest) try to add more variation to it, and make it more believable by adding detail and objects (see Wired_Crawler's for an idea of what I mean).

Lordbug
:  Yours was obviously unfinished, but for what you have done I think you should try to stay away from your primitive shapes more.  Using a box or cylinder to start modeling an object is one thing, but to build a scene using mostly primitive shapes that have been edited slightly is something to stay away from.

Apis:  We thought your earlier models were better actually...  Not all suggestions are good suggestions I guess. :P  Your concept is interesting, and fairly close to the official concepts.  Your textures need work.  See the general statement at bottom.

Wired_Crawler:  Your concept and model are ok, but your textures need work.  You did good to paint over them a bit, but you could have taken it further.  Take a look at the statement at the bottom.  In general, the holes look a bit too big I think.  It was good to be inspired by the reference, but you would have been better off to create your own version of that material, and make the holes appear smaller.  As it is, they look bigger on your tower than they do in that reference picture, and it makes your tower look, well, weak.  You did a nice job of throwing some detail on the landscape.  Showing that you gave it some effort and thought is a huge plus.


Some general statements of things to work on:
(these applied to a lot of the entries, so I didn't feel like writing them 8 times each, in different words)

Lighting
:  Every scene, 2d and 3d, has a main lightsource.  Whether it's a sun, a huge magical crystal in the ceiling of a hollow stalactite, or some bald guy, the lightsource is going to cast shadows.  It's usually a good idea to include said shadows in artwork.  After you get lineart done for a 2d piece, or your model done for your 3d piece, lighting needs to be in the back of your mind as you begin working on adding detail and shading/color.  Use the shadows to show the rough, uneven surface of the rock, or any other textures you have in your scene.

Filters:  Please, please, please stop using filters.  Filters are the best way for someone with little to middle skill to make something look better.  However, the results they produce are at best mediocre.  Some filters really are good (the gaussion blur and noise filters for example), but the majority aren't worth your time.  Even the ones that are good should only be used as *pieces* of your final texture.  Every inch should be gone over with a paintbrush, adding detail.  I would honestly prefer to see someone try and fail at making an entire piece with only the brush tool, than see someone use filters for everything.  This doesn't mean you suck if you use filters, just that the only way to get results better than what filters can produce is to rely on them very little.

Textures (specific to 3d):  Tender loving care.  Attention to detail.  This is what texturing should be.  Too many people simply found materials on imageafter or whatever and pasted them onto their models.  It's ok to use materials as reference, or as base layers for textures, but they should never be just pasted on.  Textures make or break a model, always.  A good texture artist can make a box look amazing, and a terrible texture artist can make a 603463634 polygon model look like a pile of playdough.  A good rule of thumb for painting environment textures is 3 layers.  If you have less than 3 layers of detail painted onto your base layer/material, then you don't have enough (more is usually better).  Please just take the time to add interest and believability to your model by spending a *good* amount of time on the texture.  At first it will seem like it takes forever (probably because it does), but once you see your good texture applied to your model it will all be worth it.


Really great job everyone.  Sorry if the little statements sound harsh or whatever, I really try to be as nice as possible when I write them.  They're just things to work on, not personal attacks on your mother.  Doing this makes me really glad I'm not one of my art profs...  If anyone has any questsion about the comments or anything else, just post here or pm me.  I'll be glad to answer whatever.

:emerald:
Title: Re: Unofficial Fanart Challenge #2
Post by: rast on April 30, 2006, 04:21:45 pm
congratz wired crawler and gentar  :)
i realised pretty quick that i wasn't going 2 win when i saw yours especialy wired crawler ;)

when is the next competition going 2 be - i need something else 2 do  :sleeping:
Title: Re: Unofficial Fanart Challenge #2
Post by: ArcaneFalcon on May 01, 2006, 12:19:15 am
The next one takes some preparation on me and Erik's parts.  It's going to be awesome (I hope :P).

:emerald:
Title: Re: Unofficial Fanart Challenge #2
Post by: Wired_Crawler on May 01, 2006, 12:28:30 pm
 \\o//
Thank You, Judges for Your time and comments.
Thank You, contestants for participating, I hope next time there will be even more entries (I won't win, so there is Your chance ;) :P)
And thank You all spectators for cheering us on.

I'll use the opportunity and try to squize at least little more informations out of judges  :devil:



Argh... I knew You would say that...



In general, the holes look a bit too big I think. It was good to be inspired by the reference, but you would have been better off to create your own version of that material, and make the holes appear smaller.[/list]
I agree, but it was hard to achieve with the limitations we were given and my expectations. I need to have texture, which:

A compromise must be reached, so here comes my dilemma: is it better to make texture looking good from big distance or small distance ? In 3d games giving player full freedom of movement (like Planeshift), we can explore world in large and small scale. Which case takes higher priority ? (of course, I'm talking about big objects like a tower). In PS some walls are very pixelated and detailless when examined (Hydlaa walls), some look quite good even at close look (entrance to sewer behind tavern). Are the any general rules, or should we rely on "artistic instinct", which is rather subjective thing ?


Filters:  Please, please, please stop using filters.[/list]
Could You be more specific, which filters are bad ? (Any examples from contest works ?) What should we avoid ?
For example - should I avoid using automated filters to generate shadows/highlights (I use them intensively) ? It would be rather hard for me to do, although I must admit, that brush-painted shadows/highlights look really good on textures which I saw in tutorials etc.



Every inch should be gone over with a paintbrush, adding detail.[/list]
Is it general rule or rule for PS artwork ? Many 3d games use photographs as textures, with little editing and ... filter processing. And they look good.


Textures (specific to 3d):  Tender loving care.  Attention to detail.[/list]
What would You suggest - make BIG detailed texture (for example 4096x4096) and shrink it to 256x256, or add details to the image of destination size ? Which method gives better results (if there is any difference at all) ?
Title: Re: Unofficial Fanart Challenge #2
Post by: ArcaneFalcon on May 01, 2006, 03:39:03 pm
Ok, I'll try to hit all the questions here...

Texturing the tower was definitely difficult with the limitations I gave you.  1024* probably isn't enough space for a building that's going to be viewed up close.  At the same time, games typically put far less detail (resolution wise) into the environment than they do into characters/objects.  With your specific tower, you said you had holes ranging from 1* to 6* pixels.  You could have reduced them 3 or 4* pixel, and probably been much better off.  More about it later.

As far as filters go, most of them are bad.  The only ones I use are some of the blurs (guassian = leetsauce), add noise, offset (under other), and unsharp mask when doing photo retouching.  For everything else I use brushes and/or blending options (I've even started using blurs less though, in favor of the blur and smudge tool).  Automated filters that generate highlights/shadows are less flexible than simply painting them yourself.  You can maybe get pretty close to emulating whatever material you want with a filter, but you can always get exact with a brush.

Most textures use photos, it's true.  But no textures use plain, unedited material photos.  Let me clarify a sec, these are my definitions:
material: a basic, generally monochromatic image representing a single surface type.
  examples - http://www.stone.uk.com/images/newjpeg/Grub_polished1.JPG   http://www.cnr.vt.edu/dendro/dendrology/wood/hard_maple.jpg
texture: a colored 'skin' of an object or creature; consists of one or many materials, with details (scratches, dirt, highlights/shadows, designs, wear & tear, etc.) layered on top
  examples - http://www.poopinmymouth.com/3d/dragon_tex.jpg    http://www.poopinmymouth.com/3d/tri_severin_tex.jpg
Now, tileable ground textures for a game, and environment/character textures are 2 very different things.  Tileable ground textures can consist of a few photos blended on top of each other, with some color correction, and editing to make tileable.  Environment/character textures are very different.  You can't simply slap some material photos on a statue, and expect the game to do all the shading, and if it's not shaded properly, then complain about not getting enough polys.  That's what you can do in movies, when you have a room the size of a gymnasium full of high-powered computers that render 24 hours a day.  We aren't making movies. :)  If a detail isn't big enough to affect the sillhouette of an asset (I'm using "asset" as a blanket term for any object or character), then it is a detail that should be put into the texture, and not the model.  This is where I got that 3 layer rule > http://www.poopinmymouth.com/process/tips/dirt.jpg  If you haven't looked through them already, I'd highly recommend looking through some or all of the tutorials at www.poopinmymouth.com (http://www.poopinmymouth.com).  It's honestly the best resource I've come across.

About your resizing (and about that hole sizing thing I refered to earlier), check out this article on PIMM > http://www.poopinmymouth.com/tutorial/resize.htm

(if you haven't figured it out by now, Ben Mathis = my hero :P )

edit: How do I make some text a link with this new forum?  I don't like having long urls littering my post...

edit 2: A little heads up - contest 3 will be a little bit different format than the previous 2 have been.  It is going to be texturing intensive, modeling non-intensive, and there will only be 1 section, no seperate 2d and 3d.  More details when we're ready. ;)

:emerald:
Title: Re: Unofficial Fanart Challenge #2
Post by: Wired_Crawler on May 01, 2006, 05:16:12 pm
Thanks for clarifying. I thougt You wanted us to create materials from scratch, using only brush. Now I'm fully satisfied (and I feel relieved) :).

Yes, I know PIMM (http://www.poopinmymouth.com) site, I have watched most of the video tutorials, it seems that I haven't payed enough attention to text :sweatdrop:

Ad. edit 1: do it the same way like on old forum (manual editing required, but You dislike automatic "filters" anyway :P):
Code: [Select]
[url=http://www.poopinmymouth.com/tutorial/resize.htm]True resolution vs Resizing[/url]result: True resolution vs Resizing (http://www.poopinmymouth.com/tutorial/resize.htm)
Title: Re: Unofficial Fanart Challenge #2
Post by: Clayzekiel on May 01, 2006, 06:32:01 pm
All I can say is bleh, better luck next time:P

Well, I think the most important lesson for me is the time usage. It went quite down the drain because of that.. And I surely willl take the hints given:) Although I think I'll go on with a more skethcy style..

I hope the next contest will also be a nice and challenging one:)
Title: Re: Unofficial Fanart Challenge #2
Post by: LigH on May 01, 2006, 06:52:32 pm
After reading the reason of my complaints, the "no filters" rule at first simply sounded like "everyone who is not able to draw free-handed, is no real 2D artist", as if I should have avoided telling how I did it, and got a "technique malus"...

I know that you don't mean it so generically.

Our opinions probably differ regarding the rating categories - obviously, the used technique was important for the jury as well as the result's impression and presentation. I will try to remember that in case I feel able to attand in another contest again. But being handicapped here (I just can't draw well with pencils or mouse, also I don't have a scanner or a tablet), I see low chances for me in this case.

But if you feel I misunderstood you, then let me assure you: Probably only in a few details. I promise, I understood other objective points of criticism very well (e.g. the lack of a door - I know that assuming it behind the building is the wanted, but not the most comfortable reaction).
Title: Re: Unofficial Fanart Challenge #2
Post by: Frank on May 03, 2006, 10:39:50 pm
man i cant believe i missed the deadline i had a picture i was drawing but i never got it finished :(

oh well congrats to thoses who won, but i will try to give yall some compition ::) next time and try to complet my drawing and turn it in on time, Im just getting done with my AP test too so i will have nothing but time in class to work on them.
Title: Re: Unofficial Fanart Challenge #2
Post by: ArcaneFalcon on May 04, 2006, 10:21:45 am
Frank:  Can you just go ahead and post what you had done?  The deadline may be past, but that doesn't mean we can't look at it and give some possible suggestions. :)

LigH:  Sorry if I offended you or something, but the point of these contests is to practice and get better.  Sounds like a perfect opportunity to try some traditional drawing and see if you can't improve.  The next competition will be an extra perfect opportunity, so maybe just give it a try.

:emerald:
Title: Re: Unofficial Fanart Challenge #2
Post by: Frank on May 06, 2006, 01:44:30 am
ok just give me like 3 week to finish it up... I am having ap test at school right now and I wanna take my time on it too
Title: Re: Unofficial Fanart Challenge #2
Post by: Baldur on May 07, 2006, 03:00:16 am
I'm so pleased with the criticism and i've improved alot, though on indpiration-drought atm  X-/
Title: Re: Unofficial Fanart Challenge #2
Post by: BlackAcre on May 08, 2006, 09:42:38 pm
Elentor and Wired Crawler both knocked it out of the park.  I like that both of them used large natural pieces of rock for their structures, which seems more "kranic" since you imagine stone beings being excellent and strong stoneworkers that allow stone to flow naturally and not chisel it down unnecessarily.  Those were both excellent--wish I could draw anything nearly as good.