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Messages - meigoltann

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1
Fan Art /
« on: October 19, 2005, 12:13:03 pm »
You\'re drawings are really good, I like very much how you make things seem \"dynamic\", it is not something that anyone can do...

2
Fan Art /
« on: October 19, 2005, 08:39:47 am »
Hey, there\'s good tuff here! And I think you can do even better, try to uniform poly distribution on the head, especially on the top of the head and on the nose... and continue posting the improvements!

3
Fan Art /
« on: October 19, 2005, 08:33:29 am »
I\'ve noticed it too JellyWerker, and yes it is a problem of vertex position in the geometry... I left them where they were cause since it\'s only fan art (not in the negative meaning) I didn\'t want to spend much time on a single model.

Such problems occur when you place vertex around without a preliminar geometric study, however using bevel function always let you avoid those imperfection.



( I like sooooo much to act like a teacher :D )




So you think I could apply to the team? I read the guide on the site and send a couple of e-mails but no result... maybe I\'ll try the IRC channel.

4
Fan Art / Going on with crystal weapons...
« on: October 18, 2005, 05:25:06 pm »
I\'ve just added an alberd-like weapon based on a big exagonal crystal.

http://xoomer.virgilio.it/meigoltan/ps.htm

(third from left)

the fourth image in the gallery is the low poly version of cygnus bow with a provvisory (really provvisory) texture.


I think that weapons based on sharp krystals may be suitable for krans who are naturally experts of growing special kind of crystals. I will continue on this concep until someone tell me that kran never intended (or will never intend) to do such things, or until I get tired of it...

I\'m also accepting requests for other races styles.

5
Fan Art /
« on: October 16, 2005, 04:58:20 pm »
Ok, I\'m going too far...


All I was talking about is:

Staff says: \"Why don\'t you mess around with a possible design style for the underwater city?\"

then all the so-called artists like me start to mess around with pictures and proposals about this and that...

Eventually Staff look at all the work the little so-called artists have done and **IF** they see something worthy, THEN they earned a new idea... ELSE we have messed around like we always did.






Now, stop the ideas and talk about some genuine FAN art:

http://xoomer.virgilio.it/meigoltan/ps.htm

6
Fan Art /
« on: October 16, 2005, 02:16:04 pm »
Kriller resumed perfectly the idea I tried to espress.


The point is:

Planeshift need help - many people eould be happy to give help - unfortunately not everybody is able to give properly the help required...
...but the ones who could be able need specific tasks to prove their skills with, not just wander around blindly.



Important note: I\'m not trying to establish a \"most beautyful weapon model\" contest. I think that it is not necessary that we know if a model will be added or not, but who wants to help need to know if the thing he\'s working on is somewhat required or not...




edit: when I talk about style I mean \"kran artifact\" or \"elvish artifact\" styles (read \"the particulars that distinguish racial artifacts\"). Obviously, this kind of attention is required only if we\'re going to have different artifacts for each race... like the different house styles shown in the concept art area of the site.

7
Fan Art / How to make models "official"
« on: October 16, 2005, 01:06:10 pm »
I know this part of the forum is only dedicated to \"FAN\" art but, since I noticed that a there\'s a lot of people (like me) who would like to contribute with their ideas to the game, I think that more \"official\" (read \"technical\") rules are needed for low poly modeling.

I\'ll try to explain.. (be patient with my english please):

To build a 3D model with one of the suggested programs and keep count of the polygons is quite simple (I\'m not talking about \"good\" models), and we know also that a common object must have less than 200 poly and so on...

A little harder is to figure out how that model would look like into the game and, I experimented this, to compile and run CS without a simple step-by-step guide isn\'t just an ordinary task for common users.

I suggest (the staff) to write a document that explain how \"official\" game graphics (3d and 2d) must be, and how the candidate models will be valued so that people wishing to see their work appreciated can work in the right direction.

Style guide-lines will also be helpful.


If there\'s nobody assigned to style supervision, well... may I suggest me? :)

8
Fan Art /
« on: October 15, 2005, 02:51:10 pm »
I edited the first post.
Feel free to browse the main gallery to find more general concept drawings of weapons.

http://xoomer.virgilio.it/meigoltan/


I was thinking about trasferring in low poly the whole set of weapons. If you suggest me which of them fits better in planeshift background I\'ll know where to start.

9
Fan Art / From concept to LP-Model
« on: October 15, 2005, 02:14:25 pm »
Hi, I\'m new in Planeshift community, I\'m from Rome (Italy). I really enjoy drawing weapons and I hope you\'ll enjoy my drawings.

I started using blender 3 days ago but I learned 3D basics when I was 12 years old so it hasn\'t be hard form me to learn.

Here is a marble-block mace concept and the corresponding low poly model made in blender:

http://xoomer.virgilio.it/meigoltan/ps.htm


Let me know if you like it!

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