Author Topic: Unofficial Fanart Challenge #3: Entries  (Read 1913 times)

ArcaneFalcon

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Unofficial Fanart Challenge #3: Entries
« on: June 21, 2006, 03:46:29 pm »
Not sure how many people are actually doing this, but if you have an entry you want judged post it here.  If you want it judged but not 'entered' then just make that note when you post it.  At least this way when I post more interesting challenges you people won't have excuses for having bad textures.  Post away.

Wired_Crawler

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Re: Unofficial Fanart Challenge #3: Entries
« Reply #1 on: July 23, 2006, 09:51:48 pm »
Finally I have found enough time and will to make it :). It is a month too late, but better later than never ;). I'm here unofficialy anyway (according to rules), so it is for fun and to receive comments.

Here is link to texture (and layer setup if you are interested :



NOTE: I HAD to modify UV-map a bit, because one side of the door was appearing upside down. I have only rotated several polygons (together) by 180o (you will see which). Generally I'm not very pleased with supplied UV map. Maybe it is good enough to make entirely wooden door, but in my case it was hard to get rid of seams (so in the end I did not manage to do it entirely).

Those green things at both sides of entrance are "containers" with glowing moss, they are replacements for lanterns or torches ;)

ArcaneFalcon should be satisfied this time - the only filter used was "noise" to prepare surface of those black, metal elements. The rest of image was created with brush, pixel by pixel (generic gimp pattern and photographs were used as base for some materials, to quickly get big variety of colors). BTW: I have found the answer for one of my questions from previous contest: one pixel can show some details, it all depends on its neighbours :).

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Non-required part
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Rendered in blender (raytracing on):


Rendered in walktest:


And, of course, in-game screenshots :)



Edit: corrected error in description.
« Last Edit: July 29, 2006, 07:08:25 pm by Wired_Crawler »
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Induane

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Re: Unofficial Fanart Challenge #3: Entries
« Reply #2 on: July 29, 2006, 03:05:14 am »
All i can say is ... WOW

:D I've been busy with the community modeling project and didn't get a chance to work on this one .. but.. you rock!

ArcaneFalcon

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Re: Unofficial Fanart Challenge #3: Entries
« Reply #3 on: August 03, 2006, 07:25:29 am »
Very nice Wired.  All I'd say is work on the stone and metal a bit.  The metal does look a bit noise heavy, and the rocks look a bit plasticy.  I'd get more specific, but I'm too tired atm, maybe later. :)

Wired_Crawler

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Re: Unofficial Fanart Challenge #3: Entries
« Reply #4 on: August 03, 2006, 01:13:00 pm »
Yes, the stone doesn't look entirely right. I think it has something to do with highlights and shadows. I am still unsure, what is the best way to paint them. Probably combining all component layers into one layer and painting directly on this layer would allow me to obtain better result. I didn't t do that, because I didn't want to loose ability to turn on/off some of components. Currenly most highlights and shadows are on separate layers set to mode "overlay".
And regarding metal - again I had a problem here with highlights and shadows. How to show shadows on black surface ??? Is it doable only by painting highlights ? Or should I just make it less black, so it would be possible to add some darker pixels later ?
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ArcaneFalcon

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Re: Unofficial Fanart Challenge #3: Entries
« Reply #5 on: August 08, 2006, 07:15:13 am »
Concerning the rock, rock tends to be more flat, so you'd want to tone down the highlights a ton (but not entirely, as they help add volume) while leaving the shadows.  Also, try adding just a tiny bit more noise, and get rid of the black outline around each.

About the metal, one thing to remember is that in nature there is no such thing as a perfect black or a perfect white.  If you ever have a black or white section on a texture, it's best to use a very dark or very light gray, respectively.  This way you can come back and add more detail with perfect black and perfect white later.  But, the values on your metal weren't really the problem, it's the pattern.  It's too pixelated, and the light dots really stand out as such.  My advice would be to find a metal material (via google or wherever) that you think would look good there, and then try to imitate it (http://whatscookingamerica.net/Foto4/CastIronRust.JPG).
« Last Edit: August 08, 2006, 07:18:06 am by ArcaneFalcon »

Induane

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Re: Unofficial Fanart Challenge #3: Entries
« Reply #6 on: August 18, 2006, 12:57:48 am »
What I want to know is how you managed to integrate that into current ps art!

Nilrem

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Re: Unofficial Fanart Challenge #3: Entries
« Reply #7 on: September 01, 2006, 10:36:07 pm »
Even if the thread's labeled as "Entries" seems that comments are appreciated, so here I go, ready to share what comes to mind when looking to this door.

"We don't sell potions of happyness to children and dermorians!"
Mmm... I'll refrain from saying what first came to mind when reading this ^^ but... isn't the use of "and" in a sentence that has "don't" a bit confusing? Oh... now that I notice it... it's the Herbalists Guild door... Hands too focused on picking up flowers and grass... left almost no room to put on them some written expression abilities.  ;D
[Wired, wired... you'll have to pay your guilt for that message! :P]

Now the real comments: :)

Wood:
Good looking, on average I like it a lot. The door looks solid, and I think it adds to it the wood texture as well as the fact that you've used few planks of wood to build it. It is very well thought, as of its structure, for instance the place where the title of the guild is put, is perfectly shaped on the door, giving it relevance, and also appears as a solid plank, that adds more power to the message. One comment only about it, very very picky. But specially noticeable in the upper right wooden block. The seams. It's that the word? I'll assume it is... well, the tree grows in concentric circles, notice that that (almost square) block seems to be made of solid wood. If that's true on its lower part, there should be only one seam mark. Notice how the lateral view does the trick, and, on the left upper part, since the block is rotated, the seams are too, so what you see from the perspective shown, almost does the trick too (meaning that it goes unnoticed, while, at the right part it is noticeable)

Metal: Already discussed. The white dots add an odd effect to the view. The metal appears as painted in black. If that is true, you shouldn't worry too much about its aspect. In that case, the metal would look completely black, and there's no shadows in it nor any feeling of detail. If only, you could have played with "dust" effects or zones where the paint fell, but if the Herbalists take care of their outern appearance, and keep the metal always painted in black, then I bet for no shadows at all, and no little details to be percieved at all... and yes, that might be a flaw point, since perhaps it would look too artificial. The suggestion of using (almost) colours, seems the one to follow.

Drawings: I've to admit they add a colour and freshness to the door that, if it did not have it, perhaps it would look as a non relevant door. But, then again, does it have to be? I don't know if the Herbalists guild would like to have those drawings on their main door, true, they do show flowers and grass (their main motive for their job) but the analogy between the drawings and the children referred to in the note is too strong. Are the little ones in Hydlaa being slightly evil and decorating the door? :P
Obviously not, since the drawings are smartly placed on the door. Respectful with the door itself, so to say. Still the childish drawing feeling persists, it adds freshness to the door, yes, but at the same time it would transmit lack of seriousness for the profession, and since this is a door for a guild house, I guess appearances have to be kept, and, currently, one feels like, if the door was opened, a couple of gnomes one above the other would be in the room making malabars, while a yulbar tries to keep equilibrium on a baloon behind them, just on the doorway that leads upstairs.

Rocks/stone: It has been commented already (hey, that shows I arrived late :P) and I've nothing more to say regarding the rocky blocks at the bottom. I've, although, something to add to the lateral parts. Why do they look odd? I'd say because that structure is more seen on floors, than on walls. The kind of little pebbles used for the lateralls, embedded in that grey mass (kind of a cement) ressembles very much the pebbles one can find on the rivers. They're shaped round and smooth due to the water flowing. That is the kind of rock you used. Personally, I would not remove that dark sorrounding that ArcaneFalcon mentioned, I think the texture itself looks really great, but not fitting to a doorway. For the floor, I'd see it fit. Perhaps it's a matter of getting used to it, but I expected a more solid rock to be used in there, kind of those that had to be extracted and worked on with a hammer and a chisel. You'd have even made the structure that holds the moss chiseled (?) if you had used that rock form I mention. It would add to solidness of the door. See how, currently, the door itself looks more robust than its doorway.

Moss: Glowing moss you said? I think it's time someone measures radiation on Yliakum then... seems that Herbalists are playing with uranium :D No comments about it except that it looks a bit too plain and without volume, specially at the upper part of the cone (the wider one) The use of that moss, though, together with the already mentioned choose of rocks, gives the doorway itself a feeling of "Christmas" tree, that adds to the sensation of being in "Wonderland". If you open the door now, there are cards running here and there, and a fat queen behind them.

The note: The texture looks correct, and, somehow, I liked the text ;P But I'd like to comment you one thing. Its placement. Unfortunately, it's too clear that it was you (texturer of the door) the one that decided where to put the note, and its size. See how it perfectly fits the central bar, and how it doesn't touch (or barely at the right) the metallic parts of the door. Just as if you did not want it to hide any detail you worked in. Well, that gives the note a feeling of non credibility. You've to try to think how that note was put there. Probably they were a bit angered at some demands, and one just opened the door, and plugged the note on it. It is a door that the one that put the sign, had seen millions of times, so he/she would not bother that much about its size or if it hides or not any detail of the door. Hell! Those kids are angering me, let's see if they know to read this! and plaf! the note is put.

I think this is all that came to mind. ^^

That said, I must say again, that the average look is nice, and that I'm very glad to see your evolutions in this learning you decided to start. The textures on themselves are great and of high quality, and the artistic touch you have is evident, I'm not talking about the texture quality, but more about the idea on how to make the door look like, the chosing of the type of letters, and lots of other details. I do not know what you meant with that pixel by pixel thing... (but I'll make sure I'll end knowing about that :P) but it's clear that you put lot of effort into your works, by the little details they all have, and the delicate touch you put on them. It's not only clear that you enjoyed the process, but you also wished others to enjoy the result. You can count me as one of your espectators. :)

And I'm more than glad to return to you a little part of the time you put to bring this to us, in form of feedback.
If something else comes to mind, I'll be sure you know about it Wired.


Are there any MoonSeekers left?

Wired_Crawler

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Re: Unofficial Fanart Challenge #3: Entries
« Reply #8 on: September 05, 2006, 07:55:42 pm »
Thanks, Nilrem. You are the good replacement for missing judge ;) :P

Quote
"We don't sell potions of happyness to children and dermorians!"
Mmm... I'll refrain from saying what first came to mind when reading this

No need to comment on this, You are the only one, who knows the true meaning of that sentence ^_^.

Quote
but... isn't the use of "and" in a sentence that has "don't" a bit confusing?

Errr... Are you sure ? So what conjunction should I put there ?

So, here come my real answers.

Quote
Wood (...) One comment only about it, very very picky. But specially noticeable in the upper right wooden block. The seams. It's that the word?

Yes, I wrote in my entry post, that I don't like provided UV-map. To eliminate seams I would have to make new UV mapping. Three words - not my fault ;).

Quote
Metal: Already discussed. The white dots add an odd effect to the view. The metal appears as painted in black. If that is true, you shouldn't worry too much about its aspect.

My intention: polished metal covered with molten tar, very hot, liquid tar. With some additional ingredients tar becomes hard and fragile after cooling down. Then, because of temperature changes, small parts of it are coming off the surface, creating holes, through which silver metal can be seen... I saw such solution in real world in the past. But - yes, I think I did not manage to paint it entirely right, you also won't be able to judge it without knowing, what I wanted to achieve... I should have written it earlier.

Drawings: hehe. My 2D skills are low (I mean drawing well defined shapes, I can hardly draw a stright line :P). I'm happy that I was able to draw those plants at all, and I'm rather pleased with the result :). Maybe I'll become better in the future... Maybe not.

Quote
The kind of little pebbles used for the lateralls, embedded in that grey mass (kind of a cement) ressembles very much the pebbles one can find on the rivers. They're shaped round and smooth due to the water flowing. That is the kind of rock you used.

Ah! One success ! :) Exactly the kind of stone I had in mind when creating this part. ArcaneFalcon is right, they look a bit too shiny. Now, when I already know it, should I bother to correct it ?

I really don't know, what to say about glowing moss (except that there is nothing strange in it, You can find it in our world too). You don't like it - OK. There is no accounting for taste :P

About placement of note: there were two reasons. You guessed correctly on of them, I didn't want to cover other parts of image. The second reason - texture is flat, paper is flat, model is not. Placing it a bit higher or lower or to the left or right would provoke a comment: "Paper looks like tapestry on the wall, like it was very carefully glued to the door's surface" :P. Now I can at least pretend, that it is pinned to the wood (did You notice those two, small pins ?)

Thanks again, I appreciate Your feedback.
"Close the world, txEn eht nepO."

Gyerfry Stoemsaber

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Re: Unofficial Fanart Challenge #3: Entries
« Reply #9 on: October 18, 2006, 10:39:07 pm »
I found that this door looks realistic. I think it should be put ingame.
« Last Edit: November 08, 2006, 01:06:12 pm by Gyerfry Stoemsaber »