Author Topic: Zweitholou's Illustrations  (Read 14196 times)

Zweitholou

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Re: Zweitholou's Illustrations
« Reply #15 on: November 20, 2008, 05:32:42 am »
As, I've not been able to do much Planeshift specific art beyond the city contest, I have just finished a not-specifically-planeshift group of pictures I'd like to share. In rationalizing the legitimacy of my posting of this group of pictures in the fan art section, I first thought that it is art done by a fan, and therefore fan art. Not being content with this reasoning, I came up with an interesting idea. As these are abstract, what if I asked other fans to try and find things in them that remind them of Planeshift? So, here goes.








Anumesa

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Re: Zweitholou's Illustrations
« Reply #16 on: November 20, 2008, 07:34:59 am »
These are absolutely gorgeous! I love the use of color and shape, though especially color....they absolutely pop!

I probably shouldn't be writing this in the middle of the night so i apologize for the fragmented thoughts.

Anywaysss, i love them, keep up the great work :D

Nikodemus

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Re: Zweitholou's Illustrations
« Reply #17 on: November 20, 2008, 09:50:32 am »
That is so twisted ;D



What you can failure tommorow, failure today.


Better click for shiny stylez Help me with images!

Zweitholou

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Re: Zweitholou's Illustrations
« Reply #18 on: November 26, 2008, 05:50:51 am »
Thanks, Anumesa!
Nice diction, niko.

More pictures:
First, traditional klyros regalia based on deep sea creatures, as mentioned in the race description.



And lots of other older pictures:

Inspired by Inca's nolthrir concept.

Nolthrir cluster housing concept.

Bacu interior.

Concept of Klyros female with alternate head fins.

More alternate head fins for female klyros.


New Characters! Both of Zweitholou Gutharen's children. I actually went so far as to write the daughter's name in the klyros language given on the wiki, for what it's worth. Roughly translates to "she who causes light."

GodOfPower

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Re: Zweitholou's Illustrations
« Reply #19 on: December 07, 2008, 05:10:14 am »
Those are really really good.. Seriously keep it up, nice talent there  :thumbup:.

Zweitholou

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Re: Zweitholou's Illustrations
« Reply #20 on: July 03, 2009, 07:40:43 am »
GodOfPower: Sorry I took so long to say thank you.  I really appreciate your comment, and as you can now see, I've taken your advice and kept it up.


I was inspired to come up with these first three pictures by the topic in the wishlist about racial weapons.  I tried to reflect both the different cultural styles and differing physiques of races when coming up with corresponding racial weapons.  In the first picture are two Diaboli style weapons, similar in type to a war pick and a dagger.  These designs had more to do with creating a style that reflects diaboli appearance and mindset than their body type.  The second picture, on the other hand, does relate to kran specifically because they use crystals in much of the craft and art and they receive more damage from blunt weapons.  I got the ideas for the shapes from Aztec Macahuitl and Simple Incan maces.  The Gudor and Darg could use diamond for the blade instead of obsidian, which could be made sturdier by being held together with magic in addition to adhesives.  In the third picture on top I have a Nolthrir weapon in the style of Tonfas, with a handle on the side so that the user can swivel the blabe between a more defensive or offensive position.  I thought that this seemed to make for a fluid fighting style which fits with Nolthrir lifestyle.  Also, when swiveled back the sword increases the surface area around the hand, perhaps allowing for use while swimming. The curving waves of the blade even mimic flowing water.  Finally the Dermorian Rapier has a handle mimicking twisted treebranches, though it's not apparent in my sketch.  I'm not content with the rapier yet, but I threw it up their anyways. The edge of the other sketch in the third picture was an idea that didn't work out, but I was too lazy to cut it out of the picture after I scanned.

These are some sketches exploring plate armor for a Nolthrir.  I tried to streamline everything and devise ways to extend large, flat surfaces from the hand and feet to make swimming a little easier with the armor on.  Of course, if the armor were merely forged of steel, swimming would be a joke, laughed at and never tried seriously, but perhaps in Yliakum there is (a) a lighter metal, such as aluminum, which is still strong and can be mined and refined without the complex processes needed for aluminum.  Mithril would be an example of the sort of metal needed, as it is light as air and stronger than steel, though I would expect the name to be different for Planeshift. OR (b) a way to use magic to lighten already existant metals, such as steel.  Maybe some combination of rock and air glyphs to produce ores as light as air?

This is the first idea I had for fins on the feet which could be switched between out and in, but the method on this was too difficult to switch back to the in position to be efficient, and the ribs on the fins would be too flimsy if they had to be flexible enough to bend back on themselves.

This was my new solution to the problem of flimsy ribbing on the fins and difficulty of switching between modes quickly.  The ribs are not attached to the webbing between them, but fit into sleeves when they extend.  The webbing scrunches up when the ribs are stored inside the she in cavities, and when they are released by the depression of a metal peg in the side of the shoe, they are pulled forward quickly by an elastic strip of material, clicking into place at the end of the elastic band of material with another metal peg.  The ribs are sharp on the tip so the extending action can be used as a surprise weapon. To push the ribs back in, the second peg must be depressed and then the ribs must be pushed back to the point where the first peg can slide back into place. This is much easier to do and doesn't require the use of the hands.

After deciding on the design of the armor, I set about making a cleaner colored version.  The proportions ended up being a bit off, but I think they may be justifiable after all.  Wjile my Nolthrir has arms much too long for the rest of his body, this abnormal length could serve as an advantage while swimming.  Just as many claimed Michael Phelps' abnormal proportions gave him a natural edge when smimming, perhaps similarly longer torso and arms with shorter yet still powerful legs would be present in an aquatic humanoid, as the body proportions best suited for swimming would remain evident in the genepool, while traits less suitable to marine life would die out over time.

Just a quick sketch of what was originally intended to be a kran but changed as I went and now doesn't quite match kran body shape. I was inspired to sketch this by Zephan's excellent sketches, and I admit that some of his style may have been retained. I do not mean to copy you so as to steal your work. I merely used some of the same features as you used in your Enkidukai sketch because I was so impressed with your understanding of the musculature and facial character. I must admit I like your kran sketch better.

This is still a work in progress, but as you can see it is a bust of a Ynnwn in plate mail armor.

These are some quick idea sketches of Hammerwielder style helmets and chain mail armor.  I'm not content with any of them right now.

Here are a few new creatures, as promised a while back:

The Mordov
Before you stands a creature which surely must have come straight from the bowels of Dakkru's realm of Death, for a creature more deathly ill and to all senses appearing to be on the decay has never been seen.  However, this charade of decadence is a farce, as the mordov is a gentle giant, and there have been very few documented cases of attacks on sentient creatures.  Every aspect of the mordov's appearance is actually perfectly suited to its role as the sole predator of the bivrab, a small, swift scavenger.  The appearance of decay is enhanced with scent glands producing the odors of rot, which draw the elusive bivrab in.  Furthermore, the mordov is excellent at playing dead, thereby furthering its disguise.  As soon as the bivrab is close enough, the mordov uses either its long, spiky tonge or its pincer-tipped arms to grab and quickly devour the bivrabs unlucky enough to approach.  Unfortunately, no drawing of the bivrab could be obtained, as they are so elusive and quick that they are hardly ever in one place long enough to be accurately drawn.

The Stalag
A fascinating creature known to inhabit the central lake of Yliakum, the Stalag gets it's name from It's ability and tendency to mimic cave formations so as to remain camoflauged. Many ships have found themselves lost after searching for stalagmite landmarks which simply were not there. This is of course because the stalagmite in question was simply a Stalag hidden from view.  No one is sure what they consume as their shells are nigh on inpenetrable and they are not usually caught out of their disguise. the only race to come into contact with them in their uncamoflauged state are the Nolthrir, who sometimes see them swimming throught the murky depths.  According to report, they are gentle and curious, quite often shy, and can reach massive proportions.

The Kreeble
A small rodent picks at some seeds on the earth. The night is as dark as obsidian, yet the Kreeble looks straight up at you as you approach. This is no doubt a product of the Kreeble's third eye, capable of infravision.  He chirps when he sees you aren't a threat and continues his quest for food.
« Last Edit: July 05, 2009, 07:52:15 pm by Zweitholou »

Keldrena

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Re: Zweitholou's Illustrations
« Reply #21 on: July 03, 2009, 12:13:40 pm »
Can I try my hand at modeling so of this stuff? You do great work.

ditiloff

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Re: Zweitholou's Illustrations
« Reply #22 on: July 03, 2009, 02:09:49 pm »
This is incredible! I would also like to try and model your stuff for practice.

Zweitholou

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Re: Zweitholou's Illustrations
« Reply #23 on: July 05, 2009, 07:44:47 pm »
Keldrena:Thank you. Feel free to model these. I tried myself on a few of the weapons but I had trouble with the textures.

ditiloff:Thank you. Again, feel free to model these.

Keldrena

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Re: Zweitholou's Illustrations
« Reply #24 on: July 06, 2009, 01:22:39 am »
Zweitholou, I don't know if you use IRC, but if so, you should log onto #planeshift.

Zweitholou

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Re: Zweitholou's Illustrations
« Reply #25 on: July 06, 2009, 03:04:25 am »
I'm on every once in a while. Today I've tried to get on about 4 times and every time freenode dies before I can get on. But I'll certainly keep trying.

EDIT: Turns out freenode doesn't work on mibbit anymore. Alas. Anyway, problem solved.
« Last Edit: July 06, 2009, 03:45:54 am by Zweitholou »

MellasFenixxes

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Re: Zweitholou's Illustrations
« Reply #26 on: July 11, 2009, 06:47:07 pm »
Wonderful and very creative designs!! <3
Very nice to look at, love the variety of things you draw so well, keep up the great art!!  \\o//

Zweitholou

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Re: Zweitholou's Illustrations
« Reply #27 on: November 02, 2009, 05:31:03 am »
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.




Baldur

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Re: Zweitholou's Illustrations
« Reply #28 on: January 02, 2010, 03:47:20 pm »
That first image in the last post is really good :D

EStripus

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Re: Zweitholou's Illustrations
« Reply #29 on: January 02, 2010, 08:20:43 pm »
Wow, you are very creative. Thanks for sharing your work as it progresses.  I also like your descriptions of the monster's biology and purpose in the land of Yliakum.
Don't godmod me and we'll get along fine.