Author Topic: Arerano's CS art  (Read 16947 times)

Orgonwukh

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Re: Arerano's CS art
« Reply #30 on: December 20, 2008, 06:20:47 pm »
I like the city style. A lot of dark corners... not easy to see everything with a glance... good for criminals xD

Arerano

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Re: Arerano's CS art
« Reply #31 on: December 20, 2008, 10:27:20 pm »
I like the city style. A lot of dark corners... not easy to see everything with a glance... good for criminals xD

Thank you.

I find it strange because many seem to like it.. and honestly, I am absolutely not contented at all with it.  :P
I even think at "redoing it from scratch". Well, lets see how it's gonna look like after I broadened the road, made it an actual streed and added "city things", like clothes lines and such.

Arerano

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Re: Arerano's CS art
« Reply #32 on: December 26, 2008, 03:30:49 pm »
And a market stand:
there are two different bowls and jags
front:
bowl 256 Triangles
jag 280 Triangles
back
bowl 128
jag 144
The texture is: 256x256
Whilst the lower poly jag looks fine, the bowl certainly needs some improvement for the brim which looks very thin.
(The guy is mainly there as a size reference. He doesn't have any texture, amature or animation yet)


thorgrin

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Re: Arerano's CS art
« Reply #33 on: December 27, 2008, 01:11:38 am »
I like all you're doing, especially the stall and the city. Perhaps you could help making Hydlaa bigger?
"If the mine is mine, it should only be mined by my miners. If my mine is mined by miners that aren't mine, my mine is no longer mine."

Kieve

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Re: Arerano's CS art
« Reply #34 on: December 27, 2008, 06:31:02 am »
Love the cracks in the bowls, and the line of spots in the wood that look like nails (*I could be mistaken about the second?). Fine details like that really give life to even the most basic objects. Well done.


Arerano

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Re: Arerano's CS art
« Reply #35 on: December 28, 2008, 11:25:59 pm »
Thanks for the comments.

@thorgin: Contributing art is under the current circumstances no option for me. It doesn't mean that I "don't/didn't do anything for PS at all" however.

@Kieve: That tip of "adding dirt and cracks" improved my house textures greatly, so I added even more dirt and more cracks (slight shadows for the woods and window) and then to a third set even way more "washed down dirt" (darkening alias "burn") and "washed away dirt" (lightening alias "dodge"). The third set even thought it seemed to be "too much" was the one which looked most realistic "in game". So I added plenty of dirt and cracks to the bowl and jug textore from the beginning and I got a result I liked pretty quickly.
I must add that those textures are quite simple to make and can in no way be compared to some "real artwork" (like the great Enkidikai textures, or the Klyros texture)
The "wood with nails in it" however, I must confess, is a photo and not even taken by me.

And there's another screenshot:
I added the pavement and I am glad that it improves the look of the city so greatly. It's like "crap" to "something that looks actually like a city" improvement.  ;D
I modeled the pavement and all the stones and that, made textures which I applied onto them (partly procedural) and baked as a last step the whole thing onto an image. (now I also have baked bump maps and normal maps which aren't in use yet though).


Arerano

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Re: Arerano's CS art
« Reply #36 on: January 06, 2009, 05:12:47 pm »
And two more. I added the clothes line which took quite a while for me to make and I never felt really content with it (I am not really that talented with textures) but to my great surprise it looks much better in walktest (and PS) than it looked in GIMP  ;D

PS: I know that the pavement still needs considerable uv-mapping work.




Tuathanach

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Re: Arerano's CS art
« Reply #37 on: January 06, 2009, 05:23:52 pm »
looking good :thumbup:

Would be nice to some of this stuff in game
Shindroks Crater Project Wiki
Interested contact Myself or Zunna.
We are contactable ingame, by PM or on Discord

Arerano

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Re: Arerano's CS art
« Reply #38 on: December 03, 2009, 12:25:34 pm »
Hello there everyone.
I've had some occasional modelling practice in the past months. I didn't really do that much though as I am currently focusing on improving my (non existing) drawing skills.

However, I shall present you some few things I made and I hope to get some comments too.  :)

Here we have a very low-poly bludgeon. I made it for a little fun game in the blender game engine. (The unfinished game is some collaborative work of the #smc channel on freenode)
The bludgeon also has a normal and an AO map.


"breakable" table and chair. Was also meant for that little game.



And a crossbow which uses "fists" instead of arrows -- a "punchbow"  ;D (also for that game)



They are all very low-poly - meant for game engines/realtime environments - and use normal and AO maps.

Oh, and an unfinished cougar (mountain lion): (unrelated to that aforementioned game)
It's currently TOO low poly at the shoulder blades area but I planned to fix that issue rather later than earlier (during animation to see where exactly more geometry is needed).
It's skinned and rigged (for animation). The texture isn't final - more some preview kind of thing.

Akkaido Kivikar

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Re: Arerano's CS art
« Reply #39 on: December 17, 2009, 10:07:43 am »
just needs those shoulder lowered a bit I reckon.

Arerano

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Re: Arerano's CS art
« Reply #40 on: June 02, 2010, 07:55:00 pm »
Just fixed the image links, and the tutorial link on the first page.