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Messages - selmiak

#1781
The Rumpus Room / Re: *Guess the Movie Title*
Fri 19/06/2015 17:21:59
correct!
Did you recognise the badguy character or the colorful lights?
#1782
^^^^ this is great

it also makes me wonder if people in 10 years from now, when there are no more loading times whatsoever will artificially slow down systems to show one of these retro circle loading gif...
#1783
The Rumpus Room / Re: *Guess the Movie Title*
Fri 19/06/2015 15:41:35
The car is indeed the main character's car, but no correct guesses by now.

#1784

I added some boats and some colorful lamps and some houses up the hill. I really have to stop adding stuff or I will never finish painting this.
If noone sees some glaring composition error I'll render out some sperate layers to make it easier in PS, probably the balcony front layer, the shops, the big buildings, the ships, the houses on the hill and all water reflections on seperate layer and see what comes out of this :)

render time at this resolution (click for full size) 47mins :P


added to my first post
#1785
why do postimg hosted images not show up for me? >:(
#1786
The Rumpus Room / Re: *Guess the Movie Title*
Thu 18/06/2015 23:48:52
nope.
#1787
1. Bohnito
2. Mokho
3. Tabata
#1788
The Rumpus Room / Re: *Guess the Movie Title*
Thu 18/06/2015 22:25:41
new one:
#1789
idddnt ags cool e nough? *puts un scoolnrss sunglasses* !Developers!
#1790
Site & Forum Reports / Re: Bug reports
Mon 15/06/2015 21:40:16
try renaming monkey to monkey0506'; DROP TABLE users; :-D :P
#1791
some feedback:

loominous:
not much to add, looks great! The light coming in between the houses is great!
some cool wrinkled sails on the ship could look great but also overlap the interesting background. maybe some worn out sails with holes in them.

misj':
are you starting anew?
the new lineart seems to have more room and thus more depth. Keep it and light it good.

ben:
Cool depth and composition. When standing in the front row I would be torn between walking deeper into the harbor or entering the first door. Nice way of leading the eyes. The other exits are also visibly placed. not much to add, I want to see this with more detail!

cassiebsg:
that's looking interesting already. the sail shaped building. either go cartoony with this shape for the building or make it a real sail that is there to cast some shadow on the people trading their fish below. And put a post for it right in the middle of the scene. Dunno, just an idea :)
cool that you use blender for sketching too, I haven't painted over a blender render yet, but should work out... somehow. I guess we can help eachother later on :)

Myinah:
I like how the image is floating from left to right and vice versa, the building in the top/background don't flow that nice, just overdo the flow on them some more.
Don't forget about the shadow on the pier and on the 2 stairlike walls and on the sign. Though the sign sould just have a lighter shadow so you can see what is on it
Do you really want to draw this in oil? really really? Cool. If not, I'm interested how to/you color this very bold lineart on the computer, please give some hints.

cat:
a broad open scene. The back row of houses is not in perspective, but that should be an easy fix in this stage.

Ykni:
I don't know if you are working on the first or second image in your first post or the third version later on, they are so different. for the second image, this is looking more crowded and less organised than the first one, I like it. But the perspective is totally different from the first one, I like the perspective in the first one better. The third one is different again and also interesting. It feels a bit empty on the right side, but stalls will fill this. The houses in the background might be to big compared to the boats in midground (and below?). Atm I'm having trouble deciphering if the boats are down a cliff of next to the wall of the house.

Lasca:
cool scene and moody sunset light. Great! It's interesting that you put the background church in the center of the image and the tree a bit to the side of the total center. And interesting is better than expected, like if you had put the tree in the center. The south exit is readable, to go foolproof maybe add one of these up arrows on one of the boxes in the foreground and have the box rotated, so the arrow points towards the player. Finally crates in a game make sense!

sox:
The harbour masters house is now standing out indeed. You could try giving it a special roof and/or a special window on the top front to make it stand out even more. The the building on the right behind the stands look like building backsides. Noone so close to the sea would have a buildingbackside towards the water. keep that in mind when fleshing out the sketch.

xil:
very cool tron like shapes. I'd have no external lightsource, a night scene and only the neonlight illuminates everything. more please!

Daniel Thomas:
very interesting to see how you built up a scene. I think the curved pier from the second to last thumbnail gives a nice variation but pushing the tower to the background is a good decision, opens up everything. That sign is a good idea for the south exit, though it is a southeast exit :P ;)



my mousewheel is burning, I hope I didn't miss anybody.

#1792


Some more stuff happening in the foreground. The harbour master has his office on the upper level. He is a beardy old man and always swears. And he is fat and swears loudest when he has to climb up to his master viewing spot and in case of an emergency (or when he is feeling moody) ring the alarm or give other signals.

There is a sign ion front of his office, but this could look better. But atm the sun is shining on it from the wrong side so it is in the shadow from this view. Does anyone have a good idea how to place it so it is better seen?

I hope I have some time to write feedback to the other great scenes tomorrow.
#1793
Critics' Lounge / Re: Art Style Suggestion
Thu 11/06/2015 20:13:38
Pixelart could work, but at a smaller resolution
[imgzoom]http://i.imgur.com/QxNeHY6.png[/imgzoom]

I love your lineart, converting it to small pixels is funny, I hope I caught some of your lines right. In this size it is easier to animate every frame.

Also what you did while I pixeled, aka your new post is pretty cool!
#1794
Quote from: Fitz on Wed 10/06/2015 16:19:19
Speaking of finishing -- the game's now playable from start to finish :grin:

Just seeing your mean grin there, I repeat:
Quote from: selmiak on Sat 06/06/2015 22:43:57
I so want to finish him!

:-D
In case I didn't jokingly spoil something, please add this in :D
#1795
after some more modeling it looks more like a harbor. expect some small shops and the Harbor Master (on the upper level) to the front right on the next update.



I had the idea to view the whole scene from some elevated balcony while hanging around at a lake with some friends and soaking up the june sun some days ago. But noone had paper or pen, but once I had this idea I didn't need to sketch it down at all, this is really close to what I had in mind indeed. So sorry, there is no scribbeling for this. Just a man and a machine.
I haven't applied any textures to these 3d objects yet but I think I'm finally getting warm with blender with this huge scene and not modeling things like mugs or pans or knives or so. I guess I have barely touched 10% of what is possible in this cool 3d thingy. I am tempted to do it all in 3D and really use textures and so on, but my plan was to use blender just for sketching and easily setting the lights, seeing where the shadows are, not having to worry about perspectives, beeing able to adjust the view every now and then and so on and then painting over it. Blender is complicatedoverwhelming at first, but interesting. Very interesting. Who am I kidding, this is great fun! :-D If I were more used to blender (I'm working on it), this should speed up paintings (or should I say computer artworks) by a lot.

rendertime @ this resolution ~13minutes

added to my first post


@Ben: Thanks for your feedback, I made the tunnel through the mountainfoot bigger and increased the lightsource inside. This is actually a deadendtunnel with a light inside as I screwed things up in 3D space. But when overpainting in PS I will change things around anyways.

@lasca: just copy the url of the 'Background Workshop II - Started!' link above your actual post and use that. it should have a # in the url, then it should link to s specific post
#1796
Some more WIP.


added to my first post
#1797
AGS Games in Production / Re: The Second Man
Sun 07/06/2015 23:14:10
wohoooo. Great news! Please do this!
#1798
Quote from: Cassiebsg on Sun 07/06/2015 21:52:21
EDIT2: Select your camera, click on the camera icon on the right to select it's pane, open "Lens". There's one called "Clipping" there. Try and increase the END value.
Thanks a lot! That worked. Why is there no unlimited setting?
Panoramic view is cool, but not that useful.
I'm just learning blender and though what could be better than learning even more while doing sketches for a workshop. And there is the first lesson already.
I'll have to play around with some cool DOF effects soon, but this is not helpful for sketches.
#1799
Do we have some blender experts here?
I wanted to sketch my harbor in blender to save time but now blender cuts off stuff in the render, that will take me even longer to find our why that happens and what to do.
just compare the normal edit view with the render/cameraview. I already built more that it shows. Why? Oh why? Do I really have to draw perspective lines now???

So this then is my first WIP post :-D :P


after starting to get the hang of blender and it's quirky quirks lets model some more:


adding some more distant details. This is where the big deliveries arrive.





Some more stuff happening in the foreground. The harbour master has his office on the upper level. He is a beardy old man and always swears. And he is fat and swears loudest when he has to climb up to his master viewing spot and in case of an emergency (or when he is feeling moody) ring the alarm or give other signals.


I added some boats and some colorful lamps and some houses up the hill. I really have to stop adding stuff or I will never finish painting this.
If noone sees some glaring composition error I'll render out some sperate layers to make it easier in PS, probably the balcony front layer, the shops, the big buildings, the ships, the houses on the hill and all water reflections on seperate layer and see what comes out of this :)

render time at this resolution (click for full size) 47mins :P
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