Art Project nearing conclusion

Reveal what you have made so far and get feedback on development.

Art Project nearing conclusion

Postby Unstoppable Florence on Wed Jan 27, 2010 8:08 pm



My project is on the subject of fear. The setting is a physics-defying wasteland, inspired by the novel Roadside Picnic (the same inspiration as the game S.T.A.K.E.R.). Just a short video, the area isn't finished yet and I don't want to show off too much stuff that will greatly change. However, most of the mapping for the bridge itself has been finished, so have some screens. : )

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Dives wrote:Source is kinda like that really old guy in your family that keeps getting older and older and just won't die, but he tells really great stories. And craps the bed on occasion.
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Re: Art Project nearing conclusion

Postby Major Banter on Wed Jan 27, 2010 8:39 pm

I hope your sound design is equal to your mapping; i.e. very good. I don't mean to be a total and utter cockend, but your bridge area just feels too...flat; there's little in the way of ramps and other vertical stuff - sure, the player gets thrown around, which is really cool, but I think some smoke and mirrors is in order to try and liven it up a little. Struts maybe? I don't know - your bridge looks pretty unrealistic and the quick and easy addition of some tension beams would add a little something.

Like this, but on the outer edge?

http://www.roadstothefuture.com/Coleman_Bridge_Side_N2.jpg

Otherwise, turn down the bloom; the rest of it is absolutely fine, and I'm looking forward to a video!
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Re: Art Project nearing conclusion

Postby TicTac on Wed Jan 27, 2010 8:47 pm

I think the bloom is pretty good for a foggy area (have you ever had headlights shine on you in the fog? :P )
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Re: Art Project nearing conclusion

Postby DRX on Wed Jan 27, 2010 8:56 pm

Looks amazing. Very highly detailed. I can't wait to play it.

The video was intense, to say the least. You seem to have a great hold on how the physics system works. This is definitely on my "to watch" list. Based on your screens and that video, this could be the next "Research and Development." :)
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Re: Art Project nearing conclusion

Postby Unstoppable Florence on Wed Jan 27, 2010 9:27 pm

Major Banter wrote:I hope your sound design is equal to your mapping; i.e. very good. I don't mean to be a total and utter cockend, but your bridge area just feels too...flat; there's little in the way of ramps and other vertical stuff - sure, the player gets thrown around, which is really cool, but I think some smoke and mirrors is in order to try and liven it up a little. Struts maybe? I don't know - your bridge looks pretty unrealistic and the quick and easy addition of some tension beams would add a little something.


Nope, you aren't being a cockend, frank criticism is what I came here for!

You are talking about flat in terms of vertical height, and not detail, right? Certainly if you think it needs more detail I can fix that, but the height issue is much more tricky. I considered a bridge like you linked, but I wanted to stay as far as possible from that certain very famous bridge from HL2. That scene inspired me so much that imitating the structural design (or even appearing to imitate it) would - to me - feel a bit cheap. I mean, it's a bridge, it's windy, it's foggy, it even has the train over the top. Making it look just like that bridge would be taking the piss! :D

Also, the straight girder bridge was a very deliberate design choice, since I wanted a modern but dilapidated structure and a more ornate bridge wouldn't fit so well with my overall vision. As for it being unrealistic, I hate to disagree so strongly, but the whole thing was designed with input from my Dad who is an engineer with a dozen or so years experience in bridge inspection, and I have been very anal about the practicalities of this bridge! If you still think it looks unrealistic, that is a problem and any advice there would be helpful.

I'm a bit lost what you mean about the sound design, did you not watch the video? Or did that not give enough info/wasn't up to scratch in that area?

DRX wrote:Based on your screens and that video, this could be the next "Research and Development." :)


Are you serious? Because I adored every second of that mod! My intention is for this thing to wrap up as a 10-15 minute prologue, which I will submit as the final piece for my course, and release on here. Depending on how that goes, I may work on the idea some more. But this is my first release, please don't put huge expectations on me! I have a history of dissapointing people! :P
Dives wrote:Source is kinda like that really old guy in your family that keeps getting older and older and just won't die, but he tells really great stories. And craps the bed on occasion.
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Re: Art Project nearing conclusion

Postby Major Banter on Wed Jan 27, 2010 9:37 pm

Unstoppable Florence wrote:You are talking about flat in terms of vertical height, and not detail, right? Certainly if you think it needs more detail I can fix that, but the height issue is much more tricky. I considered a bridge like you linked, but I wanted to stay as far as possible from that certain very famous bridge from HL2. That scene inspired me so much that imitating the structural design (or even appearing to imitate it) would - to me - feel a bit cheap.


Well, my first thought was "HL2 bridge!" :-D There's plenty of opportunity for detailing in unusual ways that isn't in the HL2 bridge's style though, so don't dismiss it entirely - if I had to throw stuff out there, it'd be pipes that break up the totally clean edges a bit, having them twist and snake like the entrails of a long dead animal or something...sorry, overkill simile. Bog standard detailing would probably not go amiss, it just needs refinement.

Unstoppable Florence wrote:As for it being unrealistic, I hate to disagree so strongly, but the whole thing was designed with input from my Dad who is an engineer with a dozen or so years experience in bridge inspection, and I have been very anal about the practicalities of this bridge!


There's a very distinct difference between something looking real in game and real life; but I'm just being anal myself; it's not a big issue at all, it's just in my personal view it lacks....something. I dunno, I'll have to get back to you on that one. You're welcome to disagree with evidence! When you post V2 we'll see how it looks then, some previously mentioned detail might make the difference.

Unstoppable Florence wrote:I'm a bit lost what you mean about the sound design, did you not watch the video? Or did that not give enough info/wasn't up to scratch in that area?


Well, it's a bridge, windy, etc - it's all very good, but none of it entirely hits the STALKER/creepy style you're after - it's just nature, and rather obviously it's just the bridge. I meant inside the bridge structure; where you can really play with fear, horror and suspense. Just to clarify.
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Re: Art Project nearing conclusion

Postby DRX on Wed Jan 27, 2010 9:38 pm

From what you've done so far, it looks like it will be fun to play. Obviously there isn't a lot to show yet, but what you've shown so far shows great promise. Keep up the good work, and we're all here to support you in your endeavor.

I'd love to lend a hand in any way possible. I'm sure others would as well. Let us know ;)
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Re: Art Project nearing conclusion

Postby Unstoppable Florence on Wed Jan 27, 2010 10:26 pm

DRX wrote:From what you've done so far, it looks like it will be fun to play. Obviously there isn't a lot to show yet, but what you've shown so far shows great promise. Keep up the good work, and we're all here to support you in your endeavor.

I'd love to lend a hand in any way possible. I'm sure others would as well. Let us know ;)


Thank you very much! Any direct assistance is going to have to wait until after I submit the first part as coursework, however. I probably won't get time to work on it majorly after that until July. Damned exams and coursework...


Major Banter wrote:There's plenty of opportunity for detailing in unusual ways that isn't in the HL2 bridge's style though, so don't dismiss it entirely - if I had to throw stuff out there, it'd be pipes that break up the totally clean edges a bit, having them twist and snake like the entrails of a long dead animal or something...sorry, overkill simile. Bog standard detailing would probably not go amiss, it just needs refinement.


That's not at all an overkill similie, this is for my Art coursework after, and Art is the kingdom of the bullshit. : )

I'll take that idea to mind and have a go at mangling it up some more at the weekend, might turn out nicely.

Major Banter wrote:Well, it's a bridge, windy, etc - it's all very good, but none of it entirely hits the STALKER/creepy style you're after - it's just nature, and rather obviously it's just the bridge. I meant inside the bridge structure; where you can really play with fear, horror and suspense. Just to clarify.


Ahh, good point. Yes the bridge is meant to be, well... just a bridge, one that feels like it wants to fall down, so there's not going to be any of the usual howls-in-the-distance on this particular section. The central column will initially be presented as a relatively safe shelter. But don't worry, that's only so I can shatter that sense of comfort later on. :D
Dives wrote:Source is kinda like that really old guy in your family that keeps getting older and older and just won't die, but he tells really great stories. And craps the bed on occasion.
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Re: Art Project nearing conclusion

Postby DRX on Wed Jan 27, 2010 11:09 pm

Unstoppable Florence wrote:Ahh, good point. Yes the bridge is meant to be, well... just a bridge, one that feels like it wants to fall down, so there's not going to be any of the usual howls-in-the-distance on this particular section. The central column will initially be presented as a relatively safe shelter. But don't worry, that's only so I can shatter that sense of comfort later on. :D


Maybe to help with the ambiance on this part, you could add a crow or something that flies off one of the ledges when you come walking out and makes its crow noise, etc.

Just a few little details to give the world some depth would really, really much it punch. I'll try and think of some more. But I would say that the wind doesn't have enough "pow" in it on its own. Think of the world around the bridge and what kind of wildlife you might find, or signs that someone had come before. Maybe a dead body hanging, or crushed by a collapsing part of the bridge. (Almost) limitless possibilities!
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Re: Art Project nearing conclusion

Postby Stubby on Wed Jan 27, 2010 11:53 pm

Those handrails should really be models.
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Re: Art Project nearing conclusion

Postby Unstoppable Florence on Mon Feb 01, 2010 12:15 am

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Interview for art college tomorrow, had to get this done tonight. Just a draft at the moment really, any thoughts?

/sleep
Dives wrote:Source is kinda like that really old guy in your family that keeps getting older and older and just won't die, but he tells really great stories. And craps the bed on occasion.
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Re: Art Project nearing conclusion

Postby trcc on Mon Feb 01, 2010 12:25 am

I think the sewers are too clean. What if you shift the texture so the dirt line is directly at the same level as the water, the sewer on the right look a lot more dirty than this connector. Maybe some displacement on the right sewers, or the bottom and also some dirt stain overlays to the left and right of the mini waterfall
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Re: Art Project nearing conclusion

Postby YokaI on Mon Feb 01, 2010 12:28 am

Looks nice, but a 3d sky box of high rising buildings surrounding this underground sewer area would look even nicer. :-D
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Re: Art Project nearing conclusion

Postby Armageddon on Mon Feb 01, 2010 1:24 am

Unstoppable Florence wrote:images

Interview for art college tomorrow, had to get this done tonight. Just a draft at the moment really, any thoughts?

/sleep

Wow did think you had textures in mind for that concept art! :)
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Re: Art Project nearing conclusion

Postby TicTac on Mon Feb 01, 2010 1:30 am

I didn't think he had a level in mind for that concept art xD Looks great, I hope you keep detailing the bridge after your interview, though :)
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