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FPSC Classic Models and Media / Saintareons Free Model Thread - 56k warning

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Trinity Pictures
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Posted: 4th Jun 2007 18:33
thanks, that pistol isn't bad at all.

Artist/Modellor of Encrypto Studios
Saint Areon
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Posted: 5th Jun 2007 04:29
Im satasfied with the way this next model came out:



Its a "U.S. Ammo Crate" that has scripting added to splinter with bullet collisions, explode and project debriss .

Enjoy and as with any of my other media, do not re-distribute without my permision.

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Saint Areon
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Posted: 5th Jun 2007 04:32 Edited at: 9th Jun 2007 07:50
Here is an ingame screeny of the U.S. Ammo Crate:



Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Silent Thunder
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Posted: 5th Jun 2007 06:20
thanks again!



Click on the picture to order your copy today!
Saint Areon
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Posted: 5th Jun 2007 06:57 Edited at: 26th Jun 2007 08:17
FYI: I will be taking a short break from model creation as I am taking on another project full steam. In the meantime if anyone has a request for a free static (non-animated) custom model, feel free to post one request per user either on this thread or via email at jaythetek8285@hotmail.com . If possible please include a reference of the model you would like or a rough sketch drawing. Please be sure to follow the forum rules for modeling request .

Saintareon




http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Father Tree
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Posted: 5th Jun 2007 19:05
Hey, wow nice models! Thanks

Anyway if you would be so nnice could you please model a static one of these dumbells? I have included a reference picture. But could you please make its texture a bit bloody, say like someone got smacked in the face with it?

Thanks, you dont have to if you dont want to.

Best

Add me if you got Xbox live please -_-
Slayer222
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Posted: 5th Jun 2007 20:29
Ahh I bet it's for your game I have a model request too but I need to find a good pic first,
*Slayer_2

EOT
[img][/img]
Check it out here: http://eliteops.piczo.com/?cr=6&rfm=y
Saint Areon
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Posted: 6th Jun 2007 00:29
@Father Tree

Quote: "please model a static one of these dumbells? I have included a reference picture. But could you please make its texture a bit bloody, say like someone got smacked in the face with it?"


Could you please review or edit your post, I cant seem to find the image tag or outsource your refering to; thanks.

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Father Tree
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Posted: 6th Jun 2007 19:03
Ooops! Stupid me here it is

Add me if you got Xbox live please -_-

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Saint Areon
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Posted: 6th Jun 2007 22:21 Edited at: 6th Jun 2007 22:22
@Father Tree No problem modeling and texturing that for you, give me a couple of days and ill post it here.

@Game Station I received your request via email, cool idea! Just send me a couple of refrence photos or post theme here.

FYI: Today I discovered a new way to create depth illusion without the use of any shaders or .fx files in FPCS using only one .tga image. Take a look at the image posted below:



Both are the same object but one is using a diffrent mapping effects in photoshop. Notice how the top image appears to be a much rougher and more realistic surface then the bottom image. I cant wait to realy tweak this new thearoy to add another dimention to my work.

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Duplex
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Posted: 6th Jun 2007 23:02
wow looks good!

Duplex Creations Has now teamed up with X games.
X games Website
Saint Areon
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Posted: 7th Jun 2007 02:27
I cant realy explain why im very buzzed about this new formula, you will have to discover it for yourself. Attached is a remake of the U.S. Army Ammo Crate model texture, just so you can truley see the diffrence put the old one side by side with the new one. Every detail from the scuffed scratch marks to the little screws on the casing pop out at you in a new way, Im sorry I must realy sound like a big nerd right about now . Check this new remake out side by side with the old and let me know what you think!

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
TJR Games
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Posted: 7th Jun 2007 08:14 Edited at: 7th Jun 2007 11:10
Here are the hummer images!!!
Hummer H1:

Hummer H2

Modelled Hummer H2

Thx... P.S: I think the modelled hummer h2 looks like what I am thinking of... But remember, BLACK WINDOWS AND NO INTERIOR!!!
Thx...
Saint Areon
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Posted: 7th Jun 2007 08:39
@Game Station The model shouldnt be too difficult to take on, this one may be a bit high on the poly count as there are many small details like the towing buckles on the fender and the grill on the hood that need atleast a box or low mesh cylander to make the shape / body form look realistic. However the receses in the doors and windows can be modeled as a 2 face plane with a good texture bevel burn applied. This one might take me a little to complete but restasure youll get what your looking for.

BTW I sent you an email.

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Slayer222
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Posted: 7th Jun 2007 18:10 Edited at: 7th Jun 2007 18:16
cool OK here is my model request. a Black Hawk Troop Carrier interior is OK but not really a great idea probably . Black body and maybe tinted windows. Very stealthy looking with maybe one or two weapons (but not to much) Image link: http://tri.army.mil/LC/cs/csa/uh-60a.jpg I would be grateful if you would do this for me but if you don't want to that's OK,
*Slayer_2

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[img][/img]
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TJR Games
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Posted: 8th Jun 2007 01:24 Edited at: 18th Jun 2007 09:00
Hey everyone, here is a hummer h1 and h2, 1 with 3 variations which include; engine, air filter and rear roof-support bullbar... The variations are; 1 wagon edition, 1 hummer h1 with a support on the back and 1 hummer h2 that has one wheel and a front bullbar, it needs to be coppied to the other 3 places... Oh, and they have an interior... They just need texturing and the poly count needs to be lowered for fpsc!!! Thx.
Saint Areon
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Posted: 8th Jun 2007 04:28 Edited at: 8th Jun 2007 04:29
@Slayer_222 This model shouldnt be too difficult to take on, however this will deffenitly be a moderate to high polly count. For example the perpellers base and cabiling will need to be added as cylanders instead of just a texture, the strust for the wheels will also need to be modeled and the windshield wipers will need pollys as well. Could you provide any other images that may be similar to what your looking for but at diffrent angles, I cant see the details such as the body length porpotioned to the rear perpeller base from the image you posted. Also try to specify a weapon or catogory like missles or chaingun.

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Slayer222
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Posted: 8th Jun 2007 07:11 Edited at: 8th Jun 2007 07:12
OK well they usually were armed with two chain-guns (one on each sides), 8 Apache rockets (4 on each side in a rack) and a nose mounted machine gun. Here are more picture links: http://ocw.mit.edu/NR/rdonlyres/Anthropology/21A-217Fall-2004/0549E6D1-1B10-4199-B85D-452062BB4C39/0/chp_trp_helicptr.jpg and http://www.floridaguard.army.mil/assets/UH60.jpg (that last one had 8 rockets per side instead of the chain-gun and 4 rockets per side) http://immcweb.redstone.army.mil/immcpublic/md/olr/uh-60.jpg OK there you go,
*Slayer_2
P.S. The wipers should just be part of the texture.

EOT
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muggins majik
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Posted: 8th Jun 2007 13:51
Thanks for the Dartboard. The pistol is looking really good, it's nice to see some older weapons.
Saint Areon
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Posted: 9th Jun 2007 07:39 Edited at: 9th Jun 2007 07:41
@Father Tree I put together the models geomotry based on the image you posted, let me know if this will work for you. If you see any areas that need tweeking let me know before I start the UV and texture.



I can't read the writing on the sides of the wieghts from the image, Is there a specific text or logo you want for the texture on the outer wieghts?

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Saint Areon
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Posted: 9th Jun 2007 10:52
@Gamestation I've posted a WIP file for you to look over:



Just ignore the texture, Its slaped on there to help you see the length and proportions, does the body size / length / width fit your critera?

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
TJR Games
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Posted: 9th Jun 2007 11:16
Yep, I think you will like to use the models I posted you... There is a h1 and h2. It is looking great!!! Here are some mode specs... Please make the windows black, please try what I sent you in the e-mail... Nothing is wrong with what you've got... Thx for the wip screen... Thx.
Saint Areon
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Posted: 9th Jun 2007 11:27
What format is .ugl? I dont have an application to open that type of media format.

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
tyrano man
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Posted: 9th Jun 2007 13:29
you'll want to use a box map instead of a planar or decal map for the truck WIP you got there.

FADE Studios
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Posted: 9th Jun 2007 19:45 Edited at: 9th Jun 2007 20:03
Model Request,

A Weapon; http://world.guns.ru/shotgun/SH09-E.HTM

Manager Of The Soon To Become Known Fade Studios
Saint Areon
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Posted: 9th Jun 2007 22:16 Edited at: 9th Jun 2007 23:07
@Game Station Roof Rack, Hood + Scoop, and Tires added:



Again, do not pay attention to the texture. Adding Box and Planer maps, colors and texture requests at this point are a waiste of time, as the first steps towards 3d modeling is GEOMORTY. You will be working backwards if your trying to model just textures rather then shapes; when modeling keep in mind were you can elimante / reduce pollys by the type of texture you will create for the final product. UV Maps, Box Maps, Planer Maps are added upon completion of the GEOMOTRY. When your adding details such as a mirror or a hood scoop to a model, it needs new UV coordinates. If you created a great UV templete then needed more space to add new faces you will be pulling your hair out trying to reshape your entire UV map to fit the new specs.

When im modeling objects that require alot of emphasis on proportions I usely find a good 2d left or right texture to apply as a templete to help process the proportions accuratly, I dont care about the appearance of the texture because Its not the true texture to be used as the final product; rather it acts as a blueprint for shape and geomotry proportions.

For those of you who put alot of emphasis on texture appearnce pre UV maped, I've added one screen shot with the model untextured.

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Father Tree
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Posted: 10th Jun 2007 00:13
wow. Thanks that looks really good. For the texture, could you please add the logo " Carley Carter Gym Property" onto the weight, if its not too much could you like engrave it onto the weight so it looks like its actually on it? you dont have to ill be fine with what it is Again thanks

Da Father Tree!

Add me if you got Xbox live please -_-
Saint Areon
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Posted: 10th Jun 2007 00:43 Edited at: 10th Jun 2007 00:53
@Father Tree No problem buring that text onto the wieghts, Ill make it look as if its depressed into the side.

@Game Station Grill + Mirrors added:



BTW I checked out some other Hummer Images, alot of them have the spare tire mounted to the rear; did you need that added? If not let me know A.S.A.P. i've got the geomotry preaty much were I need it and im fine tunning pollys now by chopping off extra faces; id like to start on the UV and textures soon.

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
TJR Games
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Posted: 10th Jun 2007 02:19
Can you please add the rear tire and try to have the wheels as stock... I don't like upgraded wheels. This is going really good!!!

EDIT: Oh, and I would not like it to all be stock... (No metal front bonnets, any other things I would like to be stock...) This should make it alot more easy...

EDIT: Try to make somthing like the h2's in the pics (no inside...) The wheels in those are stock!!! The features you have added are great!(Bull bar, mirror and rear wheel... Don't change that stuff...Thx.
Slayer222
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Posted: 10th Jun 2007 08:05
lol looks cool

EOT
[img][/img]
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tyrano man
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Posted: 10th Jun 2007 12:36
Sorry I knew it was just a template, but I was saying that if you do it that way you ussually end up with a cardboard cut out. I personally think that putting a textured plane behind and working of that scale is a better idea. but thats just my opinion. The model is starting to look better now

Tyrano

Saint Areon
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Posted: 10th Jun 2007 19:20 Edited at: 10th Jun 2007 19:28
@Tyrano Man No need to aggologies, everyone has there own way of doing things; If you find a way that works for you then stick with it. I have a good system that works for me which is evident with my models. Here is how I process modeling:

1. Find good refrences
2. Plan Texture vs. Pollys
3. Implant 2D left or Right texture to modeling background.
4. Create flat mesh based on texture background.
5. Extrude edges or details according to there respective overhead proportions.
6. Mirror left to right.
7. Slap on 2d Texture to fine tune proportion accuracy.
8. Add details or skip to step 9
9. Remove extra faces / weld if needed
10. Export .obj
11. Create UV Map
13. Texture creation
14. Texture Testing
15. Texture Tweeking
16. Texture Testing
17. Exporting .X for analizing
18. Render in FPSC
19. Fine tune Texture contrast/brightness
20. Render in FPSC / Snapshot still images for analizing
21. Compare Static vs. Dynamic, adjust contrast/brightness accordingly.
22. Start next model

I use photoshop to hand paint all of my uv maps and never leach images on the internet to slap onto a model. You can definetly see the lack of quility in most models with leached images because they appear blurry or stretched and just destroy that models true potential. I do however find an image I think will work well as a texture and recreate it by hand painting; I do leave small details like stikers and such as overlays if they blend accuretly. This process is time consuming but you can always tell the diffrence between a riped texture and a hand painted texture; the quility is evident in the render.

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Slayer222
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Posted: 11th Jun 2007 08:00
wow my process has only 5 steps!
1. model the entity from memory or my imagination.
2. export it and make it a .x file.
3. make the texture with paint and convert it with acd.
5. make it FPSC ready.

EOT
[img][/img]
Check it out here: http://eliteops.piczo.com/?cr=6&rfm=y
Saint Areon
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Posted: 14th Jun 2007 09:17 Edited at: 14th Jun 2007 11:29
@TGC Forums A few post ago I said Id be taking a break from modeling as I was taking on another project full steam. I have some exciting news to share with you all. I have always been a gamer, I spent 3 years collecting all the .ROM files for Mame with a dial-up modem on IRC channels and built an arcade cabinet to host the emulator(then bit torrent came out ). I have a huge collection of console games including the rare seizure glitch "Virtual Boy" from Nintendo. I have always been a gamer, even now that I’m married with kids I’m still fascinated by the gaming industry.

Well I have finally decided to make a leap of faith and pursue my dreams; I am starting college in the fall studding Game Design and Simulation! I have been searching for gaming companies in my area and have found there are ~30; some well know and some I've never heard of before. After some persistence on my end I finally got the golden opportunity that comes once in your life time, a way into the industry. I was able to setup an Interview with an MMORPG company which plans on releasing a new title sometime in the next few quarters.

Well my interview went great except I was so excited about the overwhelming vibe I was feeling that when asked some very simple questions I couldn’t think... at all lol. One of my questions was what are some of the games you play on your PC, and I just couldn’t think . I have tons of games I play but the only ones that came out of my mouth were W.O.W. and Tropico?? But despite that I felt very positive about my interview; I believe they were able to determine that I would be a well versed and professional team player despite my lack of quick questions and answers on the fly .

Hopefully the recruit rep knows how serious I am about getting in the door, I am willing to take a huge pay cut in order to peruse my dream. I currently bring in ~42K; I work with scientist and engineers to introduce new products for mass production in a manufacturing plant. The starting salary for the position I applied for was 25K, and I still want it badly .

Wish me luck everyone, they said they would get back to me in ~1 week, they are ramping up by the start of July and would call me next week so that I could give my employer 2 weeks notice if they were to offer me the position . It’s still too early to say I got it yet but I think I do; I have a pretty impressive resume and a wide array of technical skill sets. If I make it in expect to see my work quickly progress, I have never been able to fully utilize all of my skill sets to their potential as for game content and game creation; they are currently just a hobby on my spare time. Imagine If I was utilizing my time to analyze all of the gaming aspects as a full time profession.... umm the possibilities are endless! Sorry for such length I’m just really really really really excited and my wife and family support my decisions which makes it all that much sweeter; wish me luck!!!!!!!

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
xplosys
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Posted: 14th Jun 2007 16:44
Very best of luck, Saint Areon.

Not many of us get to follow our dreams, so make it good for the rest of us.

Best.

I'm sorry, my answers are limited. You must ask the right question.

X Games
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Posted: 14th Jun 2007 16:53
@ Saint Areon

I wish you all the best of luck, hope you get it!

FPSCreator content, information and resources.

http://x-games.mdhost.info/index.htm
Slayer222
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Posted: 14th Jun 2007 18:41
good luck man hope it turns out good for you
*Slayer_2

EOT
[img][/img]
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Trinity Pictures
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Posted: 15th Jun 2007 00:03
good luck! I always tell myself that I would work for free just to be in the industry....I don't care about cool cars or giant homes, If I pursued my dream I would have everything I could possibly want. (Good thing I started young)
anyways, I hope you get in.....what job did you apply for?

Artist/Modellor of Encrypto Studios
TJR Games
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Posted: 15th Jun 2007 01:26
Yep... Sellin games, 1000sales at 20bucks equals 20,000bucks!!! 20sales at 20bucks equals 400bucks!!!
Saint Areon
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Posted: 15th Jun 2007 09:50 Edited at: 26th Jun 2007 06:30
Thank you all for the words of encouragment, Im waiting patiently for good news . The position Im going for is in QA; the indistry standard to pick up a competative salary is a min of 2 realesed and shiped titles at any level of support.

@TGC Forum Members: I could really use your guys help with something. I need HONEST opinions and I know that this communtiy is good for that . Please take a look at the image below (keep in mind this is web quality and the actual image is free of any losely:



From these images I am trying to capture something very specific, if you dont mind really take a few minutes and analize them. With the top image I am trying to capture your attention on the picture of the man followed by the frame, then the grunge and then back to the man. In the second image im trying to make the main area of focus on the picture of the man, with everything else as secondary. Do either of the images draw out any type of emotion in you? If you were to search the world, were do you think you would find this type of picture, like what enviroment, what time frame ect.

I created these images tonight in CS2 with exception of the image of the man. I found him on some blog (It was someones grampa and I just used alot of tweeking to distort it were I needed it). Can you please critque me on the frame work, do the grains and indentations look realistic and have a sence of depth, is there a correct balance of grunge and sute applied to the frame work and the potriat, does the picture of the man blend well enough with the frame work? Do you see any flaws, or distortions. I really appriate any constructive feedback. Thanks all.

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Saint Areon
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Posted: 15th Jun 2007 12:05 Edited at: 26th Jun 2007 06:31
Using the frame I constructed a unique crate:



@TGC Forum Members: Any comments / critiques in regards to my previos post? I could realy use your technical insite in relation to my questions. I would like to know if what your are observing looks reslistic, would you use this type of media as game content? I am looking for technical critics to fine tune the process which in turn will help me produce this type of media quicker for distribution; any constructive comments will be very much appriated. BTW your free to right click and save the above image and use freely for comerical/none just no redistrubition without my permmision.

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
TJR Games
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Posted: 15th Jun 2007 14:51
I like it!
rolfy
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Posted: 16th Jun 2007 07:22 Edited at: 16th Jun 2007 07:27
Well,this kind of image would normally be found in a museum setting,or on the wall of a very old cottage,I say cottage as the figure looks more rural than stately.Did you say this was an image of someones grandpa,if so you have done a very good job of ageing the image,even the pose with hands in that particular position suggests that it is a painting in 'ye olde style' reminiscent of Rembrandt and his chiaroscuro technique.
In first image the eye is drawn to the character first mainly because it has more clarity and has a more even texture on the frame,the second one draws me to the frame first mostly because the lighting is a little more severe at the top of the frame and the painting doesn't seem to receive the same light scource.
I think the grain on the wood should be a little finer and smaller as at the moment it looks a little out of proportion.Also not sure about the wood colour,maybe a dark oak would be better.
The frame could also use a little more bevel.
I also feel that the figure should sit a little more to the right,or that there would be an object in the bottom right that he should be looking at.


Well you did ask.
Is this an experiment?

Best rolfy.

Saint Areon
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Posted: 16th Jun 2007 07:48 Edited at: 16th Jun 2007 09:43
Thanks Rolfy, Yes this an experiment im working on. Im learning that there is a scientific approuch to texturing; how diffrent ambients / colors / tones can effect emotions and can tell a story about an objects history. From what you've commented, I see that it did work the way I anticipated, your second comment
Quote: "on the wall of a very old cottage"
was exactly the midtones and grunge/sute I was trying to emphasis on to give it an old, neglected cotage birthplace. I agree with the wood tones, and proportions look too big; can you get a sence of depth ect. with the rivits, dinks, and grain? Would you suggest appling more pixels of color burn to make the edges extrude and appear more beveled? The second image was ment to test how tone varionts effect site in motion; the brighter tones on the frame were ment to draw you into the portiat starting from the top, with the redish tones of the portrait to lock your eyes onto the face; didnt work so well at second glance.

The original image can be found here http://legwarmers.blogspot.com/search/label/memoir , for the agging process I used alot of desaturation, created a low undertone overlay, then added another layer undertone with noise and very low higlited plastic wrap repeditly to make it look as if the paint started to warp. Here is what the frame with added agging looks like, minus a potriat; the web image auto replaces the transparency to display white instead over tone varations:


I have one more experiment to go if you dont mind helping .

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Saint Areon
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Posted: 16th Jun 2007 10:16 Edited at: 16th Jun 2007 10:21
Here is experiment number 2 . Take a look at the images side by side, if you have time really look them over.



There is something specific im trying to capture, and when you find it you will know exactly what that is; I just want to know which picture made you go is that supposed to be like that first. Which one of these pictures draws you to that thing even after you discovered it; which one are you analizing and spending time focusing on because its in both... why are you looking at one and not the other to see the same thing. Thank you very much for your help!!

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
rolfy
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Posted: 16th Jun 2007 16:45
Heh! This is fun, I am more a Clouseau than a Poirot though so dont expect me to get it right.
The second image is the one that appears to bring out most of the detail in the image.I dont know if you used contrast/brightness or adjusted the levels.Looks at first like you are trying to draw attention to the background,this draws my eye to the left and right of the picture,there's a shed to the left which cant really be seen in the first,do those kids know there is a ghostly figure behind them in the right side of the image,the landscape now looks a little unnatural as you may have removed too much of the trees and bushes and it slopes off too much too the right.
By using the same colour and texture in the background you have pulled this forward and it almost seems to be part of the frame rather than the image,but it does help bring out the shadow from the frame.
The kids in the centre are sitting on a tricycle which wasn't too obvious in the first pic,looks like you have also touched up the foreground grass and leaves to make us see this.
You will no doubt be aware that I may not be seeing what you want me to see,I often find that what is obvious to the creator is not so obvious to the casual viewer.

Maybe someone else could throw in their thoughts on this,you need the analytical mind of Locrian or someone similar to give you their impression.

Best rolfy.

FredP
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Posted: 16th Jun 2007 17:20
The second appears to be brighter than the first.Also seems a bit sharper as well and appears to bring out the details better.
Of course I am no art expert.

xplosys
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Posted: 16th Jun 2007 19:31 Edited at: 16th Jun 2007 19:35
I'll give it a shot, but I'm not really sure what I'm looking for or supposed to see.

The first thing I notice is the pictures appear to be stretched top to bottom. The children look too long and thin.

In the image on the right, it looks like some of it has worn or peeled away at the top and right and the backing is showing through.

The ghostly figure to the right of the children is easier to find on the left image, but more defined on the right, though darker.

Best.

I'm sorry, my answers are limited. You must ask the right question.

Snowblind 44
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Posted: 16th Jun 2007 19:37 Edited at: 16th Jun 2007 19:39
I stared at it and I couldn't see anything unatural.

Then I d/led it and ripped it aprt.(so to speak.)

I couldn't relly find anything unnatural this time either, and anything that was somewhat off seems to just be me.

Edit: Is the ghostly figure the thing on the right in the first pciture that looks like a Japanese woman in a 19th century dress?


That thing is awesome, isn't it?
Saint Areon
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Posted: 16th Jun 2007 22:05 Edited at: 19th Jun 2007 19:02
This one went better then I expected! By using tones and ambients most of us commonly associate with the supernatural I was able to make you believe what you were seeing was unatural or ghostly. By setting you up by telling you this
Quote: "I just want to know which picture made you go... is that supposed to be like that first."
I was able to further convince you of this; In terms of expressing this theory to be applied for game content design I would have to use the environmental elements to tell the story about the picture, or have the picture tell the story about the enviroment.

For example if either of these pictures were put into a room in a game, I would paint the floors and walls / celling with desatured or grungy/moldy/dirty colors, use low ambient lighting to add suspense to the atmosphere, and add other objects to the room that used the same color scheme as the walls. Imagine you walked into a low light room and noticed the picture on the wall, (second picture)its tones and sharpness looked like they were brighter then the tones and colors of the other objects and the paint on the wall ect, the picture would draw your eyes to it and if your brave you would be drawn closer to it to investigate. As you approached it within I don't know 4-5feet the image suddenly transforms into the first picture and you hear a sharp screeching echo of children laughing.... It should bring out some kind of emotion in the player.

Thank you all for your help, I wont ask these wierd questions anymore. I just take a different approach to learning and try to take a practical approach on how things work.

Here is the ghostly apparition settings minus the photo; there is some varation in the frames color; the second is just fliped around:



Thanks again,
Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24

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