Posts : 3406 Reputation : 138 Join date : 2010-07-06
Subject: Re: Art Team: We Need You! Sun Jun 30, 2013 12:25 pm
Wow, that looks quite nice.
Thriving Cheese Art Team Lead
Posts : 321 Reputation : 9 Join date : 2013-01-06 Age : 25 Location : Sweden
Subject: Re: Art Team: We Need You! Sun Jun 30, 2013 12:53 pm
That's really amazing! :shock: Those microbes looked really good! :D (BTW, did you use halo for those first 2 microbes?(just wondering))
Tritium Newcomer
Posts : 90 Reputation : 15 Join date : 2013-03-18 Age : 34
Subject: Re: Art Team: We Need You! Sun Jun 30, 2013 1:04 pm
Yes i used a circle with halo material.
Doggit Regular
Posts : 444 Reputation : 36 Join date : 2012-04-28
Subject: Re: Art Team: We Need You! Sun Jun 30, 2013 3:02 pm
Tritium wrote:
So i made a short video to rise the spirits a bit. :D
If I have your permission to publish it on the official channel.
In any case, I should put that title? "Alpha Trailer Microbe Stage"?
WJacobC Outreach Team Lead
Posts : 220 Reputation : 17 Join date : 2013-04-05 Age : 26 Location : The United States of America
Subject: Re: Art Team: We Need You! Sun Jun 30, 2013 5:14 pm
Proper English would be "Microbe Stage Alpha Trailer" Or perhaps "Alpha Microbe Stage Trailer" ;). I don't know about us calling it a trailer though, it's great but could be fleshed out a lot more.
Tritium Newcomer
Posts : 90 Reputation : 15 Join date : 2013-03-18 Age : 34
Subject: Re: Art Team: We Need You! Sun Jun 30, 2013 6:04 pm
You have my permission to do whatever you like with the video, i used the resources like background and music from the forum anyway. I agree with WJacobC its not that good to be a trailer when i get better with Blender maybe could do something better and there are some things i should fix with this video but i've spend 3 days working on it and feel really tired from it right now. Tell me if i should upload the file here.
AwesomeSiebren Newcomer
Posts : 84 Reputation : 0 Join date : 2013-07-20 Age : 24 Location : Netherlands
Subject: Different threads for different types of graphics/models. Sun Jul 21, 2013 2:14 pm
I came up with the idea to make it easier for everyone to find the graphics they want. There will be different threads for different things. (if accepted) Example:1, A thread for microbe models. 2, A thread for the textures. 3, A thread for etc... Hope this idea will help. Greetings Siebren.
Thriving Cheese Art Team Lead
Posts : 321 Reputation : 9 Join date : 2013-01-06 Age : 25 Location : Sweden
Subject: Re: Art Team: We Need You! Thu Sep 19, 2013 5:06 pm
I'm back (sorry for being gone for some time), Here's the organelles:
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
Subject: Re: Art Team: We Need You! Thu Sep 19, 2013 7:24 pm
Those look really good Thriving Cheese! :D
My only quirk is that I don't think an organelle can be brown, based off of that colour wheel ~scio provided.
~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
Subject: Re: Art Team: We Need You! Fri Sep 20, 2013 12:12 am
Now that is good work. Fantastic stuff, cheese.
Thriving Cheese Art Team Lead
Posts : 321 Reputation : 9 Join date : 2013-01-06 Age : 25 Location : Sweden
Subject: Re: Art Team: We Need You! Fri Sep 20, 2013 2:26 am
Thanks.
NickTheNick wrote:
Those look really good Thriving Cheese! :D
My only quirk is that I don't think an organelle can be brown, based off of that colour wheel ~scio provided.
Would blue be good?
~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
Subject: Re: Art Team: We Need You! Fri Sep 20, 2013 1:01 pm
Blue would be good, but red or deep purple might be better. Also, the mitochondria might look better blue- they're usually depicted as blue in diagrams, I don't know why.
MICROBE EDITOR GUI:
Hopefully this can be the last revision of the microbe editor GUI. If it is, I can work on all of the assets for it.
Immortal_Dragon Regular
Posts : 425 Reputation : 19 Join date : 2013-06-18 Age : 31 Location : Throne of the Immortal Dragon
Subject: Re: Art Team: We Need You! Fri Sep 20, 2013 1:10 pm
Really, I've always seen them in red.
Ymedron Newcomer
Posts : 13 Reputation : 1 Join date : 2013-09-21 Age : 31 Location : Finland
Subject: Re: Art Team: We Need You! Sat Sep 21, 2013 3:42 pm
Hello, newly registered.
I will apologize, first of all, if my points are uncalled for when it comes to the animation, it's the aspect I feel most confident about when it comes to this. Second of all, I like the low-poly look that the models have, it's really charming. :3 I'd advise against using any renderer default bumpmapping(normalmapping?), since it's procedurally generated and highlights their blobbiness. (I haven't seen a single model that benefited from the default bumpmapping that blender etc. provide...)
I feel like the animation (which I know is just a placeholder but I think it'd still be good to point this out now?) lacks acceleration and deceleration.
image:
It makes the cells movement look lifeless, at least when it comes to the stinger? Also the wriggler animation seems troubled in that it looks like it's thrashing in place rather than moving in the direction of its head. However if real cells actually move like this, ignore me. <:U
I made some 2d animations that illustrate different frequencies of darting for the stinger cell -> different speeds and energy efficiencies. (because it was the thing I was mostly thinking about.)
animation:
I shall proceed to lurk some more.
Thriving Cheese Art Team Lead
Posts : 321 Reputation : 9 Join date : 2013-01-06 Age : 25 Location : Sweden
Subject: Re: Art Team: We Need You! Sun Sep 22, 2013 12:33 pm
~sciocont wrote:
Blue would be good, but red or deep purple might be better. Also, the mitochondria might look better blue- they're usually depicted as blue in diagrams, I don't know why.
Ok, I'll test making the Vacuole purple/red/blue and the Mitochindria more blue.
NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
Subject: Re: Art Team: We Need You! Sun Sep 22, 2013 11:00 pm
@~sciocont:
That looks great ~scio, there are just some final, minor changes I would suggest. I made an image here displaying them.
Spoiler:
The main tabs were renamed to the triple S, Revert changed to Reset, the attribute icons scaled down, the Attributes button replaced with an icon, and the attribute names removed. Since the attributes tab is much smaller now, I think we could cut out all that empty space to the right and make it smaller.
Also, we need a place for the Behaviour Editor.
Ymedron wrote:
Hello, newly registered.
I will apologize, first of all, if my points are uncalled for when it comes to the animation, it's the aspect I feel most confident about when it comes to this. Second of all, I like the low-poly look that the models have, it's really charming. :3 I'd advise against using any renderer default bumpmapping(normalmapping?), since it's procedurally generated and highlights their blobbiness. (I haven't seen a single model that benefited from the default bumpmapping that blender etc. provide...)
I feel like the animation (which I know is just a placeholder but I think it'd still be good to point this out now?) lacks acceleration and deceleration.
image:
It makes the cells movement look lifeless, at least when it comes to the stinger? Also the wriggler animation seems troubled in that it looks like it's thrashing in place rather than moving in the direction of its head. However if real cells actually move like this, ignore me. <:U
I made some 2d animations that illustrate different frequencies of darting for the stinger cell -> different speeds and energy efficiencies. (because it was the thing I was mostly thinking about.)
animation:
I shall proceed to lurk some more.
Wow, Ymedron, very constructive and informative post! I recommend you introduce yourself here so we get to know you and properly welcome you.
It's great to hear you're experienced in animations and modelling, especially animations, since we don't have anyone for that. I completely agree with what you mean about the animations, they lacked a sense of physical motion and acceleration. If you would be able to join up to help around with modelling and animation, even if its just advice, that would be very well appreciated.
Plus, it's great to see you take the initiative to make that brief animation to illustrate what you meant.
~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
Subject: Re: Art Team: We Need You! Mon Sep 23, 2013 8:38 am
The "SSS" setup doesn't really apply here. Structure is where you place organelles, so "systems" becomes meaningless. Otherwise, the changes are easy to make.
Ymedron Newcomer
Posts : 13 Reputation : 1 Join date : 2013-09-21 Age : 31 Location : Finland
Subject: Re: Art Team: We Need You! Mon Sep 23, 2013 10:11 am
NickTheNick wrote:
Ymedron wrote:
-snip-
Wow, Ymedron, very constructive and informative post! I recommend you introduce yourself here so we get to know you and properly welcome you.
It's great to hear you're experienced in animations and modelling, especially animations, since we don't have anyone for that. I completely agree with what you mean about the animations, they lacked a sense of physical motion and acceleration. If you would be able to join up to help around with modelling and animation, even if its just advice, that would be very well appreciated.
Plus, it's great to see you take the initiative to make that brief animation to illustrate what you meant.
Very well, I shall do it right away. c: I shall try to help with anything I can.
Sorry about off-topic post, thought that it'd be good to have some closure for this exchange. *hides*
NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
Subject: Re: Art Team: We Need You! Mon Sep 23, 2013 6:49 pm
~sciocont wrote:
The "SSS" setup doesn't really apply here. Structure is where you place organelles, so "systems" becomes meaningless. Otherwise, the changes are easy to make.
Good point, completely skipped my mind. Then I feel it would be better to stick to Structure, Appearance, and Behaviour as you had before.
Thriving Cheese Art Team Lead
Posts : 321 Reputation : 9 Join date : 2013-01-06 Age : 25 Location : Sweden
Subject: Re: Art Team: We Need You! Mon Sep 30, 2013 3:55 pm
Each one of these creations are Brilliant in their own model-y way! Keep up the Brilliant work.
NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
Subject: Re: Art Team: We Need You! Mon Sep 30, 2013 11:03 pm
@Thriving Cheese: Great update!
@Nerdcubed: This isn't a forum rule, but I think its better to avoid using memes, which generally hints towards more social-casual forums.
ThreeCubed Newcomer
Posts : 28 Reputation : -2 Join date : 2013-09-02 Age : 24 Location : Planet Earth
Subject: Re: Art Team: We Need You! Tue Oct 01, 2013 12:18 am
NickTheNick wrote:
@Nerdcubed: This isn't a forum rule, but I think its better to avoid using memes, which generally hints towards more social-casual forums.
Okay, also you spelled my name wrong, Unless you purposely did that, Which you may have because of the similarities.
NickTheNick Overall Team Co-Lead
Posts : 2312 Reputation : 175 Join date : 2012-07-22 Age : 28 Location : Canada
Subject: Re: Art Team: We Need You! Tue Oct 01, 2013 12:25 am
Haha yes my mistake.
EVanimations Newcomer
Posts : 37 Reputation : 10 Join date : 2013-10-20 Age : 31 Location : The Eldritch Beyond
Subject: Re: Art Team: We Need You! Wed Oct 23, 2013 6:29 pm
I'm interested in joining the art team! I'm skilled in Photoshop and modeling in 3DS Max. Here's a bit of concept art I submitted yesterday in case you haven't seen that.
Concept Art:
Also, a question: how far has this team come as far as organisms/ the organism editor goes, art-wise? I realize the mechanics have been decided upon, but what about art direction?