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Author   Topic : "Ye Ol' Tavern concept...."
HellSpawn
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Joined: 02 Jan 2001
Posts: 112
Location: Montreal

PostPosted: Mon Jul 22, 2002 12:16 pm     Reply with quote
greetings... C&C most welcome.



- Shawn
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wigin
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Joined: 23 Sep 2000
Posts: 408
Location: Ottawa Ontario

PostPosted: Mon Jul 22, 2002 1:28 pm     Reply with quote
looks cool.. But please dont do the little men like Feng does =(... too many people doing them like him...
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ZippZopp
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Joined: 09 Jan 2002
Posts: 229
Location: CT

PostPosted: Mon Jul 22, 2002 2:23 pm     Reply with quote
I like it...very cool feeling to it! nice job!

hey wigin, i think that drawing those little men like that is a pretty standard thing when doing architectural type renderings. I took a course in architectural drawing and design and that is how we were told to draw people in quick architectural renderings. Although it definately is a thing Feng does in his work, i don't think its strictly his thing.
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faB
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Joined: 16 Jul 2002
Posts: 300
Location: Brussels, Belgium

PostPosted: Tue Jul 23, 2002 2:33 am     Reply with quote
concept wise I don';t think it looks like a tavern, it's pretty dull for a tavern. The wood panels make it look like a barn, and where's the signs ? Nobody would know it's a tavern if they walked by.

The streets look too clean I think

otherwise good job on the drawing
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HellSpawn
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Joined: 02 Jan 2001
Posts: 112
Location: Montreal

PostPosted: Tue Jul 23, 2002 5:18 am     Reply with quote
Ok Noted:

Little stick guys - Bad

And some tavern signs... Yeah I totally forgot about on of those signs that would like hang over the the door.

I kept the streets clean cause I wanted the focus to be on the tavern.

Thanks for the crits guys.

- Shawn
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iByrn
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Joined: 14 Mar 2002
Posts: 131
Location: Minnesota

PostPosted: Tue Jul 23, 2002 6:10 am     Reply with quote
it's spelled "medieval".
But it looks alright. needs more detail, i think. it looks sort of empty as is.
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HellSpawn
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Joined: 02 Jan 2001
Posts: 112
Location: Montreal

PostPosted: Tue Jul 23, 2002 7:34 am     Reply with quote
Yeah after I get this drawing thing down, I plan to work on my spelling... ;-)
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xXxPZxXx
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Joined: 26 Apr 2001
Posts: 268
Location: MN

PostPosted: Tue Jul 23, 2002 8:01 am     Reply with quote
definitely needs a sign, otherwise I really like it. makes me happy GJ
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General Confusion
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Joined: 13 Apr 2000
Posts: 365
Location: NJ

PostPosted: Tue Jul 23, 2002 8:43 am     Reply with quote
ok, I thought I would help you on this one...

prepare yourself young jedi....

first I went through some basic perspective rigors. the initial images that establish the foundations of perspective are smaller jpegs in size for download sake (Ihave them bigger if you need them) but the final one that culminates all the steps is regular size, so you can hopefully summarize from that one. Here we go, and if you don't understand feel free to drop me a message, here or in my mail, and I will clarify further for ya.

image A:
here I established the right vanishing point (RVP) and the horizon line (HL) from that.



image B:
here I established the left vanishing point (LVP), on the larger image where the res is more visible, you will see that you have some perspective mistakes here as far as some of your projected lines, (one major issue that I will get to on the last image) but for now I was chalking the lines up to the fact that they represent wood, which is aged... so wood tends to deform over the years, so using a bit of artists license, I didn't get to criticial over them.. and allowed some creativity to dictate the perspective projection... THAT"S ONE THING TO REMEMBER, GIVING THE CONDITIONS OF YOUR IMAGE, LIGHTING, TEXTURE MATERIAL USED, ETC, ETC.. YOU HAVE THE RIGHT AS AN ARTIST TO STRETCH THINSG TO APPEALING PARAMETERS, AS LONG AS YOU KEEP IN MIND THE RULES THAT DICTATE HOW THINGS WORK.



image C:
here I established the sun's vanishing points. I did this by projecting back the established cast shadow that you already produced. Now in natural light, cast shadows are considered parallel to one another, and what that means is if an object that is in the sun's rays has parallel sides, then the cast shadow of that object will have parallel sides to it... (sort of confusing, if you think about it too much)..

but again as b4, decide what tiem of day it is etc, etc.. to establish where the sun will sit, then from the center of that imaginary ball you create, project a straight line down to the HL, and that will determine the suns vanishing point.. so by determining the placement of the sun, you can esaily deterime the suns shadow vanishing point



image D:
now using the corners you created on the buildings, project the suns rays through them, and to find where they land on the ground plane, you use the suns shadow vanishing point (SSVP), and here you will see the probs you have with where you shadow falls. I put new shads in place of the old ones to show you..., and what you need to do to project the complete object shadow is the same step over each time you have a corner to the building... project, then plot the SSVP, and once you have every corner layed out the shad will fall into place as if it were a puzzle...



image E:
here I worked the shads as they appear in reality.. cast shads are the darkest, because its a cast plus the form shad added together, form shads have reflected light in them, so therefore appear a bit lighter



image F:
the final... here you hopefully see everything as a whole. the one thing I need to mention (the red flag I spoke of earlier) the area within the black circle is incorrect. the LVP wall that is there isn't projected properly. notice the purple line I put there.. that's where the bottom line of the wall should sit... (unless the wall you have there isn't projected to the original LVP) but I think that's what you wanted... and becaue this is incorrect it will reset the shad that I have created....because the overall VP's will adjust (see what I mean) but I did my projections on what you drew so hopefully you may see what I meant... and as far as the back side of the building, I didnt finsih off the rear wall projections, so the back side of the shad seems cut off (it is, caue I just didnt finish it) but in order to do so all you have to do is project, plot, project, plot like I described the image D description



I hope I didn't confuse the hell out of you, if you need more, I'll try my best to help ya.. but I do like the compostion, jsut get some proper perspective in there and you're golden

later and good luck
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HellSpawn
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Joined: 02 Jan 2001
Posts: 112
Location: Montreal

PostPosted: Tue Jul 23, 2002 10:23 am     Reply with quote
Thanks CG (a.k.a Robert) for your help. :-) When I sketched up this concept I never layed any ground work for the light source. I just scanned it in and "winged" it to add a little depth to the piece.

I didn't think I was off so much....

The part that you circled is corect... I know it may look like that building should go to the vanishing point but I was drawing from a plan and that building is connected to the other on an angle. So when I sketched it up I layed it out where the building is drawn using a 1 point perseptive while the rest uses a 2 point.

But I defiently screwed up on the light souce. Looking at the concept now I have to say it was pretty lazy of me not to go the extra mile to lay the ground work for the light souce.

Thanks general. Your help and input is very appreciative.

- Shawn
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General Confusion
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Joined: 13 Apr 2000
Posts: 365
Location: NJ

PostPosted: Tue Jul 23, 2002 3:33 pm     Reply with quote
hellspawn

I was hoping you wouldn't take offense by me adding my two cents but yeah, by not plotting the shads, you see how easily a drawing could fall apart, it sucks but it happens, and I was looking at your pic from a critical standpoint anyway, like an art director would probably do.. hence my nit picking

And that's cool that you were working from a plan, nice composition there, I like it alot....
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