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Author   Topic : "Design images for xbox game Tao Feng"
Arc][Pello
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PostPosted: Sat Mar 15, 2003 10:47 am     Reply with quote
really amazing stuff craig...one question though..how the hell did you create the tiled floor in this piece???



its too perfect
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Cos
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PostPosted: Sat Mar 15, 2003 11:01 am     Reply with quote
Amazing work as always!
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Capt.FlushGarden
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PostPosted: Sat Mar 15, 2003 5:15 pm     Reply with quote
I have questions too!

The image arc pello posted above, with your tiled floor, I'm looking at the roof, no way you made that by hand, if you did you are �%#"! but I'm guessing it's a 3d model, do you render layers of the roof and keep the silouettes of the little bars as an alpha channel and re select it when u wanna change it? the edges are so clean like you haven't painted over them. oh and the pillar, is there a way to paint a curved texture like that in photoshop or do u solve it by rendering a textured cylinder? I've tried to play with that "3D transform" thing in Photoshop but I don't understand it at all hehe. do u know if there are any good tutes on how to make cylinders like that and how to keep everything clean but yet painterly?
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-HoodZ-
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PostPosted: Sat Mar 15, 2003 6:19 pm     Reply with quote
wow the cap'n asking for tuts.....i want to know as well though it wont look as good when i do something like that
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Duracel
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PostPosted: Sat Mar 15, 2003 10:57 pm     Reply with quote
No questions, absolut great work - but its a shame what they made out of those great concepts.

For example:
Here is one of those fantastic work

And This is what they made out of craigs fabulous colorplay.
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Gygaxis
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PostPosted: Sat Mar 15, 2003 11:27 pm     Reply with quote
Those were utterly fantastic, I think I saved every single one of them.

Duracel: Agreed, I am quickly getting disillusioned with the results from concept art to product. Craigs work on this is fantastic, but the end prodcut looks so utterly generic. Why even go through the effort to hire someone with Craigs skill to only go and screw everything up? This reminds me of Capt. FlushGarden's work on that Shania Twain video, I absolutely loved the concepts for it, but then in execution, it just looks cheap and generic.
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Mon
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PostPosted: Sun Mar 16, 2003 2:36 am     Reply with quote
Duracel - I don't get it. Why go through the trouble of hireing a genious (that's you Craig) when you're stuck with a bunch of retarded in-house 3d modellers? What a waste...

Btw, I've browsed the images for the third time now. They still make me speechless.

Cheers,
Mon
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Marez
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PostPosted: Sun Mar 16, 2003 3:00 am     Reply with quote
Very nice atmosphere and light..beautiful. Ive tried to figgure out the "making-of" process regarding those pictures and the one posted above. Using the 3D transform filter (for the pillars) in PS often resuts in an unsharp result and loss of quality, so i dont belive uve used that. SO you have either painted it by hand or applied a texture to a 3D object. It doesnt really matter cuz it looks good, but im just curious.

My favourite is the "courtyard". The light in that image takes my breath away. Would be interesting to hear how you created that one cuz there is so much detail and texture.

Cheers!
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Dr. Bang
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PostPosted: Sun Mar 16, 2003 3:53 am     Reply with quote
JESUS PEOPLE! He did that by just using the Skew function in the Free Transform tool.

After observe Craig Mullins works, there aint no fucking secret about his work, everything you see is THERE. No fancy smancy special technique, no behind the scene FBI conspiracy hidden secret Area51 thingie.
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Duracel
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PostPosted: Sun Mar 16, 2003 4:32 am     Reply with quote
But well, im not sure about what you tell us.

CRAIG, GIVE UP! I know, you've found the secret of an old famous pirat on hawaii and with it you've found the ultimate Photoshop-Perfect-Picture-Plugin. Am i right? Well, im right, i know im right. It must be the truth, you couldnt have paint this just with your stupid human body - never!
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Sup_Ben
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PostPosted: Sun Mar 16, 2003 4:44 am     Reply with quote
Yes, great as always. I like exploring various images pixel by pixel. This helps to understand many things better. And for some reason I was glad to meet "beggar"s head again. I mean, glad to see this guy alive (at least his head) in his new life Smile
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Sumaleth
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PostPosted: Sun Mar 16, 2003 5:57 am     Reply with quote
Re: this

You have to wonder why they even bothered comissioning conceptual art. Not that I'm complaining.
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see
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PostPosted: Sun Mar 16, 2003 6:19 am     Reply with quote
Its just amazing. Nothing more to say. Just imagen guys ... a walkthrough of this art.
I cannot even think about who much that would help finding answers.

Keep up Craig...
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[666]Flat
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PostPosted: Sun Mar 16, 2003 8:03 am     Reply with quote
*fap fap fap*
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Max
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PostPosted: Sun Mar 16, 2003 10:10 am     Reply with quote
I can learn so much from your pictures.
There can't be any tutorial which explains light and value better then this images....really!!
Thanks for sharing them craig!
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Brando
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PostPosted: Sun Mar 16, 2003 11:30 am     Reply with quote
I worked on this game doing some character illustrations, and am probably continuing to work with Studio Gigante, so I am startled by some of what's being said here. Some of the comments on this thread betray a huge amount of ignorance and are incredibly insulting to some very hardworking, creative people. A single still from a console game isn't as good as the Craig Mullins concept drawing?

Well, no $#!+, Sherlock, Sorry to disappoint you with reality.

Most anything in popular media isn't visually as good as one of Craig's concepts. What�s the simple reason for this? Craig's work is about choosing the exact forms, colors, and light to make a perfect composition for that one image. He can control and push every nuance and every component until it's almost unreal in its beauty. He is unequalled at this and he gets well paid for his skills. The fact is a great deal of that work isn't transferable into a current console fighting game. A great deal of the appeal of his work can only exist in a concept drawing, even if the art were to be used for other media like movies and TV. The idea of a concept drawing is to set a goal that you try to reach, not to show what the end result will absolutely look like. No team of modelers in the world would have had a chance to duplicate on a console game the exactness of the concept drawing. The technology still has severe limits. Studio Gigante hired Craig to inspire the team to push those limits, and the game team did a great job of this. Does that make the modelers "retarded?" Are they "screwing everything up?"

I have no problem praising Craig as he's very deserving of praise, but to ridicule the efforts of the team that paid him well for his work and worked hard to make a great game with him does nothing but portray pettiness and stupidity.

Grow up.

Brandon Peterson
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Basement bound
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PostPosted: Sun Mar 16, 2003 12:29 pm     Reply with quote
spooge- I dip my hat to you sir.

I just think it is a shame that the final work can not look like the conceptul pieces. Just a shame. That's all. I don't think that is about effort or skill. Just the limitations of software and funtionallity of the product.
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marc_taro
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PostPosted: Sun Mar 16, 2003 6:30 pm     Reply with quote
lol - Thank God we can't make games look this good. I'd be out of a job if all concept artists had to draw like this. For 'frick's sake - it's too good. I'm going to go cut my little finger off in shame.

And thank the stars you are not the level artist who gets these and has to try to live up to them! Heh....

I think this ends the Are Games Art thread from a few months ago..

~mth
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Lunatique
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PostPosted: Sun Mar 16, 2003 9:13 pm     Reply with quote
Brando wrote:
I worked on this game doing some character illustrations, and am probably continuing to work with Studio Gigante, so I am startled by some of what's being said here. Some of the comments on this thread betray a huge amount of ignorance and are incredibly insulting to some very hardworking, creative people. A single still from a console game isn't as good as the Craig Mullins concept drawing?

Well, no $#!+, Sherlock, Sorry to disappoint you with reality.

Most anything in popular media isn't visually as good as one of Craig's concepts. What�s the simple reason for this? Craig's work is about choosing the exact forms, colors, and light to make a perfect composition for that one image. He can control and push every nuance and every component until it's almost unreal in its beauty. He is unequalled at this and he gets well paid for his skills. The fact is a great deal of that work isn't transferable into a current console fighting game. A great deal of the appeal of his work can only exist in a concept drawing, even if the art were to be used for other media like movies and TV. The idea of a concept drawing is to set a goal that you try to reach, not to show what the end result will absolutely look like. No team of modelers in the world would have had a chance to duplicate on a console game the exactness of the concept drawing. The technology still has severe limits. Studio Gigante hired Craig to inspire the team to push those limits, and the game team did a great job of this. Does that make the modelers "retarded?" Are they "screwing everything up?"

I have no problem praising Craig as he's very deserving of praise, but to ridicule the efforts of the team that paid him well for his work and worked hard to make a great game with him does nothing but portray pettiness and stupidity.

Grow up.

Brandon Peterson


I dunno. Sure the concept art is a different animal compared to the actual 3D ingame enviroment, but most of the digital art geeks are gamers too(and some even works/worked in the game industry, or does 3D for a living), and they've all seen good and bad ingame 3D enviroments. Those comments are not as ignorant as you think they are. Sure, might sound harsh and untactful, but they are also honest opinions.

Can you honestly say that if Craig's concepts were given to Capcom, Namco, Sega, id, Bungie, or other game dev companies that have produced stunning ingame 3D enviroments in the past on consoles and PC, the end result wouldn't look any different?

Just my observation, that's all.
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Duracel
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PostPosted: Sun Mar 16, 2003 9:14 pm     Reply with quote
No question, im not disappointed by the amount of polygons or something - this far im able to make a differenz between a concept and an ingame-shot.

I took this example because there are parts have nothing to do with "limits", just with the sense of colors of craig and those guys made what you see in the game-shot.

One simple questions:

Why is there teal and green in the final result?


Thats the part i really cannot understand - thats what i think its a shame! Why is Craig thinkin about colors, when those guys took those concept for the game ignore them? (Well, im sure they didn't ignore them intentional.)
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HaRdC0rePixxX
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PostPosted: Mon Mar 17, 2003 12:50 am     Reply with quote
what amazes me most is that you seem to keep improving over time.
actually, i don't know if that's more depressing or amazing... hell.

from the speedpainting topic about these tao feng killer pics.
spooge demon wrote:
hardcore, they varied quite a bit, but as they are a little more specific than I would like they took a lot longer than usual. I would say plan, sketch, wait for review, finish, two weeks. But the whole project dragged out over a year. My fault mostly. I usually have about 3 jobs going at once.


it looks rather fast to me. 2 weeks, i guess that includes the 3D modeling, the 2 roughs, and the finished rendering with the photorefs textures ?

i guess there is some basic texturing and lighting on the 3d scene. hence the pillar curved texture and shadow casting on the roof ?
as far as i can tell, it's a wonderful job both visually and technically.
i'm pretty sure the production process is at least as impressive as the finished result.
we want more !
and a comic book also !
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starglider2
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PostPosted: Mon Mar 17, 2003 2:41 am     Reply with quote
SPOOGE !!!!!!!!!!!!!!!!!!!!

i cannot even say anything, only :


WWWHWHOOOOOAAAAAAAARGH !!!!!!!!!!!!!!!!!!!!!!!!


A - M - A - Z - I - N - G !!!!!!!!!!
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starglider2
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PostPosted: Mon Mar 17, 2003 2:44 am     Reply with quote
huhm...ok



I have to struggle between depression and awe when i see such artwork...
how can i ever reach that level of skill......
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sometypeof
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PostPosted: Mon Mar 17, 2003 2:56 am     Reply with quote
Craig

the value of your pics is multiplied by the opportunity to percieve the original brush strokes, just as i would do in the national gallery.

and the photo of the studio fills me with envy.

these are some of the best works on your site.

keep it up. just about everyone is awaiting the inspiration of goodbrush updates.

but for fucks sake - grace us with a tutorial accompaniment - please

s
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ceenda
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PostPosted: Mon Mar 17, 2003 3:49 am     Reply with quote
Brando: Something, if it is true, has nothing to fear from honest criticism. I think perhaps the key here is that, had the game been an adventure or something where Craig's art would've been turned into detailed 3D or used as mattes to be stared at for certain periods of time that the community here would be less ready to make comments like they have. I know it sounds offensive, but I think people here assume the ends justify the means. I'm sure it'll be a good game. I think people were just surprised at the end effect.

NO MORE FLAMES IN THIS THREAD.

Keep on the lovin' ...


Last edited by ceenda on Mon Mar 17, 2003 4:50 am; edited 1 time in total
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nottoo
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PostPosted: Mon Mar 17, 2003 5:34 am     Reply with quote
For a better comparison instead of the horrendous gamespy screen grabs,

Pier concept art by Craig Mullins



The Pier Game Model (rendering by Todd Foster)



Also, Studio Gigante

and er,
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gezstar
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PostPosted: Mon Mar 17, 2003 6:24 am     Reply with quote
Yeah I think the screenshots from gamespy weren't really doing the programmers' work justice - the ones from their site are a lot closer to the concepts. So it's all good Smile
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Lunatique
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PostPosted: Mon Mar 17, 2003 6:32 am     Reply with quote
Ya, SHAME on Gamespy!! Picking horrible screenshots like that!
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Duracel
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PostPosted: Mon Mar 17, 2003 7:49 am     Reply with quote
Well, those handful tiny examples from studiogiante.com are no real good for a judgement, too. Gamespy didnt care about good looking screenshots, the studiogiante take "too much care" i suppose. ;)

So, its ok, if i agree to the term "praise how the concept art enhances the development of the game" and i say: "Well, it could look by far worse if they didnt hire Mr. Mullins. I dont want to think about how bad" ;D
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PostPosted: Mon Mar 17, 2003 11:12 am     Reply with quote
Marathon: Durandal was the first time I saw your work Mr. Mullins. It entirely changed the way I look at art and I've found your work to be a source of inspiration ever since. These latest images live up to your reputation for mind-blowing pieces and I'm glad you shared them. You deserve every complement posted on this board and more.

Next semester I'm beginning my studies at the Savannah College of Art and Design. You've had no small part in making me want to study art as a career. Thank you for opening up your vibrant imagination to the world and giving us something to work towards.

take care,
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