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Topic : "Super space factory 3000!!!! UPDATED" |
Stewart one member
Member # Joined: 07 Jul 2004 Posts: 156 Location: sweden
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Posted: Sun Sep 30, 2007 1:50 pm |
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Hey guys n gals. Heres a new piece i put together today. Tried putting some depth into it and just making it up as i went along.
Any thoughts?/
/edit/ Hey again. Took some time yesterday to update this. I think this helped the scale issue quite alot from the previous version. I took some of the tips you guys gave me and tried to implement them, and also had a chat with my flat mates for some extra feedback. Hope you like it!
_________________ ARRR!
Last edited by Stewart one on Wed Oct 03, 2007 12:36 am; edited 1 time in total |
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Sumaleth Administrator
Member # Joined: 30 Oct 1999 Posts: 2898 Location: Australia
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Spawn junior member
Member # Joined: 20 Sep 2007 Posts: 10
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Posted: Sun Sep 30, 2007 6:44 pm |
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Maybe add more to the range of value.. looks good, but its kinda dull in the foreground. Also add some kind of texture to the building.. |
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Francis member
Member # Joined: 18 Mar 2000 Posts: 1155 Location: San Diego, CA
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Posted: Sun Sep 30, 2007 9:57 pm |
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oo pretty nice! I would suggest making those foreground elements much darker, so they sort of frame the rest of the image. That would help out with the depth issue a bit too I think. _________________ Francis Tsai
TeamGT Studios |
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Stewart one member
Member # Joined: 07 Jul 2004 Posts: 156 Location: sweden
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Posted: Mon Oct 01, 2007 12:59 am |
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Hey guys thanks for the comments. Took a look at the picture on my monitor at work and it looked really washed out! Thats what you get when painting on a crappy laptop monitor i guess.... Anyways took the liberty of upping the contrast a bit. Hopefully this helps with the depth issue. As for the sandcastle issue, maybe adding some smaller structural detail to the cliff its on might help? Any suggestions?
Thanks again for the feedback! _________________ ARRR! |
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Sumaleth Administrator
Member # Joined: 30 Oct 1999 Posts: 2898 Location: Australia
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Posted: Mon Oct 01, 2007 1:07 am |
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Tough to know what makes something like miniature, but the slight variation in vertical lines might be part of it, plus not all the buildings fit into the same perspective set. I know it's loose in style, but those things could still be important to giving an impression of scale.
Also worth a look is the way that all the surfaces and details are fairly uniform. It's a smoggy, overcast environment, so you might expect to see some parts in less light, and details (like lights) to vary.
The fact that it's in a tighter style than the rest of the environment maybe be part of it too.
It's interesting that if you view just the buildings, with the environment blocked out, it does actually look bigger. _________________ Art Links Archive -- Artists and Tutorials |
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Stewart one member
Member # Joined: 07 Jul 2004 Posts: 156 Location: sweden
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Posted: Mon Oct 01, 2007 3:28 am |
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Thanks for the ideas sumaleth! Where's that name come from btw? Just curious
Just wondering what buildings do you mean dont fit into the same perspective set? I know the perspective might be a little bit off in places but could you be a little more specific. Thanks again! _________________ ARRR! |
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Sumaleth Administrator
Member # Joined: 30 Oct 1999 Posts: 2898 Location: Australia
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Posted: Mon Oct 01, 2007 3:47 am |
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I meant that it looks like all the buildings should be built on the same north-south/east-west grid, because that's how they usually build those places, but the impression you get looking at the buildings is that they're actually not aligned like that.
It's just because of the loose painting approach, and I'm not sure why the small inaccuracies/variations are so important in this case. Perhaps perspective is less important when things are closer, but when they're far away even an extra pixel is jarring to the viewer.
I think it'd be interesting to experiment with the image and see if you can make the buildings look massive and in-scale with the environment, and see what it ultimately takes to achieve.
Spooge would know.
--
Sumaleth was the name of a game I made for the Commodore 64 many years ago. It was never finished, but I've used it as a demoscene name and then online name since.
It was a made-up name. _________________ Art Links Archive -- Artists and Tutorials |
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Stewart one member
Member # Joined: 07 Jul 2004 Posts: 156 Location: sweden
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Posted: Mon Oct 01, 2007 3:53 am |
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Ah ok. Yeah i should have looked at some reference when i was doing that but my internet wasn't working at the time
haha yeah spooge would know!
I'll poke around with it some this evening and see what i can do!
Thanks! _________________ ARRR! |
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Stewart one member
Member # Joined: 07 Jul 2004 Posts: 156 Location: sweden
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Posted: Wed Oct 03, 2007 12:36 am |
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UPDATED! _________________ ARRR! |
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Affected member
Member # Joined: 22 Oct 1999 Posts: 1854 Location: Helsinki, Finland
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Posted: Wed Oct 03, 2007 2:11 am |
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regarding the perspective, it may look odd because vertically, the picture covers quite a large FOV, seeing how you can't see the top of the largest structure, but are clearly looking down at the smaller buildings, and yet the roads etc. are pretty parallel, which implies a telephoto kind of perspective, meaning a small FOV. Or maybe I'm just confused. |
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Stewart one member
Member # Joined: 07 Jul 2004 Posts: 156 Location: sweden
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Posted: Wed Oct 03, 2007 2:51 am |
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Affected- Yeah I friend of mine pointed that out too. You are actually supposed to see more of the roof of the main building. My bad _________________ ARRR! |
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M@. member
Member # Joined: 04 Nov 2003 Posts: 188 Location: Los Angeles
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Posted: Wed Oct 03, 2007 4:21 am |
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cool!
but I agree about the scale issue.
a couple of things are contributing to this :
first, the point of view. if you mask the factory, it looks like a normal human sized scene, taken from human height, and with a few rocks around that would be like, 4 meters tall. That is the thing we are used to see. When the eyes sees a pic, it compares it to the usual stuff you see, not the unusual.
If your pic was really taken from so high, it would be a very unusual setting. Straight 300+ meters rock on a flat surface, and even bigger straight rocks in the distance. I don't think I've ever seen such a landscape. You should look at some reference of such sized cliffs and see how they blend with the landscape to get some ideas.
Because there's also the problem of the landscape design, which also looks like a human sized landscape. The frequency of the detail is too low and bulky, there should be more little variations, the effect of erosion, and also, think about the weight. In such big rocks, there couldn't really be that kind of overhanging rocks on the cliff, they would fall. If you look at very big cliffs or rocks, they are mostly flat on the sides or convex.
There's a simple thing to make a subject look big : take the picture from below the subject, not from the top of it (which means have the horizon lower than your subject, not over it) . And put some familiar things that the brain identify immediatly as having a specific size (like a human, a vehicle, a tree, ... )
So finally, if you don't want to start again your pic and change the POV, I think what would work to make the pic have a more correct scale, is changing the rock design, with higher frequency details and a more weighty design that makes it feel like they are very big - straighter and more convex - same for the ground, I think it's too flat and simple for this scale. More little rocks and such, some hright differences, etc.
Also, I think the pic would really gain from an extreme foreground, be it ovr a building or on a rock, , and even better if there was a character
those were my two euro cents :p
By the way, here you horizon is significantly higher than the roof of the building, which means the picture was taken from something that is significantly higher than the building. _________________ http://mv.cgcommunity.com/ |
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Stewart one member
Member # Joined: 07 Jul 2004 Posts: 156 Location: sweden
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Posted: Wed Oct 03, 2007 6:53 am |
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Hey again folks. Thanks for the feedback m@. To be honest, the whole thing just started as me doodling around without any deeper thought. I just wanted to convey a slightly alien landscape and show something with colossal scale dissapearing into the distance. Hence the giant blocks. So the landscape was never meant to be something you could find in a photograph. But I know that making something believable is easier done if you root it in something from the real world... I'm sure it might help if i do put some higher frequence detial in there, and have a look at some cliff reference. The factory was a later addition. Not the best choice perhaps, but fun to paint Really the idea was never to convey the massive scale of the factory, but more that of the surroundings. That doesn't mean though that the scale of the factory doesn't have to work with the other stuff. Might poke around alittle more with this. The extreme foreground idea might be something to look into aswell!
Thanks a million for taking your time and helping me out m@ and everyone else! _________________ ARRR! |
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