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  #1  
Old 04-06-2005, 02:04 AM
Redwizard Redwizard is offline
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Back (kind of) with some images of things i have been doing..

My internet wasnt gone as long as i'd been warned. However due o the lack of respect i was shown in the hello/goodbye forumi am not returning for good, just browsing the forums, or loging in once or twice every few weeks. Oh well you would not care, im not that important as i noticed, heh. Anywa. to the point. If anybody here is familiar with the Unreal Engine/editor, then.. well , you know. I kinda went crazy with it the past few days, aand i decided to make a gothic building. Gothic means renessaince era churches and grand cathedral style of architecture back in the 13/14th centuries, i believe. without further ado, pleae don't bash me for who I am as it has become some what of a hobby of many people, just bash my graphics. Thank you. Of course it is a WIP but i am getting it done, it should probably be a DeathMatch for Unreal Tournament (versions Goty, 1999-2000).
Oh and for those who do not know or have not noticed, i have shifted styles from 2D design to both 2D and 3D.
The tricky thing about creating places such as churches is the way that when you see them in real life, they are an overwhelming spectacle, especially considering that they had been standing for over 500 years. So someone may tell you that it is easy to recreate a gothic church graphically, and they may be correct depedning on their ability and skill. But what I can say is as easy it may be to remake the church, it is impossible, 100% impossible to recreate the feeling of amazement that you'd get if you were really seeing one.
I will post more pics as i take screenshots of them, as it takes a while to render the wireframes due to the polygon count and lighting.
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  #2  
Old 04-06-2005, 02:25 AM
Redwizard Redwizard is offline
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and here is another set of pictures. i disabled the lighting as
a) it is too dark
b) It is artificial, meaning it will all be changed when it is doene. (I will add sunlight from a certain part of the map, preferably the one which gives it the most dramatic look)
c) I will be making projector lighting emmitting from the stained glass windows (shows stained glass textured lighting on the ground.. hmm.. examples can be seen of the way that in splinter cell lighting from behind bars projects shadows, but in this case colour)
d) basically it takes forever
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Old 04-06-2005, 03:25 AM
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Pretty nice work, congratulations.
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Old 04-06-2005, 05:59 AM
Lord Sephiroth Lord Sephiroth is offline
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Sounds like an excuse, Graal is an addiction, FIRST STEP TO RECOVERY IS ADMITTING YOU HAVE A PROBLEM. YOU'LL ALWAYS BE BACK.

Also, Nice, really nice actually o_O
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Old 04-06-2005, 06:02 AM
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Quote:
Originally Posted by Redwizard
The tricky thing about creating places such as churches is the way that when you see them in real life, they are an overwhelming spectacle
That's probably largely subjective.
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Old 04-06-2005, 06:22 AM
Redwizard Redwizard is offline
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erm okay.. heheh well kai erm dont find any more faults with my english or sentences please im here to do graphics only so ermm yeah
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Old 04-06-2005, 06:26 AM
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Quote:
Originally Posted by Redwizard
erm okay.. heheh well kai erm dont find any more faults with my english or sentences please im here to do graphics only so ermm yeah
He didn't make a comment about your English...
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Old 04-06-2005, 06:36 AM
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okokok my logic or whatever you call it x-x here is some wireframe images that ive been working on almost non stop since i posted this thread
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  #9  
Old 04-06-2005, 06:48 AM
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Quote:
Originally Posted by Redwizard
okokok my logic or whatever you call it x-x here is some wireframe images that ive been working on almost non stop since i posted this thread
He wasn't commenting on your logic either, all he basically said was that your statement was debateable.
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Old 04-06-2005, 07:00 AM
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Quote:
Originally Posted by Redwizard
erm okay.. heheh well kai erm dont find any more faults with my english or sentences please im here to do graphics only so ermm yeah
I was discussing the subjectivity of art. I do not think this is off topic.
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Old 04-06-2005, 07:09 AM
davidpsy davidpsy is offline
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Quote:
Originally Posted by Kaimetsu
I was discussing the subjectivity of art. I do not think this is off topic.

Right you are, however I believe that he is probably more interested in the primary purpose or basic reason, that he created thread to surve.
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Old 04-06-2005, 07:15 AM
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Quote:
Originally Posted by davidpsy
Right you are, however I believe that he is probably more interested in the primary purpose or basic reason, that he created thread to surve.
Presumably, yeah. But I didn't do anything wrong by making my post, and the thread only started veering off-topic when he objected to it.
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Old 04-06-2005, 07:00 AM
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It's very impressive, so far. I did a little 3D design for a short time, but it takes A LOT more effort than regular ol' 2D design.

I would suggest, for your turrets and towers that you line them with tile, otherwise it looks very nice. Most churches have stucco on the inside, or marble - I guess it really depends on where it's built.

I really admire the architecture of churches - they're always so grandiose. I like it a lot - but you should also consider (if you have the energy when you're done) making some nice stain-glass portraits for the windows, that would be a nice touch.
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Old 04-06-2005, 07:16 AM
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It's pretty nice, I mean, for somebody on the Graal forums that's pretty nice.

Church's to me represent wasted money -- mostly.
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  #15  
Old 04-06-2005, 12:35 PM
Darlene159 Darlene159 is offline
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Very cool, I love the churches from back in that era
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  #16  
Old 04-06-2005, 02:02 PM
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Would this even belong in the Graphics thread? Its more along the lines of level design...unless you made the textures and want to show them off...

I will post some of my ueber ****ty HL maps later when I have time...I g2g to school now.
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Old 04-06-2005, 02:59 PM
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3d design surely goes under the topic of graphic design. In the end, "level" design is utter nonsense. Hopefully levelmakers won't read my post, so no harm done, but making a level is extremely simple and pales in comparisn to graphics. And 3d design is even harder then normal 2d design; you must make an image in 2d of great quality and convert it to 3d.

As far as actual modelling goes, it is extremely simple once you get the hang of it. Took me about 1 week to get the hand of it, then I was off building spaceships and other nonsense =P. The skinning and texturing aspect is where 3d design gets very difficult. People thing modelling is the hard part, and it never is....anyone can make a nice model. But few can apply the materials needed to make it look like something you can understand.

Anyway, aside from that, it looks better then anything else I've seen posted around here as far as 3d design goes. I didn't realize there were some fellow decent 3d designers here. If my old hard drive that has the models for shifting ages was not fried I would show you some of the models for space ships I made....because it was pre-rendered I got away with some mesh smoothing which made it appear considerably better, but even without mesh smoothing the models look very nice, and if rendered in real time would not appear any different then a smoothed model because of the distance it would be viewed.
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Old 04-06-2005, 04:21 PM
Darlene159 Darlene159 is offline
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Quote:
Originally Posted by Soul-Blade
3d design surely goes under the topic of graphic design. In the end, "level" design is utter nonsense. Hopefully levelmakers won't read my post, so no harm done, but making a level is extremely simple and pales in comparisn to graphics.

Anyone can make a level, but not everyone can make a really good level...I do, however, agree that it is probably harder to make good graphics for alot of people, but to call it "utter nonsense"? Come on now....
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  #19  
Old 04-06-2005, 06:38 PM
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Quote:
Originally Posted by Darlene159

Anyone can make a level, but not everyone can make a really good level...I do, however, agree that it is probably harder to make good graphics for alot of people, but to call it "utter nonsense"? Come on now....
Dunno, to make a good level you only have to have a very basic understanding of perspective, and the aging wear & tear of stuff, and patience.
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Old 04-06-2005, 08:50 PM
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I believe a graphics artist can be a good level maker. graphics artists make graphics out of pixels, level makers make graphics out of sets of pixels, or 'tiles'. It's all the same, except the end result for a level maker is considered a level, or what i like to call 'series of graphics in certain places'. It all comes down to what you break down the level to be.
level = 64x64 tiles(?), tiles = 16x16 pixels, pixel = graphical unit. heh so a level maker is actually a graphics assembler ^.^
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Old 04-07-2005, 01:25 AM
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Quote:
Originally Posted by Redwizard
I believe a graphics artist can be a good level maker. graphics artists make graphics out of pixels, level makers make graphics out of sets of pixels, or 'tiles'. It's all the same, except the end result for a level maker is considered a level, or what i like to call 'series of graphics in certain places'. It all comes down to what you break down the level to be.
level = 64x64 tiles(?), tiles = 16x16 pixels, pixel = graphical unit. heh so a level maker is actually a graphics assembler ^.^

Exactly my way of thinking. Level makers don't need much skill our precision; the resolution they work with is 16 times larger then a graphics artist! If you can make nice graphics, you can make nice levels as good if not better then the best level maker.

In addition, a graphics maker can make new tiles which flow nicer or look nicer all together....making a nicer level. You just can't argue with this. People who make levels and cannot make graphics...yes, I say it is utter nonsense. To disrespect intended.
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Old 04-07-2005, 03:11 AM
Lord Sephiroth Lord Sephiroth is offline
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Quote:
Originally Posted by Soul-Blade
3d design surely goes under the topic of graphic design. In the end, "level" design is utter nonsense. Hopefully levelmakers won't read my post, so no harm done, but making a level is extremely simple and pales in comparisn to graphics. And 3d design is even harder then normal 2d design; you must make an image in 2d of great quality and convert it to 3d.

Not exactly true. I agree with Moonie on this one, its easy to make a simple level, a good level takes time and practice, OH WHAT A SURPRISE SO DOES GRAPHICS.
Which is also not exactly true is that levels "pale in comparisn" to graphics. Anyone can make a graphic, whether it's good or not is up to the decent Graphics Designer, just like levels. You can make it, whether its good or not is up to the decent Levels Designers. Try not to put so much bias into this thread.

And yeah, for some people it is harder to make good graphics, some people. But to put emphasis on "Utter Nonsence" is just plain rediculous.
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  #23  
Old 04-09-2005, 07:04 AM
Zero Hour Zero Hour is offline
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It's kind of different with architecture, though. When you create something as an architect it's created 2D on blueprints... they're designing art, not creating it there. When a graphic's artist does a piece it is art, it's not a design for a piece of art.
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Old 04-09-2005, 07:16 AM
Kaimetsu Kaimetsu is offline
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Quote:
Originally Posted by Zero Hour
It's kind of different with architecture, though. When you create something as an architect it's created 2D on blueprints...
What's your point?
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Old 04-25-2005, 07:09 AM
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Come now, this discussion is so stupid...it's beyond stupid.

Level designers have a palette of 4096 objects to work with. Guess how many a graphics artist has? 16777216. Don't tell me making levels is hard compared to making graphics. 16777216 is a lot of colors to choose from. 4096 tiles? Pffffft....don't make me laugh.
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Old 04-25-2005, 08:16 AM
Kaimetsu Kaimetsu is offline
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Quote:
Originally Posted by Soul-Blade
Level designers have a palette of 4096 objects to work with. Guess how many a graphics artist has? 16777216. Don't tell me making levels is hard compared to making graphics
So your argument is that having more tools always makes a job more difficult?
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Old 04-25-2005, 12:34 PM
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Quote:
Originally Posted by Kaimetsu
So your argument is that having more tools always makes a job more difficult?
I've create a scripting language, it works like this:
when (postcnt(accnt("Zero Hour"))>=2) {
(ban("Zero Hour"), "Your post count is greater than two!", 999999999);
}

All of the commands are listed, that wasn't an example of the scripting language. I'll go over the commands again..

when (variable)
postcnt(numerical)
accnt("account")
>= [Greater than or equal to)
ban ("account", "Reason", time in milleniums)


Ok, now I need you to create a script which will draw an image that can dance back and forth, and produce the sound of a dieing toad... also, if it could vomit leaving steaming piles of vomit on the floor for dramatic effect I would very much appriciate it.

tnx.
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Old 04-25-2005, 03:46 PM
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Quote:
Originally Posted by Kaimetsu
So your argument is that having more tools always makes a job more difficult?


It isn't tools; it's composition. The world is made up of over 100 different atoms, and chemisty is already extremely complex. Imagine if that world was made up of 200 atoms, how much more complex it would be.

The same logic can be applied here; obviously, different pixels don't have different properties like each atom does, but so many more pixels allows for much more complexity and much more difficulty.

You're putting words in my mouth by asking me that question, and it really did not pose much of an argument.
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Old 04-25-2005, 07:12 PM
Kaimetsu Kaimetsu is offline
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Quote:
Originally Posted by Soul-Blade
It isn't tools; it's composition
The objective is to use a finite number of source items to create a given effect. Isn't that easier if the number is bigger?

Quote:
The world is made up of over 100 different atoms, and chemisty is already extremely complex. Imagine if that world was made up of 200 atoms
Imagine if it were made of 50 atoms. Wouldn't it then be more difficult to create equivalent effects?

Quote:
You're putting words in my mouth by asking me that question
Not really. I'm just summarising your argument.
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Old 04-25-2005, 10:14 PM
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Quote:
Originally Posted by Kaimetsu
Imagine if it were made of 50 atoms. Wouldn't it then be more difficult to create equivalent effects?
Heh, that makes good sense for purpose of this debate.

My position though, is level designers cannot make good levels without at least half way decent tiles. A level designer relies on an artist to have the skill and forsight to be able to create tiles which look good and also can be used together, meaningfully, and in a variety of combinations.

A pixel artist relies on no such thing, because his medium is a pixel which can only have one solid color in it. He must use his own creativity to build that into art, into something that looks good.

A level designer's medium is created by a pixel artist, another person, and relies on that pixel artist's creativity, at least in part, to be able to use his tiles in an aestheticly pleasing manner.
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Old 04-28-2005, 12:16 AM
LordZen LordZen is offline
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Whats the issue? I was asking you a question; if you cant answer it than thats fine. I've stated my point, and I think its clear enough.
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I heard they were pregnant from the same father from a VERY reliable tabloid a couple years ago.
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Old 04-28-2005, 01:25 AM
Kaimetsu Kaimetsu is offline
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Quote:
Originally Posted by LordZen
Whats the issue?
I already explained this. The issue is that you are employing circular reasoning. Rather than give a standard rule that can be verified by others and applied to the tiler vs artist issue, you have given an example that supposedly proves your point by presupposing that it is valid.

Yes, it can be easy to write scripts using other people's hard work. It can also be difficult to write scripts using other people's easy work. There's no general rule, you see? And if there's no general rule then how can you apply that situation to our debate?
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Old 05-15-2005, 10:14 PM
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Robin = I used the Unreal Editor 2.0. :-)
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