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Last edited by Voidspawn on Sun May 25, 2014 4:05 pm, edited 17 times in total.



Fri Jul 26, 2013 5:26 am
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Post Re: Voidspawn's PFF Concept Art Doodling
Oh and you may as well ignore the last one, it's a fairly retarded piece that I used to explain a concept to someone. Not even necessarily related to PFF.


Fri Jul 26, 2013 5:28 am
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Post Re: Voidspawn's PFF Concept Art Doodling
Keep sketching, lots of this will be needed when the game goes to art stage. I'm contributing some 3D work myself, and having concept art to work from would be tremendously helpful.


Fri Jul 26, 2013 8:18 am
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Post Re: Voidspawn's PFF Concept Art Doodling
Stop being so angsty about your abilities! You're a fine artist!

http://i.imgur.com/x5LrTVah.jpg <- this stuff is pretty awesome and it's the kind of images we need at this point. Just loose directions of small segments that Skeptic and Petr0l could make.

Stuff like that flagstand, corner fixtures, pickup stands (like the armour) teleporter borders etc.. Are small things that could really help phase out the UDK stuff.

As the maps progress we can pick up all these mesh ideas along the way and eventually end up at an art set.

Early days yet, so no rush :)

_________________
Greth, much like Lilith, was one of Gods first children. He was subsequently banished from the garden of eden because he kept complaining about the lack of radial symmetry in the heightmap concept of the garden. The placement of the tree of wisdom was also lacking in strategic importance. All historical records featuring Greth, including Bible passages have been expunged since the early 12th century.


Fri Jul 26, 2013 10:50 am
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Post Re: Voidspawn's PFF Concept Art Doodling
What I'd really like to get a head start on is character models. This is the most important art element, and something I've always wanted to get into. I have everything I need to get started, except a direction.


Fri Jul 26, 2013 11:59 am
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Post Re: Voidspawn's PFF Concept Art Doodling
Okay, so let's build up a style guide. Let's start off with some reference material and general style lines!

This is stuff I wrote down in the wild ideas thread: viewtopic.php?f=2&t=119
Most of the stuff there is about weapons, but I did try to define archetypes not only in function but also how they act, sound and look. This was a stab in the dark, but I'm a visual learner and thinker so I need some frame of reference to use in my imagination (cue rainbow).


Quote:
Blood, Steel & Power - This stuff is about as conceptual and vague as I'll get.

A subdivision that is more inspired by the faint idea of lore and to direct a possible styleguide. It can also be used to direct different forms of weapon and visualise them.
This also a way to introduce the 'vanilla' and 'drawback' system. You have simple weapons (Steel) and you have somewhat more complicated mechanics but they are presented with risks and drawbacks to balance them out. In the end the normal (steel) weapons would still be the best, but the others give variations that could be useful in certain situations.
This is how TF2 and Magic: The Gathering does it.

Steel
Simple weapons, some with a 'mechanical' charge function. They predominately use regular ammo. They aren't very technological. (Mortar, GL, Burper, etc... maybe even the 'disk'). They do one thing, kills stuff, and they do it well. Armour would fall into this style too.

Blood
This is some of the stuff I've come up with in this thread. The archetypal weapon of this group is the Griever and the Lich type weapons. They involve affecting health of the wielder and target in some way. They can also include the weirder type weapons. These are the 'alien' or 'demonic' type weapons that all look pretty creepy. There might be dripping. Any health pickups/packs would take cue from this.

Power
These weapons use and abuse energy. Archetype: The Ion cannon. Utility weapons that are designed to fuck with you and whatever you're trying to do.
Heavy on the shiny, whirring and bweeming. Technobabble incarnate. The shield pack/powerup would also be part of this.


So then we need to start looking towards incorporating this into player models.
Ignorance has said that he wants all kinds of characters running around. And I hope to reverse engineer bits and pieces of an overarching canon out of that.
I get the general tone of Quake more than I get a Tribes vibe with PFF. (I've jotted down a little 'trailer' short to get things going in my mind, and I can make shit up on that framework when I need to: viewtopic.php?f=2&t=129)

Steel
Your standard stuff. Mech, UT style armor, Warhammer 30k you name it. Vanilla steel and oil.

http://browse.deviantart.com/?qh=&secti ... &offset=72


Blood
I'm slotting the stuff Void's done as that. The Giger stuff, which could be considered 'Dark blood'
https://www.google.be/search?q=alien+gi ... tQasnYDwBA
http://browse.deviantart.com/?q=giger&offset=0
http://browse.deviantart.com/art/Baatezu-13853665

But also think about more 'organic' blood and guts, demon stuff. Space demons if you want to get pedantic (Doom 3 did this rather well).


http://www.wizards.com/mtg/images/daily ... 5_lord.jpg
http://browse.deviantart.com/art/Pit-Lord-147716356
http://www.wallpopr.com/wallpaper/2012/ ... antart.jpg
http://browse.deviantart.com/art/Doom-3-25339045
http://browse.deviantart.com/art/Doom-3 ... -206140504

Blood & Steel
Organic mixed with blood. I'm looking towards magic here because of the Phyrexians among others. They pretty much nailed that kind of stuff. It goes a step beyond Giger.

http://www.kragstad.com/images/wallpape ... arlord.jpg
https://www.wizards.com/magic/Magazine/ ... ly/stf/138
http://browse.deviantart.com/art/BLOOD- ... L-81372312
http://browse.deviantart.com/art/Of-Fle ... -376603718

Energy & Power
The best example I can come up with is some of the more gritty representations of the Protoss from Starcraft. Blue, gold, crystals and LEDs. Combine it with the style above and you can have some scary stuff.

http://browse.deviantart.com/?q=protoss&offset=312
http://zeeksie.deviantart.com/art/Protoss-46509548
http://sgthk.deviantart.com/art/WIP-Pro ... -165911508
http://phill-art.deviantart.com/art/Pro ... -330087812
http://pxpxp.deviantart.com/art/Protoss-Probe-193203033


So in closing, the idea is to create a few 'types' of character with certain styles to them using the information above.


  • 1. Steel - 'Standard' pointy spiky mech armor, usually inhabited by a human or a plain robot.
  • 2. Blood - Demonic alien type creatures with no rhyme or reason to them, held together with puss, blood, bone and screams.
  • 3. Power - Shiny alien looking things, possibly androids with no rhyme or reason to them, but 'held together' by crystals and energy streams.
  • 4. A combination of the above.

Also, in terms of architecture you can start looking towards Mandelbulber / MandelBox fractal art:
http://www.mandelbulber.com/gallery_page1.php

You can download the program and try to make your own stuff. I'm actively trying to get some of this stuff into Meshes and actually use them in the game as decoration, if not as environments.

This is about as far as I got:
http://www.fractalforums.com/3d-fractal ... t-3d-mesh/

http://browse.deviantart.com/?q=mandel&offset=24

http://fc07.deviantart.net/fs71/i/2013/ ... 5rkejj.jpg
http://browse.deviantart.com/art/Mandel-City-186432714
http://browse.deviantart.com/art/Mandel ... -376549204
http://browse.deviantart.com/art/Mandel-Boxy-284396943


NOW GO FORTH AND CREATE!

_________________
Greth, much like Lilith, was one of Gods first children. He was subsequently banished from the garden of eden because he kept complaining about the lack of radial symmetry in the heightmap concept of the garden. The placement of the tree of wisdom was also lacking in strategic importance. All historical records featuring Greth, including Bible passages have been expunged since the early 12th century.


Fri Jul 26, 2013 2:29 pm
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Post Re: Voidspawn's PFF Concept Art Doodling
Neat art.

Greth wrote:
Ignorance has said that he wants all kinds of characters running around. And I hope to reverse engineer bits and pieces of an overarching canon out of that. I get the general tone of Quake more than I get a Tribes vibe with PFF.

Yes, an ultimate clusterfuck of bad plots Quake meets Mortal Kombat. I intend for player characters to be preferential. Like quake, I'd like for players to be able to choose from a number of models(eventually). So there really aren't restrictions on player models much, other than the color schemes should allow for high visibility mode(so players can visibly see targets better).

Cool stuff is always cool, don't worry about plot too much.

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"Not every idea your gonna have is gonna be great, but I guarentee you every idea that doesnt work will somehow work into the idea that does." -Derek Waters

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Fri Jul 26, 2013 3:23 pm
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Post Re: Voidspawn's PFF Concept Art Doodling
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Last edited by Voidspawn on Sun May 25, 2014 4:11 pm, edited 1 time in total.



Fri Jul 26, 2013 4:25 pm
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Post Re: Voidspawn's PFF Concept Art Doodling
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Last edited by Voidspawn on Sun May 25, 2014 4:12 pm, edited 1 time in total.



Fri Jul 26, 2013 7:12 pm
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Post Re: Voidspawn's PFF Concept Art Doodling
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Last edited by Voidspawn on Sun May 25, 2014 4:12 pm, edited 1 time in total.



Fri Jul 26, 2013 9:07 pm
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