In response to the concept detail thing... here's the boat Nate drew, with less detail. Does it look more like FreeRealms? What do you guys think? (less detail on left, more detail on right)
Wednesday, July 29, 2009
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http://www.massively.com/gallery/free-realms/1472518/
ReplyDeleteHere's some screenshots and concepts from free realms, beyond what we were given.
I think it follow what we're doing very well... our textures aren't going to be detailed, and our "long shots" are no longer than many of the ones we see in the picture. Should we shrink our zone? I don't think we should. I feel like we're going in a strong direction with the art, and in the end, we will have something that looks damned good.
I think that when asa said that he wants our concepts to be more free realms like, he wants our concepts to follow the way we design our objects. Lowering the amount of detail in the textures is probably the wrong way to go. We should probably work on making our buildings and scenes less cluttered with small objects and instead focus on the design of the prop so at first glance we notice the curves and silhouette and not the barrels and crates.
ReplyDeleteI have to agree and disagree here.
ReplyDeleteThis isn't one of the pieces that he was talking about. In fact, the senior project class (including team warhide) seemed to like this one.
This piece actually works fairly well i think. Having less "cluttered items"....maybe. But the texture detail you erased is just texture detail. Not a problem.
What we need is MORE stuff that has this kind of balance. for example, the boat has lots of curve, and the gangplank has those non-parallel lines that we're looking for, as well as the pole at the bow of the ship.
He was referring more (or rather, specifically) to my fortress concept.
Personally, I'm with alex and think we can pretty much leave this one the way it was. We should be more focused on having the rest of the pieces be cohesive to the stylesheets.
I agree. This one is fine.
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