Page 5 of 6
Posted: Mon Mar 02, 2009 10:13 pm
by Túrelio
Ok, Aeven asked if I could do this. If you don't mind me working on it Myzel I'll attempt to turn this into a painting.
If someone could tell me the resolution that it needs, that would be great. I assume you want this to look like a painting so that it can be used in-game, correct?
Posted: Mon Mar 02, 2009 10:41 pm
by Myzel
'course I don't mind. Go right ahead.
Posted: Mon Mar 02, 2009 11:16 pm
by Gez
Túrelio wrote:If someone could tell me the resolution that it needs, that would be great.
The final resolution would probably be 256x512 or something like that (the proportions of the pics are closer to 2x3 than to 1x2 so the texture will either be stretched to fit in a power-of-two dimension or enriched by extra detail making it either taller or more square); however that's a secondary matter because it's better to work from high-res and downsize than the reverse.
If the mesh used is actually quite big (gallery-sized, rather than home decoration-sized), it could very well be a 1024x1024 texture.
Posted: Mon Mar 02, 2009 11:29 pm
by Túrelio
Thanks again Gez. I just want to get an idea for it because I don't want to work to much larger than the final resolution as it slows down the process(more detail to add) and a lot of the details could be lost when it get's downsized. I will probably work 1.5 or 2 times larger than the gallery size image.
Do you have any suggestions or ideas of how you think it should look Myzel(or anyone else with ideas)? I'm not sure what is implied by "Imperial" style. Is it stylized or more realistic?
Posted: Mon Mar 02, 2009 11:37 pm
by gro-Dhal
I just said imperial because the portrait obviously isn't stylised like the traditional Yoku images Myzel has created. I'm sure you'll do something nice with it, I was just thinking of the paintings in vanilla OB.
Posted: Tue Mar 03, 2009 1:53 am
by Lady Nerevar
i'm really not sure where we would use a painting of an ancient yoku god-king in a more traditional style. it would have to be unique, potentially quest related. maybe rihad (soon) or sentinel (more appropriate imo?). i'd go with a realistic style, though not photo realistic.
maybe something
early renaissance?
Posted: Tue Mar 03, 2009 2:21 am
by Túrelio
Yea, I wasn't thinking photo-realistic, I'm not really into that as much anyhow. The example is useful, but I want to see where it goes once i start working on it. I'll probably use painter, as it will help make it look like an actual painting I hope. More details on the paintings origins will obviously be useful. I'm still waiting to see what Myzel has to say as well.
Posted: Tue Mar 03, 2009 11:24 am
by Myzel
Not sure what would be lore friendly considering imperial-style art in Hammerfell. I suppose it would be some kind of blend between imperial and local style, which would make it neither imperial nor Yoku.
Early renaissance looks good, but I would use more vivid colours.
Did some searching and found this.
[url]http://www.arabiannights.ca/images/container05/painting-howmuch.jpg[/url]
It looks good too, but I would use sharper lines and more detail.
That's pretty much all the ideas I can give you. Good luck.
Edit: And if you come up with a better looking staff, feel free to put it in -.-
Posted: Tue Mar 03, 2009 1:36 pm
by gro-Dhal
Myzel wrote:Not sure what would be lore friendly considering imperial-style art in Hammerfell. I suppose it would be some kind of blend between imperial and local style, which would make it neither imperial nor Yoku.
Painted by an Imperial artist who was interested in the figure and his story rather than in Yokudan art. That's not an uncommon occurence in colonial settings.
Posted: Thu Mar 05, 2009 5:58 pm
by Macar
It may be logical, gro-dahl, but I think it might be astheticly too jarring. I like Myzel's example.
Posted: Thu Mar 05, 2009 9:34 pm
by Túrelio
Well whatever the explanation, Imperial or Yokundan, I like that example Myzel, I will try to do it like that. I hope you don't mind if I change a few things, on him. Primarily he will be exactly the same, just some proportions maybe or to fit him into the painting better. Also, for that style, your line work probably wont show through once I am done with it.
Posted: Fri Mar 06, 2009 10:12 am
by Myzel
I expected that, and while for me that's of course unfortunate, it can't be helped.
Posted: Tue Apr 07, 2009 2:21 pm
by Myzel
I've been pretty busy with exams and essays lately, so little time for drawing. However I did manage to make this one on a free evening.
[url=http://img257.imageshack.us/img257/5616/trruinsfresco10001.jpg][img]http://img257.imageshack.us/img257/5616/trruinsfresco10001.th.jpg[/img][/url]
Posted: Tue Apr 07, 2009 3:39 pm
by Gez
Nice Tuwaccah texture.
Posted: Tue Apr 07, 2009 4:23 pm
by Sload
Onsi
Posted: Wed Apr 08, 2009 9:24 am
by Myzel
Yep, it's my own design for Onsi fresco-ized.
Posted: Wed May 06, 2009 2:29 pm
by Myzel
A few sketches done today.
A djinn, efreet, something thing.
[url=http://img259.imageshack.us/img259/1401/djinn.jpg][img]http://img259.imageshack.us/img259/1401/djinn.th.jpg[/img][/url]
A masked yoku zombie. Do Yoku wrap their dead in linen? No idea, but it looks nice.
[url=http://img136.imageshack.us/img136/6152/yokuzombie.jpg][img]http://img136.imageshack.us/img136/6152/yokuzombie.th.jpg[/img][/url]
And now for something completely different.
[url=http://img136.imageshack.us/img136/8237/rockabout.jpg][img]http://img136.imageshack.us/img136/8237/rockabout.th.jpg[/img][/url]
Posted: Wed May 06, 2009 3:24 pm
by gro-Dhal
The efreet is a bit Quagmirish, but that's hardly a bad thing.
Masked zombies are 100% win.
Posted: Wed May 06, 2009 7:45 pm
by Hemitheon
Is Onsi related to one of these?
http://www.quizilla.com/polls/8195332/which-princess-mononoke-charater-are-you
Gorgeous work, Myzel. I love your god images.
Posted: Thu May 07, 2009 10:54 am
by Myzel
Hemitheon wrote:Is Onsi related to one of these?
http://www.quizilla.com/polls/8195332/which-princess-mononoke-charater-are-you
Err... you mean that big, sparkly spirit thing?
Thanks for the replies though. I guess if you add one of those vagina-eyes to the mask the djinn could be a fine quagmire daedra.
Posted: Thu May 07, 2009 12:26 pm
by aro101
Hi. I got a general comment about your gallery:
Your sketches for modular ruins set make me wanna get back into modelling.
End of message.
Posted: Thu May 07, 2009 8:22 pm
by Lady Nerevar
aro101 wrote:Hi. I got a general comment about your gallery:
Your sketches for modular ruins set make me wanna get back into modelling.
End of message.
Re:
do it.
Posted: Tue May 26, 2009 7:16 pm
by Myzel
I guess this is the last in the series of god frescoes: Sep.
[url=http://img26.imageshack.us/img26/6681/frescosep.jpg][img]http://img26.imageshack.us/img26/6681/frescosep.th.jpg[/img][/url]
Posted: Fri Jun 05, 2009 12:49 pm
by Myzel
Giving Dwemer ruins a shot. Here's the quick first try sketch. Any suggestions are welcome.
[url=http://img192.imageshack.us/img192/7149/dwemer.jpg][img]http://img192.imageshack.us/img192/7149/dwemer.th.jpg[/img][/url]
Posted: Fri Jun 05, 2009 2:32 pm
by Hemitheon
Looks super cool, Myzel. The only thing I thought odd were those weird things stickying out of that structure to the left. They seem to me to be too daedric as in the things that top daedric ruins on Vv. You might consider concept art-ing a couple more Dwemer structures. That way a set could be developed from it. What texture are you imagining for it?
Posted: Fri Jun 05, 2009 2:51 pm
by Lady Nerevar
there was some good dwemer discussion going on around here some time back. [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=19170&highlight=dwemer]nalin[/url]posted some great shots of the [url=http://www.imperial-library.info/tsorg/part03.shtml#Bull]Stros M'kai[/url] [url=http://www.imperial-library.info/tsorg/part04.shtml]dwemer[/url], which are the type found in hammerfell. i personally think that those screenshots need to be updated and converted into a modular set, with ideas from morrowind and oblivion filling in the gaps. creativity is of course encouraged and will be needed, as many of the models are really low poly. a couple members around here did some concepts too.
Posted: Fri Jun 05, 2009 8:28 pm
by Myzel
Hemitheon wrote:Looks super cool, Myzel. The only thing I thought odd were those weird things stickying out of that structure to the left. They seem to me to be too daedric as in the things that top daedric ruins on Vv. You might consider concept art-ing a couple more Dwemer structures. That way a set could be developed from it. What texture are you imagining for it?
Thanks. The things sticking out were meant to be broken/bent metal wires but they are easily left out. I will draw some more methinks. A few more experimental pieces at least, see what I can come up with. About texture, I imagine it to be a combination of rock and metal, like the morrowind ruins. Perhaps a bit brighter in color.
Lady Nerevar wrote:there was some good dwemer discussion going on around here some time back. nalin posted some great shots of the Stros M'kai dwemer, which are the type found in hammerfell. i personally think that those screenshots need to be updated and converted into a modular set, with ideas from morrowind and oblivion filling in the gaps.
I'll see if I can find that thread then. But rather than imitating architecture from a 12 year old game, I think we should give ourselves the freedom to develop a set that looks cool and unique. Of course that doesn't mean we can't use influences from Redguard.
Posted: Fri Jun 05, 2009 9:31 pm
by Lady Nerevar
youre welcome to have artistic freedom of course, but i think that we should keep to the general look and feel of those ruins. [url=http://img339.imageshack.us/img339/6615/dwemerlightco2.jpg]this[/url] is kind of what i mean, he took and old model and updated it. most of the set is even more vague, giving lots of leeway. i do like the rourken elements however, they are a nice blend between oblivion's shiny and new dwemer and the crude geometric designs of morrowind. a there is a lot of room for cool intricate details that would really pop with some normal maps.
anyways, i look forward to seeing what you come up with
Posted: Fri Jun 26, 2009 11:22 am
by Myzel
I finally managed to dig up Nalin's screenshots of the TES:redguard dwemer.
Rourken ruins mark 2:
[url=http://img146.imageshack.us/img146/1294/trdwemerruins2001.jpg][img]http://img146.imageshack.us/img146/1294/trdwemerruins2001.th.jpg[/img][/url]
Dwemer art study. I tried to mimic some of the textures in Nalin's screens, just to see how dwemer art could work. It reminds me a little of Dunmer art in Morrowind.
[url=http://img530.imageshack.us/img530/1191/trdwemerart.jpg][img]http://img530.imageshack.us/img530/1191/trdwemerart.th.jpg[/img][/url]
Posted: Fri Jun 26, 2009 12:19 pm
by RelinQ
Damn, thats some nice work there Myzel,
I'd be very tempted to put that Dwemer art work onto a wall hanging or a artifact. Looks very good.
Posted: Fri Jun 26, 2009 12:33 pm
by jonarus_drakus
I like your Mk2 ruins. Especialy the doorway section, the domed roof especialy. I can just see the Yokudans arriving and seeing stuff like that and trying to copy it (hence the domes in current Hammerfell architecture).
Posted: Fri Jun 26, 2009 1:46 pm
by gro-Dhal
It would be cool if you could work some of the [url=http://www.imperial-library.info/dwemer/runes.shtml]Dwemer runes[/url] into relevant artwork. They don't strike me as the kind of people who would pursue art for it's own sake, there'd always be an instructional purpose.
Posted: Fri Jun 26, 2009 4:15 pm
by Myzel
Thanks for the comments lads. The entrance base with the dome is actually pretty much stolen from Morrowind.
About those runes, yeah, I think it's cool to throw in a few here and there. They don't actually seem to mean much.
You're looking at this sort of art the wrong way though. 'Art for it's own sake' is quite a modern idea and in TES universe can (maybe) only be applied to imperial painters. In ancient times, all art had a practical purpose, whether to depict something significant or to provide decoration. I think both can be applied to Dwemer. They seem to have been a creative people. A culture like that can't exist without an art tradition.
Hmm... but the idea of having instructions planted on walls all over the place is interesting. "emergency exit this way", "Don't feed the centurion", "No littering the orrery".
Posted: Fri Jun 26, 2009 5:26 pm
by gro-Dhal
True, but one of the recurring themes of the Dwemer is their bizarre unorthodox perspective on things. Sload said once (I think quoting MK) that Dwemer children don't play ball, they play fractal geometry. They're not like other elves!
Posted: Wed Jul 01, 2009 4:17 pm
by Myzel
Oh, I won't defy that idea. But based on what I saw in those screens, dwemer art is definitely not all scientific.
Just for fun: Artistic interpretation of Vaermina. I used lutemoth's portal concepts as reference for the staff.
[url=http://img5.imageshack.us/img5/2914/vaermina.jpg][img]http://img5.imageshack.us/img5/2914/vaermina.th.jpg[/img][/url]
Posted: Wed Jul 01, 2009 6:41 pm
by Nalin
Myzel wrote:Oh, I won't defy that idea. But based on what I saw in those screens, dwemer art is definitely not all scientific.
Those screens being the TESA:Redguard screens? Well that'll be because these Dwemer are Rourken Dwemer. Dwemer that travelled a bit, saw places the others didn't possibly got inspired along the way - but most of all were stubborn gits who did things their way and their way is different to the Dwemeri we see in Morrowind on purpose.
They use materials that aren't found in morrowind and they are proud of that. They may have started out in Morrowind but Volenfell is their destined home and they want to revel in this and show how different (much better off) they are through the way they decorate the places they live in and the things they make.
Of course they came from the same ruins we see in Morrowind and they are Dwemer so much of the stuff we see in Morrowind we see in Hammerfell too - but more ornate.
More carved (the exodus being very important to their identity and recorded/honoured on the walls), dressed with precious stones and metals unavailable in Morrowind, and generally a bit more saturated and fancy than in Morrowind.
Posted: Wed Jul 01, 2009 8:18 pm
by Sload
More likely its got something to do with beth texture artists not being mathematicians
Posted: Tue Jul 28, 2009 1:51 pm
by Myzel
Time for an update.
[url=http://img195.imageshack.us/img195/1134/diagna.jpg][img]http://img195.imageshack.us/img195/1134/diagna.th.jpg[/img][/url]
Diagna in god-form.
[url=http://img195.imageshack.us/img195/3378/trarchitecturedoorpilla.jpg][img]http://img195.imageshack.us/img195/3378/trarchitecturedoorpilla.th.jpg[/img][/url]
A few pillars and door frames for the ruins set. But equally usable for anything else.
[url=http://img195.imageshack.us/img195/4701/skyrender.jpg][img]http://img195.imageshack.us/img195/4701/skyrender.th.jpg[/img][/url]
A Skyrender. Probably far from useful, but I needed insect practice.
Posted: Tue Jul 28, 2009 2:11 pm
by Aeven
All look really great, oh Great Head of Concept Art!
Of the columns, I really like the third one. That Dres Skyrender concept may be of use if dirnae wants to tackle that beast in the redoing round.
Posted: Tue Jul 28, 2009 9:48 pm
by Myzel
Thank you Aeven. That's right, I forgot about Dirnae's creatures. If I remember correctly, the current skyrender looks like a big cartoon wasp, so maybe it could use a remodeling.