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Hill Top Zone Level Art for HTZ

#421 User is offline zemulii 

Posted 21 July 2010 - 12:29 AM

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Okay, I don't think this worked very well in the end. Still, it's only an experiment. Just looks a bit weirdly flat? *And too sharp on the edges... for some reason. Maybe because the drawing doesn't map around the shape of the trunk... Probably shouldn't have used the black. Anyway I can't figure it out. I had something more soft, and "chippy" (peeling, flaky, whatever) - along the lines of the cliffs in the background in my head, but it turned out kinda interesting regardless (even if nothing like what I intended :/ ).

* Actually... now that I think about it... why did I make the sides perfectly straight? They could have some slight variation where the bark comes up from the surface.

(concept)



Also... look at all these interesting barks:

http://www.google.co.nz/images?um=1&hl...q=&gs_rfai=

Now a photorealistic bark is obviously not right for the project. But if you look at the shape and texture of the bark and then sort of simplify/cartoonerize it, soften and tone it down a bit... maybe it could create an interesting effect?
This post has been edited by zemulii: 21 July 2010 - 02:17 AM

#422 User is offline lotharstar 

Posted 21 July 2010 - 02:32 AM

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It's cool looking zemuli, but as you said I'm not sure it fits the art style.

I'm a fan of trying to find an n-gon (decagon, dodecagon, what have you) that doesn't look terrible. As much as I like some of the other concepts (seriously, they look good), I feel an n-gon is probably going to fit best with the other Hilltop artwork - especially the grass. Adding some shading/lighting to make it look a bit less flat from top-bottom may help a bit (shadow cast from the tree above?).

Props to subsubstantive for trying something that doesn't look hyper realistic and looks more geometrical (very much like Sonic 2) even if the first stab didn't look good at all. Hopefully it'll influence some other cracks at a non-textured solution.

#423 User is offline zemulii 

Posted 21 July 2010 - 07:52 AM

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Do you mean an "n-gon" as opposed to a cylinder (so sort of like substantive's idea)? Or were you meaning something else?

#424 User is offline subsubstantive 

Posted 21 July 2010 - 07:21 PM

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I added the same number of "gons" to the trunk as the branches.
[edit] changed the direction of the light source.

This post has been edited by subsubstantive: 21 July 2010 - 08:56 PM

#425 User is offline zemulii 

Posted 21 July 2010 - 07:45 PM

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You know... that does actually look kind of interesting. It's really hard to tell on this small, rubbish screen I'm viewing it on at the moment, but assuming it's a soft and relatively subtle effect like I think I'm seeing... I kind of like it. I'll have to wait until I see it on a better screen though wink.png.

The "n-gon" effect sort of reminds me of honeycombs heh. Which then kind of makes me relate it to Diamondus (or whatever it was) from Jazz Jackrabbit!
This post has been edited by zemulii: 21 July 2010 - 07:48 PM

#426 User is offline Drex 

Posted 21 July 2010 - 08:06 PM

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That one doesn't look nearly as bad. I still don't agree with it, but I wouldn't rage over it either at least.

#427 User is offline MaximusDM 

Posted 21 July 2010 - 10:32 PM

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I like it for its distinct highlight because it goes with that of a the tree's center highlight. Everything else about it I have a problem with.
I just want to blend all the shades and the highlight needs to be in the center. I don't know why you off-centered it. You can't really argue that the light source needs to be perfectly center. Its just the way it is. And it looks all the more awkward when you got the tree top all perfectly symmetrical with the light source streak in the middle and then have your trunk different. I don't mind its texture. But I just want to smooth out the steps in color. Possibly soften the edge of the highlight but still make it very distinct similar to the tree.

#428 User is offline test-object 

Posted 22 July 2010 - 06:37 AM

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QUOTE (subsubstantive @ Jul 22 2010, 02:21 AM)
I added the same number of "gons" to the trunk as the branches.
It's still equally interesting as a cylinder trunk. Just sayin'.

QUOTE (zemulii @ Jul 21 2010, 07:29 AM)
Now, this IS an interesting concept. It adds to the flavour as opposed to replacing it with a completely different kind of trunk. Seriously, if they wanted to make it pencil-shaped, they would've easily done it.

#429 User is offline subsubstantive 

Posted 22 July 2010 - 09:48 AM

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Well, I for one am just sick to death of this trunk at this point.

#430 User is offline subsubstantive 

Posted 23 July 2010 - 12:46 PM

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I'm at work, so I don't have any programs aside from MS paint, but I tried to make that octogon trunk more symetrical. However, the branch hanging in the middle is not centered itself. I didn't have the option of moving the trunk to put the branch in the center because I only have the one picture as a source. Anyway, is this any better?



#431 User is offline steveswede 

Posted 23 July 2010 - 01:07 PM

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It's alot better now. And it looks very fitting with the rest of the art work. I will say it's pleasing to thee eyes compared to the first mockup of this trunk.

#432 User is offline ICEknight 

Posted 23 July 2010 - 01:08 PM

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Quite honestly, without taking the time to explain it's an octagon/whatever-gon, whoever is seeing that will no doubt think it's just some dull-looking shading with a texture applied to it...

#433 User is offline subsubstantive 

Posted 23 July 2010 - 01:23 PM

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QUOTE (ICEknight @ Jul 23 2010, 02:08 PM)
Quite honestly, without taking the time to explain it's an octagon/whatever-gon, whoever is seeing that will no doubt think it's just some dull-looking shading with a texture applied to it...


We have been at this trunk for far too long. We need a decision made on what direction is going to be taken. If you ask me, the checker pattern is dull-looking, over-used and "unauthentic". The verticle bark, was better, but looked slightly out of place. The one I made, the pencil design, IN MY BIASED OPINION, complys with the Zone's aesthetics, and the branches as well. Just because it's simple does not mean it is bland or uncreative. To me it is minimal and crystaline like the rocks and the background.

#434 User is offline ICEknight 

Posted 23 July 2010 - 01:30 PM

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But, for this one, you need to explain what it's supposed to be so it's not mistaken with a 3-colors MSPaint job with a texture applied to it.

The other two feature some noticeable volume right off the bat.

#435 User is offline steveswede 

Posted 23 July 2010 - 01:30 PM

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QUOTE (subsubstantive @ Jul 23 2010, 07:23 PM)
Just because it's simple does not mean it is bland or uncreative.

Not only that but sometimes when too much detail is added can make artwork look tacky and even overkill.

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