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Playmate

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fladdermasken

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A terrain I've been working on the last couple of days. I actually started weeks ago, I just couldn't wrap it up so I shoved it aside for a while.
I'm not at all satisfied with this, yet I can't put my finger on what's wrong.

So yeah, help me out :p

Also, I almost shat myself from trying to get that monster thingy to sit down.
Should anyone of you happen to have some time to kill, please regulate the model to sit down by default.
http://www.hiveworkshop.com/forums/models-530/dessicator-170692/?prev=search=monster&d=list&r=20
 

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Ah finally, I was looking forward to seeing this released.
And to a certain degree I still know why.... The foreground work, it's great, seeing all the surreal details. I really am wondering why only a few entries for the surrealism contest were done in such a creative way, great. The use of py's model gives an extra touch. I love the webs on the right aswell as all the wood construction.
However you somehow did not manage to pull out an really pleasing background for me.
Let me try to point out, why I think so. Firstoff the one huge rock in the right back side is not that well-formed composition wise somehow, a bit more work there could be needed. But maybe that's just me. However the lighthouse (it's supposed to be one, huh?) really needs more work. I never saw the light of a lighthouse being that soft. Give it some edges, it's artificial after all. Right now this looks like a random glow model, and not like a skilled terrainer's work. And let's face it, it's not on the same level than your foreground. The rest of the sky is great.

And now to come back to the foreground once again. I already mentioned in your WiP that I somehow dislike the rocks right before the water starts, because they look so "ringish" and unnatural. Add one more a bit off the others to destroy this "ringish/circel" feeling of it.

Apart from that, goody good, Mr.
Hope this helped you a bit ;)
 
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I'd have to say that I disagree about the mountain rock thing on the right side, it looks perfectly natural, and have a very unexpected look, which is all the better, nature IS unexpected. I do have to agree about the lighthouse, though only to a sertain degree. I wouldn't say the light is too weak and that it needs to be stronger, but it really needs to be more focused. As is, the light seem to be pulsing from the entire lighthouse, rather than from the top of it, where it should be comming from. I could also suggest you to try out having, say, a completely flat and stretched glow model and possibly a completely thin and stretched vertical glow crossing in the middle of that light, to give a shiny effect, might work, might not, it's a thing I've been wanting to try out lately :p

Other than that, yeah, add some more variation to that circle-ish rock formation thing, and I'd say either darken or completely remove that lamp-post thing, it just doesn't match the quality of the other models that well.
 
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It can be found in _Ogre_'s map; Refuge in Ruin.

Oh, and btw. I think I know a solution to your problem. If you somehow make the... I dont know the word, but that thing the two of the children are sitting on, rocking back and forth. If you make it so that there is kind of a built in "seat" on either side of the... You know what, anyways, and then have kind of a box thing underneath where the children are sitting, hence you can use two of the same model and cross them, lowering the vertical model so much down so that it's feet disappears in the box under the... thing, and then having a horizonal, or angled one, where only the feet emerges from in front of the other model, having the seat in the back of the first model hiding the body of the second one.

Might be a little hard to understand, so I did a quick drawing to show it, the red lines are the model, where the end with a little extra line is supposed to be the feet, hope you understood that :p
 

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Level 11
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very creepy atmosphere,you really did a great job fladd
but ,as previously said,the light from the lighthouse doesn't actually fit...you could add the moon instead if you wanna keep the soft light..
 

2-P

2-P

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It can be found in _Ogre_'s map; Refuge in Ruin.

Oh, and btw. I think I know a solution to your problem. If you somehow make the... I dont know the word, but that thing the two of the children are sitting on, rocking back and forth. If you make it so that there is kind of a built in "seat" on either side of the... You know what, anyways, and then have kind of a box thing underneath where the children are sitting, hence you can use two of the same model and cross them, lowering the vertical model so much down so that it's feet disappears in the box under the... thing, and then having a horizonal, or angled one, where only the feet emerges from in front of the other model, having the seat in the back of the first model hiding the body of the second one.

Might be a little hard to understand, so I did a quick drawing to show it, the red lines are the model, where the end with a little extra line is supposed to be the feet, hope you understood that :p
Seats on seesaws are for noobs. You're obviously only looking for a reason to brag with your mad paint skills.

No seriously, if you just made a normal seesaw (they're a lot thinner), you wouldn't even have to use his sit animation to begin with, since the one on the upper side is pretty much standing anyway (derp: http://2.bp.blogspot.com/_puXmfsLZeZU/Sf9aAgE6_YI/AAAAAAAAAG4/k6yAMpSDqQI/s400/See+Saw.jpg)
That should work with the zombie model, it might look weird for Hourai though.

The sky is too bright imho, your world looks still too comfortable. But maybe that wasn't your intention to begin with, so meh.

I really love the idea though and the foreground is awesome.
 

fladdermasken

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Alright then, I've updated it with a select few of your suggestions.
- Narrowed the seesaw, attempted a seated position for the monster (2-P)
- Added rocks to the foreground (M0rbid)
- Added stretched vertical and horizontal glows (Keiji)
- Removed lamp-post (Keiji)

Firstly, let me thank the whole bunch for the feedback.
Appreciate it.

However you somehow did not manage to pull out an really pleasing background for me.
Let me try to point out, why I think so. Firstoff the one huge rock in the right back side is not that well-formed composition wise somehow, a bit more work there could be needed. But maybe that's just me.
I must side with Keiji on this one, I quite like that mountain as it is.
And it took me some time to get it that way to top it off, so I'm sticking with it.

Thank you nonetheless.

I could also suggest you to try out having, say, a completely flat and stretched glow model and possibly a completely thin and stretched vertical glow crossing in the middle of that light, to give a shiny effect, might work, might not, it's a thing I've been wanting to try out lately :p
I quite like this idea, ended up looking rather nifty as far as I'm concerned.
Thanks a bunch.

Your really improving Fladd, in a strange way you remind me of Megafyr. I guess it's because of the rocks.
Being affiliated with Megafyr is something I'd consider an honor, so thank you very much.

The sky is too bright imho, your world looks still too comfortable. But maybe that wasn't your intention to begin with, so meh.
I'm completely torn on that point, honestly.

I'll possibly try out some different varieties due saturday when I finally have some time to kill.

Oh, and btw. I think I know a solution to your problem. If you somehow make the... I dont know the word, but that thing the two of the children are sitting on, rocking back and forth. If you make it so that there is kind of a built in "seat" on either side of the... You know what, anyways, and then have kind of a box thing underneath where the children are sitting, hence you can use two of the same model and cross them, lowering the vertical model so much down so that it's feet disappears in the box under the... thing, and then having a horizonal, or angled one, where only the feet emerges from in front of the other model, having the seat in the back of the first model hiding the body of the second one.

Might be a little hard to understand, so I did a quick drawing to show it, the red lines are the model, where the end with a little extra line is supposed to be the feet, hope you understood that :p
A very creative and well thought method, profound really, however I must side with 2-P.
Seats would quite ruin the 'handmade' feel to it, I wanted the appearance of it to match that of the surrounding wreckage, possibly implying that it's made with leftover planks.

Thank you nevertheless for taking the time to explain your idea in such a profound manner :3
 

fladdermasken

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Things haven't changed much since I left, it seems.

Nonetheless it's good. Looks kinda like Elder Scrolls 4.
Which part of Elder Scrolls? :3

I feel like the cross glow could be even longer, but meh.
Yes, it could indeed. But the vertical ray can't be much longer, so in that case I could perhaps just make the horizontal ray wider.
 

fladdermasken

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Awfully dib-doodley minor update~

Stretched out the lighthouse flares additionally.
Also, a big hand to my friend Nknight who edited the Dessicator for me.

I think it turned out quite nifty.

Yeah, my bad for not being clear enough.

What I meant to say was, which part as in which particular zone.

This terrain is pure epic. Good shit man. keep this coming =)
Thanks, my next would be for the terraining contest if I ever get around to it.
 
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Thank you so much for mentioning me dear fladder, but all credits go to you.
When I saw the little girl & a monster, I thought of this
So, that explains the weird hands.

Now the about the terrain. I consider this terrain, among your best works.
Seriously if this was a painting, this would be hanging in a up-town art gallery.
No flattery this, but I really consider this as a piece of art.
The fact that the action is taking place in the middle, also accentuates the scene, taking the attention to the center piece. The beautiful background serves the purpose of creating a peaceful & tranquil atmosphere, almost inviting you to play with the err...'playmates'.
Nowhere you feel the little girl is 'out of place' in such a scene. Everything fits so wonderfully. Kudos to Fladdermasken.:goblin_good_job:

nah, not like a game, this reminds me more of my fav artist.
 
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The terrain looks very good and proffesionaly done.

but 1 thing i would like to mention is that Lighthouse light is little biy too low, seems like it comes outfrom wrong place. Small, small uplift wouldn't hurt in my opinion.
 

fladdermasken

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Dec 27, 2006
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Didn't really notice these comments till now, so I'll respond now I reckon even though like 2 months has passed.
The terrain looks very good and proffesionaly done.
Thank you.
but 1 thing i would like to mention is that Lighthouse light is little biy too low, seems like it comes outfrom wrong place. Small, small uplift wouldn't hurt in my opinion.
I'll tend to that matter today actually, although I rather like it as it is. The change would be fairly minimal.
I'm in love with that lighthouse glow.
Credits to you, it was a great idea.
Now the about the terrain. I consider this terrain, among your best works.
Seriously if this was a painting, this would be hanging in a up-town art gallery.
No flattery this, but I really consider this as a piece of art.
The fact that the action is taking place in the middle, also accentuates the scene, taking the attention to the center piece. The beautiful background serves the purpose of creating a peaceful & tranquil atmosphere, almost inviting you to play with the err...'playmates'.
Nowhere you feel the little girl is 'out of place' in such a scene. Everything fits so wonderfully. Kudos to Fladdermasken.
You pretty much nailed my interpretation. Thanks for that lovely analysis.
 
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