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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2042
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I agree about the torches/lights, I was going to mention them too but ended up forgetting. Whatever the towers may be, I'd still remove them. It makes the building look more complex than what it is - it's a lab, of which you can have multiple in a colony. It's not a unique structure. Again, being a simple lab, run by civilians (scientists, regardless of being Klingons), it might make the warriors "unconfortable" having an obvious warrior symbol (and in multiple instances at that, at each lab) decorating it. These are the Halls of Learning from BotF, not the Hall of Warriors 
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| 24 Sep 2011, 15:47 |
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Captain Bashir
Genetically Altered Manual Labourer
Joined: 17 Aug 2009, 01:31 Posts: 2083 Location: Passed out on the floor after math mistake discovered by Hawking
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Whew! Noted. Your tact is appreciated all. General notes: Images are tough, because no one is going to agree on every point. This is why I keep pointing out that the images YOU use with the game have no impact on game play at all. As long as you recognize them for what they are, you are able to play. Apparently I will have to keep pointing this out over and over. That being said, the Production Facility images (PF's for those who don't get the abbreviation) are more prominent and important and the ones released with the game should satisfy the most people (if that is even possible). Question: What did we decide, are PF's supposed to have backgrounds or not? Image design notes: I added towers, reasoning that in early Klingon lore before spaceflight, when Klingon houses battled more amongst themselves, buildings had guard and defense systems. Who knows, towers might be traditional. Notice the high building base, done in a fortress like fashion. It's what Klingons do, research facility or not. And the good Cadet Kaladin was right, I imagined them communicating with the building via tunnels. Later as the Klingons advanced and unified, the towers were converted to "Professors" labs or offices or something. Also note the top image below which is a lab, has a guard like tower at the near end of the bridge to the lab (left side of image). The red roof is a translucent skylight made of red transparent aluminum and lit further red from the inside. I got this idea from another of our Klingon images. It is below and you can see it in the background. Mine is redder than the image below because the minute you color anything in this game everyone comes back with, "I'd make it green because they are Romulans" (repeat for each empire - apparently all the non-federation races can only see one color  ). I also made it bright because when you are playing the game, the small image next to the population allocation bar, needs color to stand out (the processing plant suffers from this). Matress suggested the Bat'Leth as a design idea and I personally like them (they were also time-consuming to make flat, not to mention bend to follow roof contour - just so you know). Because of the nature of Klingons, who knows how much research went into Bat'Leth materials and balance and effectiveness? One last note. This building is quite large, and its windows are floor to ceiling (high ceilings). Compare to the front doors. I raised the roof for you anyway and agree it does look better given the camera angle. Having said ALL that. I made another image version. For those who like it better without the towers and want Bat'Leth's on the roof, they are easily added back for a third image version. I will have to say that the one advantage to the towerless image, is that the working party image is bigger for the small image in the population allocation area of the game.
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| 24 Sep 2011, 16:32 |
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Captain Bashir
Genetically Altered Manual Labourer
Joined: 17 Aug 2009, 01:31 Posts: 2083 Location: Passed out on the floor after math mistake discovered by Hawking
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Oh and I almost forgot. Good vjeko. Would be willing to entertain something for the windows. The only issue might be that as far as my skill level so far, I would have to individually name each window to put the image in because the program tiles them and it might be virtually impossible to keep the windows all the same name and adjust the tiling scale so that it lines up in each window. I hope that made sense. I am working on a heavy replicator PF image. As of a recent post, I am not entirely sure it exists anymore.  I also have a Klingon shipyard I (all new) coming along, more like the existing one you like Matress, and armed to the teeth.
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| 24 Sep 2011, 16:54 |
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vjeko1701
Crazed Emissary of the Photoshop
Joined: 13 Mar 2009, 20:17 Posts: 2091 Location: Krapina, Croatia
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Here are three window textures so that you can have a bit more diversity, you should ranomly place them to the windows.
I can't wait to see the building with them. I was wondering how it would look like with a bit rusty pipes going from it to the ground and a tight metal web spanning the glowing roof.
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| 24 Sep 2011, 17:18 |
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Captain Bashir
Genetically Altered Manual Labourer
Joined: 17 Aug 2009, 01:31 Posts: 2083 Location: Passed out on the floor after math mistake discovered by Hawking
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Thanks mate! I'll get on it.
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| 24 Sep 2011, 17:45 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2042
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| 24 Sep 2011, 18:41 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2042
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| 24 Sep 2011, 18:48 |
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vjeko1701
Crazed Emissary of the Photoshop
Joined: 13 Mar 2009, 20:17 Posts: 2091 Location: Krapina, Croatia
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We agreed that production facilities wouldn't have backgrounds while structures would...
Captain, your work is fantastic...keep it up. I can only help with suggestions (providing my variation of the vision) and an occasional texture.
I was just thinking you should have a bit more light-dark variations of the materials used and also add more metal stuff to the images like half-ruty pipes, metal dishes with fire, rusty chimney that looks like it's added afterwars with flames going from it, or perhaps some fences, or even a landed shuttle or some craft, just some details to make it more like it has a everyday working purpose with wokers coming in and out and not museum/castle purpose.
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| 24 Sep 2011, 19:28 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2042
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| 24 Sep 2011, 21:19 |
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vjeko1701
Crazed Emissary of the Photoshop
Joined: 13 Mar 2009, 20:17 Posts: 2091 Location: Krapina, Croatia
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We said that PF's wouldn't have backgrounds, the current images would be repurposed and captain would make new ones for all races for continuity reasons. It's simply hard to make a background for one of these that feels real and not just "put together" To make it work more complex lighting would have to be added with multiple colors...composite background rendering and then photoshop finishing touches.
I was trying to make background for structure images like the great hall and hall of warriors, but I only had them in 270x225 format which you don't use anymore. I'll try to make bigger ones before the next update.
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| 24 Sep 2011, 21:45 |
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Captain Bashir
Genetically Altered Manual Labourer
Joined: 17 Aug 2009, 01:31 Posts: 2083 Location: Passed out on the floor after math mistake discovered by Hawking
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Image updates:
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| 25 Sep 2011, 14:50 |
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Kaladin
Lieutenant Junior Grade
Joined: 24 Feb 2009, 23:16 Posts: 205
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| 25 Sep 2011, 14:55 |
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vjeko1701
Crazed Emissary of the Photoshop
Joined: 13 Mar 2009, 20:17 Posts: 2091 Location: Krapina, Croatia
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I agree Kaladin. That's why I consider myself a sort of a expert into Klingon psychy beacuse my nation went trough our share of wars and developed a warrior-like and honor driven mentality. Even the more recent war in the ninties proved that.
Klingons are a fun race to create for and I think captain did a great job so far.
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| 25 Sep 2011, 15:10 |
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Captain Bashir
Genetically Altered Manual Labourer
Joined: 17 Aug 2009, 01:31 Posts: 2083 Location: Passed out on the floor after math mistake discovered by Hawking
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Exactly. Their colors and their architecture. Here's a red fortress lab with window enhancement. 
Attachments:
working_party_alt.png [ 330.72 KiB | Viewed 16193 times ]
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| 25 Sep 2011, 15:10 |
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Kaladin
Lieutenant Junior Grade
Joined: 24 Feb 2009, 23:16 Posts: 205
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Nice work Captain Bashir those new windows really add flavor to the image. If that image is going to be really tiny though I fear that detail might be lost, unless the player looks the building up in an in game encyclopedia or stats page (with a larger image seen). I'm curious about the cement around the bottom right, it might be my perspective (I'm terrible with viewing perspectives on 3D art) but is that building and complex on top of a tower or is that a road/wall in the bottom right. Regardless the already nice building is looking even better now. Edit: Oops my reference was to the image with the towers you posted along side the shipyards, that new one is good too (wow you are uploading pictures faster than I can write), I like it with or without the towers, both are nice.
Last edited by Kaladin on 25 Sep 2011, 15:20, edited 3 times in total.
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| 25 Sep 2011, 15:13 |
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vjeko1701
Crazed Emissary of the Photoshop
Joined: 13 Mar 2009, 20:17 Posts: 2091 Location: Krapina, Croatia
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Hmm, I jost got the idea of puting different texture for the bottom of the image, something more like titled squared rocks, a bit darker than the structure. What do you think?
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| 25 Sep 2011, 15:16 |
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Captain Bashir
Genetically Altered Manual Labourer
Joined: 17 Aug 2009, 01:31 Posts: 2083 Location: Passed out on the floor after math mistake discovered by Hawking
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I think you are referring to the image with towers. It is the wall to the "moat" as seen in this image. I have to add something if the image goes on a background. Believe me, I have tried it without and it doesn't look right.  Also note, that there are lamp posts in the canon image of the Great Hall. The only advantage to lamp posts is that the lighting adds realism to the image and I currently don't know how to create the flicker-lighting pattern to fire. But working on it... Edit: Oh and the windows are vjeko's work which is always appreciated.
Attachments:
klinggreathall.png [ 97.11 KiB | Viewed 16189 times ]
kling_governors_hall.png [ 93.94 KiB | Viewed 16191 times ]
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| 25 Sep 2011, 15:17 |
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Kaladin
Lieutenant Junior Grade
Joined: 24 Feb 2009, 23:16 Posts: 205
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| 25 Sep 2011, 15:24 |
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Captain Bashir
Genetically Altered Manual Labourer
Joined: 17 Aug 2009, 01:31 Posts: 2083 Location: Passed out on the floor after math mistake discovered by Hawking
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| 25 Sep 2011, 15:30 |
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Kaladin
Lieutenant Junior Grade
Joined: 24 Feb 2009, 23:16 Posts: 205
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Can you post a more zoomed out version that shows the full/majority of the support system the building is resting on? Also maybe as a compromise to those that don't like the towers, what about keeping 2 of them? Such as the two back ones, so they don't block the doors and are less prominent since there are fewer. (Please excuse my arrows defacing your work)
working_party_marker.PNG [ 475.64 KiB | Viewed 16183 times ]
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| 25 Sep 2011, 15:43 |
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Captain Bashir
Genetically Altered Manual Labourer
Joined: 17 Aug 2009, 01:31 Posts: 2083 Location: Passed out on the floor after math mistake discovered by Hawking
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The Klingon Shipyards: Everyone - They aren't perfect, but I am trying to take poorer, indistinct images and give them better definition and detail. Below are the old Klingon shipyards I and II. Kaladin, I actually did try a two tower image. I'll have to dig it up somewhere and post it. PS. It's great to have you contributing. 
Attachments:
kling_military_shipyard_type_b.png [ 50.04 KiB | Viewed 16183 times ]
kling_shipyard_i_old.png [ 87.19 KiB | Viewed 16183 times ]
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| 25 Sep 2011, 15:48 |
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Kaladin
Lieutenant Junior Grade
Joined: 24 Feb 2009, 23:16 Posts: 205
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| 25 Sep 2011, 15:58 |
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vjeko1701
Crazed Emissary of the Photoshop
Joined: 13 Mar 2009, 20:17 Posts: 2091 Location: Krapina, Croatia
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Kaladin, the example are the OB's and cardassian shipyards...you can see them on this forum.
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| 25 Sep 2011, 16:03 |
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Captain Bashir
Genetically Altered Manual Labourer
Joined: 17 Aug 2009, 01:31 Posts: 2083 Location: Passed out on the floor after math mistake discovered by Hawking
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Two shipyards toned down and deblochified. Good suggestion.
Attachments:
kling_shipyard_ii_b.png [ 162.48 KiB | Viewed 16178 times ]
Kling_Shipyard_i_b.png [ 157.64 KiB | Viewed 16178 times ]
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| 25 Sep 2011, 16:09 |
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Kaladin
Lieutenant Junior Grade
Joined: 24 Feb 2009, 23:16 Posts: 205
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| 25 Sep 2011, 16:11 |
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vjeko1701
Crazed Emissary of the Photoshop
Joined: 13 Mar 2009, 20:17 Posts: 2091 Location: Krapina, Croatia
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Oh, sorry man - Orbital batteries.
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| 25 Sep 2011, 16:12 |
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Kaladin
Lieutenant Junior Grade
Joined: 24 Feb 2009, 23:16 Posts: 205
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Last edited by Kaladin on 25 Sep 2011, 16:19, edited 1 time in total.
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| 25 Sep 2011, 16:16 |
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Kaladin
Lieutenant Junior Grade
Joined: 24 Feb 2009, 23:16 Posts: 205
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| 25 Sep 2011, 16:17 |
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Kaladin
Lieutenant Junior Grade
Joined: 24 Feb 2009, 23:16 Posts: 205
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Can you give the metal a green tinge and keep the red lighting? I was quickly flipping through klingon ships and a lot have green hauls or blueish steel. I figure if you gave the shipyard the greenish tinge it might just work.
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| 25 Sep 2011, 16:23 |
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Captain Bashir
Genetically Altered Manual Labourer
Joined: 17 Aug 2009, 01:31 Posts: 2083 Location: Passed out on the floor after math mistake discovered by Hawking
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Pant pant pant, here's the two tower working party. I think we might be on to something. By the way, the domes were copper topped (thus Klingon reddish hues) but corrode over time.
Attachments:
working_party_alt2.png [ 325.22 KiB | Viewed 16175 times ]
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| 25 Sep 2011, 16:24 |
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