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#2
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ahhhh yea.
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"The only thing necessary for the triumph of evil is for good men to do nothing." ~Edmund Burke |
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#4
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#6
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tight concepts Austin and cool start Jopel - gonna be watching this fo sho!
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#7
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Except for the blue bubbles, there is 0 other similarities. It looks like you totally scrapped an outdoor concept and made it into an indoor scene.. a cathedral at that. Are you sure this is ok? I doubt anyone who looks at your initial concept will be able to tie it in with your new creation. I would hate to see this project get shot down later into the comp.
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#8
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Quote:
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#10
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I might be wrong here but I thought that the brief said that the concept was basically for inspiration purposes only. My understanding is that we can deviate as far away from the concept as we want and are encouraged to. Now, this is clearly not what concept art is used for in a development setting and I'm not arguing that point. But maybe we need some more direct language as to what the real role of the concept pieces are.
"It's your responsibility to make an entry look Good or Evil, look Unearthly in some fashion, look playable, and still keep the original concept and its idea seen somewhere and somehow in your final 3d submission. Example, if your concept shows a front door to a building, don't render a back door in the back of the building. Aside from keeping just a few simple elements to tie your final renders to your chosen concept, you can still change the concept’s idea from night to day, winter to summer, sunshine to rain, beautiful to scary, peaceful to warlike, cartoony to bloody etc. You can also change any item in your chosen concept or add any item(s) you wish." I think these two lines sum it up nicely and by that criteria I feel we've sufficiently held to the concept for the purposes of the competition.
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"The only thing necessary for the triumph of evil is for good men to do nothing." ~Edmund Burke Last edited by Greaserboi : 09-10-2008 at 03:57 PM. Reason: added rules text |
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#13
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I really like it keep it up
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#14
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I like the golden/brassy colors added to better echo the original concept, though I think now it makes the floor/walls stand out as too dark. Before the contrast of dark floor walls + light columns evened out, now it feels heavy on the darkness and as such a bit more evil.
I think some brighter lighting in general more like in the blockout will help it look more "good" and less creepy glow-lit too. Overall though looking bitchin |
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#15
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I like where this is going! great ideas coming out here.
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www.nathanbrock.com |
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#17
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this is some really good stuff. awesome work. it looks and feels like the base concept art.
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#20
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Looks good, can't wait to see what elements you use to make it look good-like
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