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Author Topic: Kesashi's Gallery  (Read 38305 times)

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Offline Lord Kesashi

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Re: Kesashi's Gallery
« Reply #420 on: May 18, 2019, 09:53:59 PM »
cool faction logos. some are quite simple whereas others are quite complex. I personally feel that they should either all be complex or all be simple otherwise they feel strange next to each other. but they are all fine individually.

Thanks, if you wouldn't mind, which icons in particular do you feel stand out most as too complex and too simple. Like specifically which ones would be an example of too simple and which ones would be an example of too complex. I would rather have them all be more balanced overall.

Kim

New Character who uses the hook swords. She is a member of the "Black Lotus" which is a division of the "Lotus" faction. I forgot to mention that I will release a playable build of Izabel if you really want to test it, but the room full of artwork is uncensored in the version that I used for class. The version that I distribute I would like to have only PG-13 artwork.

For context, below is one of the images in the game that I would like to remove. If you're not bothered by nudity I post all of my work on artstation

Nudity (Artistic Nude)

Offline Lord Kesashi

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Re: Kesashi's Gallery
« Reply #421 on: May 20, 2019, 08:23:19 PM »
Little update. For those curious about the story of Blade Regalia, I'm making progress on the first Manga/Graphic Novel.


One thing I noticed as I was studying digital art was that digital paintings always seemed over-blended especially if it was amateur work. Professionals didn't have that problem, they're usually able to emulate real paint more.  And so did mine. The technical term for what's wrong is called "noise" specifically the fact that there is no noise. When you use the sharpen tool on Photoshop the tool doesn't actually find detail that isn't there, the tool just adds noise and this creates an optic illusion that there is more detail.

Noise is just a term for random variations in an area. Like in music the background "noise" that you would want to remove when you're recording. With traditional media, noise is almost impossible to avoid. The grain of the paper, the jitters of the pencil create noise and we traditional artists take it for granted.

So why is this a problem with digital art? Well if you use digital media the same way you use traditional. For instance, one method would be to put down general values with hard edges and blend them together to make them more natural. What happens in traditional is as you blend, the noise doesn't go away. But with digital the noise goes away, so your natural instincts with traditional will work against you unless Adobe can invent a tool that allows you to blend with noise.

Sorry that was my little epiphany. I've just been at war with digital media for so long. Anyway the solution was to get a brush that has noise in it, and to avoid blending. You can still get a lot of natural noise from your brush strokes with a basic brush tool, but blending will cause you to lose detail.

This is one of those older digital art studies I did where I was relying more on the blend tool. So you can kind of see how it feels over blended at some points. At some points it works well.


Offline suuper-san

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Re: Kesashi's Gallery
« Reply #422 on: May 21, 2019, 04:17:57 AM »
Yeah some of my very first face studies were very smoothly blended. using a textured brush helps to keep some noise in there and stop it from looking plastic smooth. Making a digital piece look traditional is something that I eventually want to be able to do, although I don't know what sort of traditional feel I want haha. using a smudge brush with a texture is also a great way to get a painty feel. you could also apply an art filter over areas of a smooth painting to give it an automatic oil/watercolour etc feel.

hmmmm for the logos:
mostly too complex means the detailsa re too small or don't look natural as a logo

too simple:
-Lotus - This is a yin-yang, so it's naturally quite simple. it might be hard to change this one. maybe add another circle swirly border around it or something. also, it's the only 2 colour icon - a third colour is needed to contrast both black and white. every other icon can use a single colour on any other colour and it's visible. I mean a lotus is a flower, right, why not just use that?
-Inquisitor - very simple design. not sure if the black is a shield?
-Desert scorpions - difficult to see at a distance as it is a very thin design. if it's just three swords, you could style them more after daggers.
good level of detail:
-guardians of the North - not sure what the three white lines are, hair? the face details are a tad hard to see but its not too complex.
-Occultists - There a million styles of this pattern that you could use, and it will always look good. the tiny holes in the center circle are a little annoying though.
-sanctum - the cross is nicely shaped so is not too simple
-Formless - the spikey parts of this design don't feel unnatural as the overall design is quite wavy.
-Destruction children - maybe the black line separating the teeth could be a tad thicker but otherwise great.
too complex:
-Empire - the Omega letter has funny kinks and bumps in the main loop. try and use less nodes, make them smoother, or maybe use an actual font letter instead?
-Beautiful death - I've got nothing against skull and crossbones, but until I just looked forward, I thought those roses were actually rapiers. add a leaf maybe for a rose. but I think t's just too much detail to be seen at a distance. if you use just the rose head, you might be able to make it larger.
-Southern warriors - I love this design, but I think the white gaps are too thin
-Veil - the castle is fine, but the flag is too small a detail I think.
-Dulong kingdom - I think this overlaps with Veil too much, and the castle is just a bit too small overall.

I try and think how faction icons would look on a flag or a shield or something. Really a good design for a faction is recognizable at a distance. see how the worlds country flags are very simple, just stripes of colour often. even a simple pattern flag has plenty of variety from one to the next. It's better they they are all simple if possible, but depending on the design, they still need that extra level of detail. Also, try and avoid putting in small details when the rest of the design doesn't have small details. like the tags (what are they called again) in the letter "I" on Inquisitor, every other shape is a simple smooth lines, so the small sharp spikes seem unnatural. but that's a bit more my personal design style.

I really want to go off and design some logos now haha.
« Last Edit: May 21, 2019, 04:21:29 AM by suuper-san »
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Offline Lord Kesashi

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Re: Kesashi's Gallery
« Reply #423 on: May 22, 2019, 01:10:55 AM »
Thanks for the insights on the symbols.

The lotus is a complicated place because it's technically divided into 3 factions. I do have a symbol that I normally use for them you can see on their armor/clothing. There's the Red Lotus, the Black Lotus and the White Lotus, and because color is so central to their identity, I was conflicted over using the Lotus symbol because it would be black like the others. So my interpretation that the White Lotus and Red Lotus wouldn't choose to represent themselves with a black Lotus.


Not really relevant, but some of them are meant to be used in different ways. I'm not weighing this against your review, but if you're curious about the context of each symbol

Flag or Insignia of a Country
-Dulong Kingdom: Meaning "The Long Kingdom" is a Kingdom built on a series of large rocks floating in the sky.
-Lotus: A set of countries that are both unified and divided as I already described.
-Sanctum: A Holy City
-Empire: New Insignia following the takeover of a new Monarch
-Southern Warriors: Obscure tribe of warriors on an island south of the Mainland.
-Veil: A large citadel built on a small island where the people choose to isolate themselves from the rest of the world.
-Guardians of the North: A Matriarchal society in the north whose population is comprised of primarily non-human groups (Elves, Fairies, Giants). The symbol is half of a woman's head and half of a knight's helmet.
-Occultists: A society governed by a demonic theocracy.
-Desert Scorpions: A colony in desert often in conflict against Beautiful Death.

These Symbols are more like Warning Labels. Like saying "beautiful death ahead, do not enter". These factions aren't countries or kingdoms so they aren't meant to be used as flags or insignias.
-Destruction Children: A dangerous group of young "regaliers"
-Beautiful Death: A group of mercenaries. Most of whom defected from other countries. They live in the desert.
-Formless: The term "formless" is meant to be a euphemism for demons referring to the idea that they need to possess a body in order to have a "form".
-Inquisitors: This symbol is meant to be the badge that they would wear to make it obvious that they are an inquisitor. The context of an "inquisitor" here is different, than their historic context in reality.
« Last Edit: May 22, 2019, 01:12:30 AM by Lord Kesashi »

Offline suuper-san

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Re: Kesashi's Gallery
« Reply #424 on: May 28, 2019, 04:28:56 PM »
Well I suspected you did have your reasons for the design of each logo, so it's good to see how they relate to the factions identity or location.

The Lotus totally makes sense, I can understand why you avoided a black one.

For Guardians of the North, I find it quite hard to see it as a helmet. Maybe the design just isn't one I'm used to seeing, but maybe a bit more detail would make it look more helmet like. some more details along the outline might help as well, like bumps or sections more clearly shown. Google images for reference although I imagine you do do that.

Incidentally, have you researched insignia that are used or have been used by factions/people in real life? I can only think of the Tudor rose lol. I had a quick google and these might be good reading, if nothing else.

https://en.wikipedia.org/wiki/Escutcheon_(heraldry)
https://en.wikipedia.org/wiki/List_of_coats_of_arms
https://en.wikipedia.org/wiki/Cap_badge
https://en.wikipedia.org/wiki/Heraldic_badge
https://en.wikipedia.org/wiki/Armorial_of_Europe
https://en.wikipedia.org/wiki/Armorial_of_sovereign_states
https://en.wikipedia.org/wiki/Lists_of_flags
« Last Edit: May 28, 2019, 04:33:19 PM by suuper-san »
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Re: Kesashi's Gallery
« Reply #425 on: July 23, 2019, 09:06:50 AM »
Been a while since my last update. Been working most of the time, but I snuck in a little time to work on Izabel. I was trying to apply for the Unreal Dev Grant when I realized I didn't have any formal promotional art of the game. With Blade Regalia I have lots of art I can use that way,  but with Izabel it's just sketches and gameplay. Also working on cel shading the entire world for both Izabel and Blade Regalia








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Re: Kesashi's Gallery
« Reply #426 on: July 23, 2019, 01:03:14 PM »
Been a while since my last update. Been working most of the time, but I snuck in a little time to work on Izabel. I was trying to apply for the Unreal Dev Grant when I realized I didn't have any formal promotional art of the game. With Blade Regalia I have lots of art I can use that way,  but with Izabel it's just sketches and gameplay. Also working on cel shading the entire world for both Izabel and Blade Regalia








ok that looks fantastic, it looks like a video game that has horror as well as suspense being main elements through it, it looks like one has to search for clues through this while being prepared for jump scares such as the one within the door.

Offline Echo_River

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Re: Kesashi's Gallery
« Reply #427 on: July 23, 2019, 10:11:31 PM »
Whooaa. That gave me the creeps just looking at the world there. Definitely has mystery vibes. Cool stuff c:
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Offline Walter B

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Re: Kesashi's Gallery
« Reply #428 on: July 25, 2019, 02:34:36 AM »
Cool eerie vibe! Good work

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Offline suuper-san

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Re: Kesashi's Gallery
« Reply #429 on: July 25, 2019, 07:28:17 AM »
nice keep it up!
Do you have an idea of how complete your game is or how long it will take to complete?
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Offline Lord Kesashi

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Re: Kesashi's Gallery
« Reply #430 on: July 30, 2019, 06:55:11 PM »
Thanks for the feedback.

ok that looks fantastic, it looks like a video game that has horror as well as suspense being main elements through it, it looks like one has to search for clues through this while being prepared for jump scares such as the one within the door.

Whooaa. That gave me the creeps just looking at the world there. Definitely has mystery vibes. Cool stuff c:

Cool eerie vibe! Good work

I'm glad you guys like it, this is all actually very new to me, and I'm having a very fun experience creating it all.

nice keep it up!
Do you have an idea of how complete your game is or how long it will take to complete?

Right now there are some setbacks. My brother lives and breathes 3D animation and he had a look at the game and suggested I re-animate some things so long-story-short, the date is being pushed back. I don't really know a date. I know a date that I want to release it which is just a few months from now. But I also want everything to be done decently and in order and that could take 6 - 10 months realistically.

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Re: Kesashi's Gallery
« Reply #431 on: July 30, 2019, 10:32:35 PM »
Thanks for the feedback.

ok that looks fantastic, it looks like a video game that has horror as well as suspense being main elements through it, it looks like one has to search for clues through this while being prepared for jump scares such as the one within the door.

Whooaa. That gave me the creeps just looking at the world there. Definitely has mystery vibes. Cool stuff c:

Cool eerie vibe! Good work

I'm glad you guys like it, this is all actually very new to me, and I'm having a very fun experience creating it all.

nice keep it up!
Do you have an idea of how complete your game is or how long it will take to complete?

Right now there are some setbacks. My brother lives and breathes 3D animation and he had a look at the game and suggested I re-animate some things so long-story-short, the date is being pushed back. I don't really know a date. I know a date that I want to release it which is just a few months from now. But I also want everything to be done decently and in order and that could take 6 - 10 months realistically.

really? I honestly don't see an issue with it tbh but I'm not the expert lol

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Re: Kesashi's Gallery
« Reply #432 on: July 31, 2019, 10:59:28 PM »
Well y'know, better to give a game a little extra time and a little extra polish, rather than dump it out all jankey like. But at the same time you can't fall into the trap of the perfectionist. You could work and tweak until the sun goes cold and still never be completely satisfied.

I look forward to playing it once it's out!

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Offline suuper-san

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Re: Kesashi's Gallery
« Reply #433 on: August 01, 2019, 02:30:03 PM »
projects will always have setbacks with a small crew, especially when it's not an actual paid job. but glad you're keeping moving forward, and don't worry too much about not meeting your own deadlines (Hofstadter's law applies as well haha). a deadline can only be accurately predicted if you know the exact amount of work that needs to go in, and it's very hard to tell what sort of problems will arise that will slow you down.

I agree, better that it's polished up but don't polish for too long :P
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Offline Lord Kesashi

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Re: Kesashi's Gallery
« Reply #434 on: August 02, 2019, 11:17:56 PM »
Well there are certain stages we need to get through.

Core Gameplay (Complete) (This was completed in 3 months)
This includes things like running, climbing, crouching. Making sure the game can be played and ultimately is fun to play. Normally I assume this would be how you prove to a publisher that this product could be worth investing in.

Core Design (Set Back) (would've been completed now after taking 3 months)
Core design was supposed to be complete when I replaced UE4 marketplace assets with a design more tailored to the game itself. This is basically converting the entire world from realistic to cel-shaded. But it also includes core animations like basic locomotion for the player character.

Optimization (Next)
This is supposed to be the part where I make it so a 30 minute Demo isn't 30 gigs in size. (It's actually 10.7 gigs right now but only uses maybe 2 gigs, the other 8 gigs is future content). So it involves clearing out old assets that aren't being used like other versions of the character models. Most of that can be controlled in the engine while exporting, but it also includes adding options to reduce the strain on the PC. like reducing detail, lighting complexity, and also using optimal practices like pre-built lighting and low-poly 3D models.

Testing (Demo)
This is just where I do non-stop testing to try to catch every glitch, oversight, or opportunity. Then at the end I'll be publishing the Demo. These milestones don't include core development like level design, scripting each sequence, and programming AI where I'm doing all that in between.