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Topic : "Nexus Inn" |
durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Sat Jan 16, 2010 9:57 pm |
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Full sequence is here.
[room 129]
Dory: At least they got the bed size right...
Dory: [listens] There IS something under there...
Zeek: No-no-no. Please no. Shhhh!
Dory: A dragon...
Zeek: Shhhh! Oh please sir, please don't turn me in, I don't want to be a beverage. Please!
Dory: Ah, the distillery. I see what you mean.
Zeek: Oh, thank you, sir! Thank you!
Dory: You can come out, the door's locked.
Zeek: Oh, thank you, sir. Those dust bunnies and my allergies...
Dory: It's Dory.
[...]
Zeek: And that's the whole story.
Dory: So you renoed this whole wing yourself, "just to keep busy".
Zeek: Just the rooms. When there was nobody around, of course.
Dory: Uh... where did you get the paint?
Zeek: That's the other family secret.
Dory: ...
Zeek: It's true I can't breath fire, I...
Dory: You're saying you - breath paint?
Zeek: Latex. Don't worry, it washes up with water and it only happens when I'm REALLY mad!
Dory: [eyes wall] This is dragon spit?
Zeek: No, it's -
Dory: Boogers? This place is boogered?!
Zeek: No! It's - fire! Think fire! It's a dragon thing!
Dory: No, it's a stomach thing...
Last edited by durgldeep on Thu Jan 21, 2010 6:45 am; edited 3 times in total |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Sun Jan 17, 2010 7:51 pm |
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Okay, that's an adequate reveiw of the hobby version. The Nexus Inn is based on an old RPG scenario "Ye Olde Come Back Inn" (you can enter the inn but can't leave - kinda Hotel California, now that I think of it...), except this one has 'extradimensional' doorways to everywhere. Er, call it stale, hackneyed, derivative, cliche, etc. and I'll agree, hehe. Gotta start somewhere.
Moving on, here's the more recent/focused effort (moved here from WIP/Patel Grand), a first side adventure from the Nexus Inn:
111111 - Forgot to note this one (above) is an 'overpaint' (vectors over GS).

Last edited by durgldeep on Fri Nov 11, 2011 7:09 pm; edited 6 times in total |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Sun Jan 17, 2010 8:31 pm |
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Back to the collaboration idea, here's the basic layout of the inn (common area, minus chairs, tables, etc.). With a renovation underway (see above), the layout could change a lot (for the better, hehe). The farther from the common area, the wilder/derelict it becomes (ie. could support various scenarios in itself).
Okay, time for a beer...
Oops, forgot one - need some rats to contribute to, um, atmosphere, yeah.
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Tue Jan 19, 2010 9:39 pm |
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Yep, this is one of those moments when nothing's coming out right. This post will be back when my brain's back online (when/if I've got the text sorted)...
The practical effect is, this thread is a "sandbox". 
Last edited by durgldeep on Thu Jan 21, 2010 12:11 am; edited 10 times in total |
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durgldeep member
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Posted: Wed Jan 20, 2010 1:05 am |
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Another island chain (done in a fraction of the time...). New processor's still not powerful enough to handle another level of detail - oh well. Onward.
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Thu Jan 21, 2010 12:17 am |
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Realizing I tend to 'image bank' so I don't have to draw something new each time (read *lazy*), which doesn't help with learning... Someone mentioned gesture (next concern for me):
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Fri Apr 16, 2010 7:08 pm |
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Back again -
geeze, didn't realize this page is overloaded (still annoying @68 kbpsd),
apologies for that (where needed)...

Last edited by durgldeep on Fri Apr 16, 2010 11:54 pm; edited 2 times in total |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Fri Apr 16, 2010 7:23 pm |
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Saw a Gorillaz fan video and something clicked -
yeah, I dont get out much, "Gorillaz"?
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durgldeep member
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Posted: Fri Apr 16, 2010 7:43 pm |
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Then another one...
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durgldeep member
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Posted: Fri Apr 16, 2010 7:45 pm |
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And again...
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Fri Apr 16, 2010 8:08 pm |
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And again...
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Fri Apr 16, 2010 8:22 pm |
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Back to 3D (square kilometre)...

Last edited by durgldeep on Fri Apr 16, 2010 8:30 pm; edited 1 time in total |
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durgldeep member
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Posted: Fri Apr 16, 2010 8:29 pm |
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...better sense of scale (figure to cliff base = 140 m)...
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durgldeep member
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Posted: Fri Apr 16, 2010 8:46 pm |
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Elevations - okay we're done.
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Mon Apr 19, 2010 6:02 am |
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Would be more effective with more shadow-casting objects in the foreground, I think...
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durgldeep member
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Posted: Sun Apr 25, 2010 5:16 pm |
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~2 km square...
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durgldeep member
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Posted: Wed Apr 28, 2010 5:32 pm |
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~4 km...
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Fri Apr 30, 2010 9:25 am |
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Blocking's done (good enough)...
(if the shadows invert, glance at the darkest spot, middle right, to fix)
Next up: detail the action spots...
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Tue May 04, 2010 2:16 am |
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Remembered (finally) the tablet includes PS Elements 7 - test drive:
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Tue May 04, 2010 2:50 am |
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In Inkscape vectors can be blurred (see cloud), if that's useful to anyone (surprised me; beziers are unaffected, whether the object's blurred or not). Otherwise, been converting old stuff from Word format (2000 px max export res) to Inkscape (unlimited export res and generates pngs too)...
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Sat Jul 17, 2010 2:03 am |
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Not much progress but still moving -
wondered if drawing clouds front to back
(rather than silhouette first) would be easier;
seems to be; but having a clear idea of
the volume/shape is still most important
(lost track in this one)...
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durgldeep member
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Posted: Tue Jul 20, 2010 12:26 am |
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Thanks but I knew that already.  |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Wed Jul 21, 2010 8:37 am |
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...still going in circles but I think the radius is getting smaller, hehe...
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Wed Jul 21, 2010 8:45 am |
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...low as I could go (polys)... incidental: export image (sketchup) hung my machine, until I thought to "run as administrator" (who knew?): much smoother image...

Last edited by durgldeep on Wed Jul 21, 2010 9:32 am; edited 1 time in total |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Wed Jul 21, 2010 8:52 am |
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the lesson (at least for me) in planning sweeping landscapes: choose your battles (local detail only)...
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Wed Jul 21, 2010 9:10 am |
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again (still), avoiding loading the page (until dialup is extinct, yep; ie. one image per post; apologies to anyone who's watching this thread and getting email notices)...
figured out Blender (the basics), not as hard as I thought but still not accessible to the average Joe (that's me too, unh-hunh) - back to sketchup (max potential for group effort, including those who are 'mathematically minded', ie. those who might not 'get' fluidity but still want to be involved - yeah, I'm not sure how useful saying this is but I'm sure nobody else is, so there )...
"frogback" island
Last edited by durgldeep on Wed Jul 21, 2010 9:28 am; edited 1 time in total |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Wed Jul 21, 2010 9:19 am |
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durgldeep member
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Posted: Wed Jul 21, 2010 9:22 am |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Wed Jul 21, 2010 9:26 am |
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another level of detail and again it's too much - did I mention "pick your battles"? lol
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durgldeep member
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Posted: Wed Jul 28, 2010 2:44 am |
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wip
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