Sehv'ahno Concept - Stage 4 Production (First Blender Build)

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Re: Sehv'ahno Concept - Stage 2 Production

Postby Nek'rahm » Thu Jan 10, 2008 3:24 pm

Thanks for the input.

I'm working on some smaller pieces of Art... I've got a new thing too:

The Age was constructed (at least the Pod) of a special material made from Nara. Kora, a glassy, transparent form of a stronger Nara...

Yea, I got ideas. Thanks for everything tho, guys ^_^
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Re: Sehv'ahno Concept - Stage 2 Production

Postby pappou » Thu Jan 10, 2008 4:40 pm

Here are some Victorian Structural images that may help expland your thinking:

http://i121.photobucket.com/albums/o206/pappou/VictorianStructure-04.png

http://i121.photobucket.com/albums/o206/pappou/VictorianStructure-05.png

http://i121.photobucket.com/albums/o206/pappou/VictorianStructure-06.png

http://i121.photobucket.com/albums/o206/pappou/VictorianStructure-07.png

http://i121.photobucket.com/albums/o206/pappou/VictorianStructure-08.png

http://i121.photobucket.com/albums/o206/pappou/VictorianStructure-09.png

http://i121.photobucket.com/albums/o206/pappou/VictorianStructure-10.png

http://i121.photobucket.com/albums/o206/pappou/VictorianStructure-03.png

http://i121.photobucket.com/albums/o206/pappou/VictorianStructure-02.png

http://i121.photobucket.com/albums/o206/pappou/VictorianStructure-01.png

If these images expire before you are through with them, please let me now and i will restore them. And if any of them need editing due to transmission problems, please let me know.

Also, if you want me to better translate anything i have said, i will happy to oblige. For instance, i think a supurb tower for your core would be to take the form of the Eiffel, cut it in half, and reconstruct an asymmetrical creature out of it.
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Re: Sehv'ahno Concept - Stage 2 Production

Postby Lontahv » Thu Jan 10, 2008 5:56 pm

Ok, I roughed out all the landscape in your drawings the main island is in the center and the distant island is er, distant. ;) Here's the blend file: http://lontahv.googlepages.com/sehvahno_islands.blend I hope you like what I have so far.
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
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Re: Sehv'ahno Concept - Stage 2 Production

Postby Nek'rahm » Sat Jan 12, 2008 8:59 am

Downloaded and checking out.

Okay, you've got the idea... but

You have the Quarters, Pod and Generator island very close. They need to SPREAD OUT a bit more. The pod itself is huge... and I didn't tell you, but there's an underground cavern (a hole, right now) at the south end of the Pod's island

Otherwise though, yea it looks good. It's the basic idea, but spread things around a lot. Remember, the Pod is at least 4 stories high... so experiment a little :)

One last thing: The raise each island's rock formation substantially. Each one, except Generator and Distant island, shoot up at a good clip. The Pod island's one goes up at least 6 times what it is now, with the elongated island next to it having it's peaks at least 8 times up. Quarters would only be about 4 times I guess... but seeing as this is rough right now I can't say too much :D
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Re: Sehv'ahno Concept - Stage 4 Production (First Blender Build)

Postby Lontahv » Sat Jan 12, 2008 5:40 pm

Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
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Re: Sehv'ahno Concept - Stage 4 Production (First Blender Build)

Postby pappou » Sat Jan 12, 2008 8:17 pm

Lontahv
those blender transfers are beautiful. How in the world do you convert Nek'rahm's drawings into those lovely 3D sea scapes?
First, what information does it require?
And second, could you, ah, er, ... find 'someone' who could do that for TwoCities?

[fingers crossed]
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Re: Sehv'ahno Concept - Stage 4 Production (First Blender Build)

Postby Nek'rahm » Sun Jan 13, 2008 12:37 pm

Three things Lontahv:

1) Great job, it's really looking more and more like it :)

2) The quarters' island disappeared. On the original drawing, it was the one with the circles on it (top view). Pop that up to the size of a decent island

3) Would we be able to place a character on this Age? Keep in mind EVERYTHING must be in proportion to the character. If this is just to get a rough idea.... okay. Cause I know you could just multiply stuff by all of it's values when you get it. So do me this:

a) Tell me the size of a character on this
b) Make Quarters' island come back as a pillar
c) make Generator island kinda a plateau-ish place.

Kay?

Other than that, this is a very very very very VERY brilliant job :)

Nek = So happy the Age is coming together ^_^
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Re: Sehv'ahno Concept - Stage 4 Production (First Blender Build)

Postby Lontahv » Sun Jan 13, 2008 6:51 pm

Sorry for having to ask this. Which is which island? Which is the island that looks like a banana? And is the big one the generator island? :P
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Re: Sehv'ahno Concept - Stage 4 Production (First Blender Build)

Postby Nek'rahm » Sun Jan 13, 2008 8:01 pm

On the ORIGINAL drawing:

The banana shaped one is there as a decorative landscape... MIGHT put some extra stuff in it.

The big one that has all of the equipment on it is the Main Pod island.

The one to the southwest with the circles on it... that's quarters' island. There's an elevator system on this island too.

The Generator is southeast of the main pod. Follow the different lines connecting the main pod to the other two islands.

Okay? Thanks :P
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Re: Sehv'ahno Concept - Stage 4 Production (First Blender Build)

Postby Nek'rahm » Thu Jan 17, 2008 3:06 pm

Just an update...

I got about 5 pages of little-er artwork that I'm gunna scan in and get up this weekend.

They're composed of many things. The floor-by-floor layout of the pod, lever designs, the "Cloth" design, Bahro Door reward, light fixtures, the generator pyramid...

And a secret that will only be revealed to those working on the project with me... and will not BE revealed until a full beta is ready ^_^
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