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Re: Explorer Restoration Center

Posted: Mon Apr 21, 2008 10:54 pm
by Jennifer_P
But if it was a modern building and it was just a little dug down (two feet maybe) that would be too D'ni, and it would be kind of D'ni at the same time.

Wait, wait, I'm confused here... How can you have a basement that's only two feet deep? /me scratches her head in bepuzzlement

I'd really like to help you guys with this... Im feeling that I could develope some concept pieces for this but Im not sure what it is you guys need or want depicted. So... I figure if you need some help let me know and I can maybe come up with something that you can use :)

Oh goody, a new teammate! :) So where are you from?
As for what you can work on, that would depend on what you like drawing. :) The first things we're working to create (and release) include a Japanese garden area, a bit of jungle, and the exterior of the Explorer Restoration Center building. So what do you like drawing? Man-made things like bridges, lanterns, and fountains, or more natural things like plants, rocks, streams, garden arrangements, paths, or...? :)

Re: Explorer Restoration Center

Posted: Mon Apr 21, 2008 11:35 pm
by Lontahv
To try to clarify what I said earlier about semi-underground:

The ground floor of the building would have windows at regular high(and they would be at ground level--so the sill would be at ground level and the rest would be above ground). and say to want to enter the building from ground level, you'd have to go down a few steps(think that little hollow in Delin--the one with the bench).

So it'd be like:

__________--------------------
building floor~ground level



~Lontahv

Re: Explorer Restoration Center

Posted: Tue Apr 22, 2008 8:51 am
by teedyo
... or just think; "daylight basement'.

Re: Explorer Restoration Center

Posted: Tue Apr 22, 2008 9:24 am
by Ruvinka
ABguy!
All help is welcomed to be sure.
I've been trying like crazy to make time to redraw some concepts for the ERC but hav en't yet been able to really focus on it. I think that a modern-esque 4 story building with only the back walls being solid while the other 3 are glass is what we are looking for. We've discussed a generalized oriental feel, but we don't want it to be too stylized. I was thinking a rounded pyramid shape with the *cone-shaped greenhouse* slanting out of the front. lastly we needed an all glass sphere shaped trio of rooms at the top to house music restorations.

If you have any further questions or need clarification please don't hesitate... I am overjoyed to have you working with us!

Re: Explorer Restoration Center

Posted: Wed Apr 23, 2008 7:17 pm
by Jennifer_P
Ahhh, now I've got it Lontahv (and thanks, teedyo). So then--how were you thinking would the daylight basement contribute to the atmosphere and overall style/beauty of the first floor? :)

I think that a modern-esque 4 story building with only the back walls being solid while the other 3 are glass is what we are looking for.

Wait, I thought that the walls were all solid? Because if they're glass, then wouldn't the windows have to be on the outer wall of all the art galleries?

Re: Explorer Restoration Center

Posted: Thu Apr 24, 2008 9:02 am
by Ruvinka
Wait, I thought that the walls were all solid? Because if they're glass, then wouldn't the windows have to be on the outer wall of all the art galleries?

Yup. The way Monkeyboy described it I started the concept with basically an inner building surrounded on 3 sides with glass walls, and the back wall being solid. This afforded the public with grand vistas overlooking the garden we create as well as the jungle valley. The inner walls being solid gives us a place to put up the art of course :D.

Does that work for everyone?

Re: Explorer Restoration Center

Posted: Thu Apr 24, 2008 10:09 am
by Jennifer_P
I'm still confused, I guess. Are we having a window that opens into each art room? Because I don't think that would work well, to be honest.
See, I'm assuming that each of our rooms will have a specific atmospheric feel and theme to it, just as the different Ages have distinctive feels and themes. But the things that create the overall feel/theme/atmosphere of an Age or room generally involve the use of a set of specific environmental qualities, including lights, color palette, and emotional feel.
So in terms of the color and brightness of the lights and shadows that are used we have lighting like the pale blue/yellow in Teledahn, or the more shadowy feel of Eder Delin or the muted yellow and darkness of D'ni. Then there's the palette of colors; again, in Teledahn the main colors were blues, yellows, browns, orange browns, and greens. In Eder Delin the color cast included pink/red, brown, dark blue, and green. And in D'ni the color cast was mostly earth tones and yellow with dark colored art designs. Then there's the emotional aspect of the music and the ambience. Does a place feel ominous, mysterious, peaceful, curious, excited, evil, studious, cheerful, bright, lonely...? And even besides these factors, many other factors contribute to the atmosphere of an Age or room:

Technological vs. primitive
Natural vs. artificial
Colorful vs. dull
Dark vs. light
Organic vs. blocky
Closed vs. open
Ominous vs. friendly
Noisy vs. quiet
Cloudy vs. sunny
Barren vs. alive

So to me it seems like if we have a window opening to the outside in every art room, then no matter what feel we give that room, the atmosphere would always be invaded by the feel of the world outside of the art museum--So if the atmosphere of a room was primitive, artificial, dark, ominous, dull, and closed with purple and blue-purple lights and a color cast of dark greys and dark blues...and then if there was a window open on the end wall showing an open, colorful, alive, natural, bright, peaceful scene outside with a palette of greens or reds or whatever and natural yellow/white sunlight pouring in through the window...well, it would be like a serving of green beans with whipped cream on top! :lol: Or like having an imager which showed a picture of jungly Negilahn in every pod, whether the theme was desert, ice, or dark waters.

Re: Explorer Restoration Center

Posted: Thu Apr 24, 2008 11:36 am
by teedyo
The gist of what I'm getting from people's comments is something like an outer promenade with its outside walls made of glass. The inner wall would be solid and at the center(inside this wall) would be where the display areas are. It may be cool to have the top-most level completely encased in glass to house a local, 'natural' exhibit.

disclaimer: My gist may have myst because I lurk on this list.

Re: Explorer Restoration Center

Posted: Thu Apr 24, 2008 2:19 pm
by Vagwen
Why, oh why did I stop checking this thread? I just read through nine pages! That said... I have some ideas!:D

If we want a glass room kind of thing at the front of the museum, what about a rectangular kind of lobby area with one solid wall, in which it would be open, light, and we could put posters and things advertising the different exhibits that were behind the solid wall. Lots of museums have some sort of entry way, and I think that's a good use to put it to.:) I'll have an image of what I mean drawn out in a bit... Give me an hour or so, and I can do it at this moment. :D

I had another idea, but I don't know how well it fits in... It might fit in with the stepping-down-a-level thing that was suggested before for the pavilion. I'll draw up a sketch of that too.

Edit: Here's my first idea:
Show Spoiler

The colors of the building may be a little off, but this is my idea. The door in the purple-ish wall leads to different exhibits and things. Not sure if this lines up with other concepts, though, so tell me what needs to be changed. :)

Re: Explorer Restoration Center

Posted: Fri Apr 25, 2008 12:47 am
by ABguy
I can draw whatever you want. The more challenging the better. IMO