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Terasology Art Meeting Sept 15 2012

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Sep 15th, 2012
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  1. 12:05:21 PM - Nym_Traveel: anyone wants to start a bit earlier? :)
  2. 12:06:05 PM - Cervator: sounds like we have plenty of people, anyway - glasz you around?
  3. 12:06:47 PM - miniME89: its is 17 gmt+1
  4. 12:06:47 PM - Eleon: i could start jet
  5. 12:06:48 PM - miniME89: currently
  6. 12:06:54 PM - Cervator: i'm figuring basilix won't make it since he took off to his university and is probably still making it, Perdemot isn't here and might make it, dunno
  7. 12:07:53 PM - Nym_Traveel: for me the earlier, the better ;)
  8. 12:08:12 PM - glasz: hey
  9. 12:08:20 PM - Nym_Traveel: hi glasz
  10. 12:08:21 PM - Eleon: hey
  11. 12:08:46 PM - Cervator: there he is :-)
  12. 12:10:42 PM - Eleon: Okay let start
  13. 12:10:44 PM - Cervator: i have 22 pages of forum convos, that's kinda scary
  14. 12:11:31 PM - RampageMode: so the meeting is now?
  15. 12:11:52 PM - Cervator: does anybody need to leave early after realizing how the timezones work out?
  16. 12:12:06 PM - Eleon: :D
  17. 12:12:19 PM - Cervator: i guess in theory it starts in 48 minutes, but if we've got mostly everybody and some people need to leave, then maybe
  18. 12:12:20 PM - Nym_Traveel: i think i might not be there at 6pm gmt^^
  19. 12:12:39 PM - Nym_Traveel: 6pm gmt is in 1h 48 min ;)
  20. 12:12:54 PM - Cervator: oh, that late then - that was my initial calculation
  21. 12:13:01 PM - glasz: i have no objections in starting now since i had the gmt mixed up anyway
  22. 12:13:07 PM - Cervator: cool
  23. 12:13:14 PM - Nym_Traveel: me 2
  24. 12:13:26 PM - Cervator: i'm going to get a drink real quick, brb
  25. 12:13:37 PM - Cervator: meetings make me thirsty!
  26. 12:14:37 PM - Eleon: Did we wait or start ?
  27. 12:14:46 PM - RampageMode: i dont care
  28. 12:15:06 PM - glasz: lets wait for cervator at least :)
  29. 12:15:32 PM - Eleon: okay ill be right back in one minut
  30. 12:16:38 PM - Cervator: yeah we'll start in a minute then :-)
  31. 12:16:52 PM - Cervator: glasz you want to run this thing or should i? :-)
  32. 12:17:05 PM - glasz: i'd rather you do it :)
  33. 12:17:07 PM - Eleon: im back
  34. 12:17:14 PM - Cervator: i guess it would also help if we had a bunch of links to some of the art pieces
  35. 12:17:15 PM - Cervator: okay
  36. 12:18:06 PM - Cervator: i wonder if there's an easy way to group up all the images
  37. 12:18:52 PM - Cervator: and right, now that i check Perdemot won't make it anyway
  38. 12:20:08 PM - Cervator: alright
  39. 12:20:18 PM - Cervator: so is anybody not sure what we're here to go over? :-)
  40. 12:20:30 PM - Eleon: ME
  41. 12:20:37 PM - RampageMode: i have absolutely no idea :D
  42. 12:20:47 PM - Cervator: i'm figuring maybe, so in short it is a follow-up to the http://forum.movingblocks.net/threads/unified-graphic-style.343/ discussion from a while back
  43. 12:20:57 PM - Cervator: which was about what sort of style we should be aiming for as a group
  44. 12:21:18 PM - Cervator: back then, like i put in the event thread, we had all of three main pieces of art
  45. 12:21:19 PM - RampageMode: ok
  46. 12:21:33 PM - Cervator: Glasz's "Jake the Dwarf" - very smooth, main distinction is the disjointed limbs approach which has been put to good use on more models since
  47. 12:21:33 PM - Cervator: @An'W 's unnamed dwarf - higher detail, distinctly "pixelated" style, very blocky
  48. 12:21:33 PM - Cervator: @eleazzaar 's cubic critters - moderate detail, mainly distinct from more detailed and less blocky textures (but still nice and simple, cartoony style)
  49. 12:21:41 PM - Cervator: http://albhertglasz.deviantart.com/gallery/35972664?offset=24#/d4spzk5
  50. 12:21:44 PM - Cervator: http://forum.movingblocks.net/attachments/basicdwarfsheet-png.206/
  51. 12:21:49 PM - Cervator: http://forum.movingblocks.net/attachments/critters-jpg.158/
  52. 12:22:01 PM - Cervator: now we have lots of art
  53. 12:22:11 PM - Cervator: and lots of it differs a lot :D
  54. 12:22:27 PM - Cervator: my favorite example is basilix's cactus: http://forum.movingblocks.net/attachments/0001-png.533/
  55. 12:23:10 PM - Cervator: which is a non-blocky plant creature, while before we had mostly blocky creatures and outright block plants (either cactus or small 2D billboard plants)
  56. 12:23:44 PM - Cervator: so the thought is - how do we make all this good stuff fit together in the game
  57. 12:24:01 PM - Cervator: and what do all you artists think of the various styles and how they would fit together
  58. 12:24:14 PM - RampageMode: will it blend? :D
  59. 12:24:20 PM - Cervator: yeah, that :-)
  60. 12:24:25 PM - Cervator: this is where i'm at a bit of a loss as a non-artist
  61. 12:24:46 PM - Cervator: i can make theoretical statements but don't really think of myself as very authoritative on the topic
  62. 12:25:16 PM - Cervator: personally i like the idea of staying blocky, but at a higher detail level than MC, for a quick comparison
  63. 12:25:44 PM - Cervator: especially because one day we might be able to have users *create models* in-game by simply building a big model out of blocks then shrinking it down some and giving it life
  64. 12:26:03 PM - RampageMode: do you mean we use only 90° corners?
  65. 12:26:04 PM - Nym_Traveel: so something like the cubeworld models?
  66. 12:26:26 PM - Eleon: In my opinion we should make block and take for example a minecraft texturepack to lock how the textures look like
  67. 12:26:30 PM - Cervator: i dunno how difficult stuff how bones, animations, etc would be, or if you could actually use "bone blocks" to partially give the model a sensible skeleton
  68. 12:26:55 PM - Cervator: Rampage: Yes and no, we could possibly use slopes too? But no major roundedness maybe?
  69. 12:27:05 PM - Cervator: Nym: Yeah, maybe, let me check ...
  70. 12:27:29 PM - glasz: sekeleton combination might be trickier that it seems, need to be tested
  71. 12:27:29 PM - Cervator: Eleon: Also a good idea, haven't looked at a lot of texture / creature packs for MC
  72. 12:28:07 PM - Cervator: if you look at eleazzaar's critters you'll see a few rare non-blocky features like teeth: http://forum.movingblocks.net/attachments/critters-jpg.158/
  73. 12:28:26 PM - Eleon: If we have one example texture pack we have an art style to orientate at.
  74. 12:28:43 PM - Cervator: and maybe slightly non-cubic legs (one end larger than another) - subtle stuff like that is what IMHO wouldn't stick out much
  75. 12:29:04 PM - RampageMode: i have to admit, i have never rigged sth or used the bone system
  76. 12:29:53 PM - Cervator: quick Cubeworld example: http://wollay.blogspot.com/ - i'm not sure if they're too blocky with voxel coloring
  77. 12:30:06 PM - Cervator: the idea of expressive face textures struck me as interesting back when it was brought up
  78. 12:30:51 PM - RampageMode: but eleazzars creatures are really blocky, we have to add some details
  79. 12:30:51 PM - Eleon: I´m justly trieing to use bones its not very hard. so i may can uplode an minecraft human with bones
  80. 12:31:12 PM - RampageMode: would be good :D
  81. 12:32:18 PM - Cervator: RampageMode: when you say blocky you mean too few polygons/faces vs some of the other models?
  82. 12:32:40 PM - Cervator: since one thing that sticks out on those critters is the sue of textures to add some simple cartoony features on otherwise flat surfaces
  83. 12:32:48 PM - Cervator: use*
  84. 12:33:23 PM - Nym_Traveel: do we want such cartoony looks?
  85. 12:33:29 PM - Cervator: dunno, do we? :-)
  86. 12:33:31 PM - RampageMode: that could be cool
  87. 12:34:03 PM - RampageMode: so we can reduce our discussion on blocky cartoon or that other game
  88. 12:34:09 PM - Cervator: i'm beginning to wonder about putting up a permanent poll sticky in the forum on a couple directional items, one being art style, if we can shape the right options into a poll, anyway
  89. 12:34:12 PM - RampageMode: cube world or however its named
  90. 12:34:41 PM - RampageMode: poll sounds like a good idea
  91. 12:34:42 PM - Cervator: might go well with the idea of aligning images of all our existing art on a graph with level of detail / blockiness / cartoony-ness or something
  92. 12:34:43 PM - Nym_Traveel: as i watch the current development on the lore we definately will have some steampunk things into it - those will need some more details in texture
  93. 12:34:54 PM - Cervator: yeah, good point Nym
  94. 12:35:02 PM - Cervator: and Steampunk does tend to like circles -_-
  95. 12:35:18 PM - RampageMode: :'(
  96. 12:35:31 PM - Eleon: where can i upload an .blend file ?
  97. 12:35:42 PM - RampageMode: dropbox
  98. 12:35:56 PM - Nym_Traveel: what about having nearly just primitives, could also lead to some user friedly modeling
  99. 12:36:24 PM - Nym_Traveel: so allow creatures that are made of cubes, tubes, rings, pyramides etc
  100. 12:36:43 PM - Cervator: ping begla_afk Double_A glasz KaiKratz miniME89 McTest - if any of you have some feedback and ideas :-)
  101. 12:36:47 PM - RampageMode: also a nice idea
  102. 12:37:32 PM - Cervator: triangles would probably be easy, you could model with cubes as vertices or something
  103. 12:37:33 PM - Double_A: soo im back
  104. 12:37:38 PM - Double_A: have i missed something?
  105. 12:37:44 PM - Eleon: yes
  106. 12:37:44 PM - Cervator: scroll up D:
  107. 12:37:46 PM - Cervator: :D
  108. 12:37:53 PM - RampageMode: i think we should make a forum poll between the ideas
  109. 12:37:58 PM - Nym_Traveel: the characteristica of gears i would leave to texture, as they would need some serious amount of polys
  110. 12:38:06 PM - RampageMode: and maybe have to cut down that lore thing
  111. 12:38:14 PM - RampageMode: sure
  112. 12:38:52 PM - RampageMode: what about very simple models w/ cartoon steampunk textures?
  113. 12:39:09 PM - glasz: i thought i pinged supersnar about the meeting but not sure, it would be good i gave us examples of creatures he had in mind
  114. 12:39:25 PM - glasz: he gave us*
  115. 12:39:26 PM - miniME89: i personally would say we should have a more detailed look than minecraft, we already have the better graphics i would say (fancy effects and stuff) so more detailed models would probably fit in. I also would say don't limit stuff to be blocky. If a sphere/circle >fits in< than it can be added. (Just my opinion)
  116. 12:39:39 PM - Cervator: oh, hmm, wonder if i have his cell phone number, one min :D
  117. 12:39:58 PM - Nym_Traveel: i agree at minime89
  118. 12:40:22 PM - RampageMode: sounds good too
  119. 12:40:38 PM - Cervator: maybe "perfect" circles/spheres would fit in better for being exact geometry, but arbitrarily rounded stuff so-so ?
  120. 12:41:09 PM - Cervator: as in, a smooth mix between straight and round wouldn't fit as well with geometry?
  121. 12:41:38 PM - Nym_Traveel: just today i read through some comments on gronkh's lets test and half of them say: "wow, pre alpha and such great graphics, this has potential" - we should preserve that
  122. 12:41:49 PM - Cervator: yeah
  123. 12:42:21 PM - RampageMode: yeah
  124. 12:42:23 PM - RampageMode: :D
  125. 12:42:25 PM - glasz: we're working with triangles, perfectly smooth would be costly for no good reason i d say
  126. 12:42:28 PM - KaiKratz: whats up Cerv?
  127. 12:42:31 PM - RampageMode: im afk for ~20 min
  128. 12:42:45 PM - Nym_Traveel: i'm not very good at the technical stuff but in cinema 4d as you have parametric objects you can say render as perfect cube, is this possible in game, too?
  129. 12:42:58 PM - Nym_Traveel: and the cube should be a sphere, lol
  130. 12:43:13 PM - Cervator: i sent SuperSnark an email, dunno if he'll see it, i don't have his mobile # :-(
  131. 12:43:16 PM - Double_A: But isnt modelling only with primitives pretty hard?
  132. 12:43:25 PM - Cervator: KaiKratz: just wondering what your thoughts on art might be, if any :-)
  133. 12:43:28 PM - Double_A: I mean to get some decent looking design
  134. 12:43:42 PM - glasz: agreed with Double_A
  135. 12:43:44 PM - Double_A: that is abstract but still recognicible
  136. 12:43:50 PM - Double_A: what it should be
  137. 12:44:01 PM - KaiKratz: in what regatd Cerv?
  138. 12:44:23 PM - Cervator: what do you think about blocky vs cartoony vs realistic vs etc
  139. 12:44:55 PM - Eleon: blocky
  140. 12:45:11 PM - Eleon: or maybe all of them
  141. 12:45:12 PM - Cervator: Double_A & glasz: there's where your artists really need to drive the design, i have no clue what's easy or hard :-)
  142. 12:45:18 PM - Cervator: you*
  143. 12:45:26 PM - Double_A: a bit blocky...
  144. 12:45:28 PM - KaiKratz: hmm
  145. 12:45:35 PM - Double_A: but not necesseraly rectangular
  146. 12:46:01 PM - KaiKratz: well personally i like cell shaded games like the walking dead
  147. 12:46:04 PM - glasz: maybe we could ask the question this way : among the art done so far, do you see something that could be a good example of desired style? or anything that comes close
  148. 12:46:07 PM - Double_A: from my models I think the lion would be most fitting
  149. 12:46:20 PM - McTest has left the room (Quit: Page closed).
  150. 12:46:21 PM - Cervator: linky? i remember it, but not where it got posted :D
  151. 12:46:21 PM - KaiKratz: however i dont know if this would fit to the current look of TS
  152. 12:46:26 PM - Nym_Traveel: it will be somewhat difficult to model with primitives, but we have to unify it in some way
  153. 12:46:47 PM - Nym_Traveel: i'm still loving my werewolf polygonmonster ;D
  154. 12:46:56 PM - Cervator: linky :D
  155. 12:46:59 PM - KaiKratz: The blocky look should be reflected in models as well
  156. 12:47:42 PM - Nym_Traveel: http://forum.movingblocks.net/attachments/wip1-png.466/
  157. 12:47:44 PM - Nym_Traveel: the lion
  158. 12:48:29 PM - glasz: everybody, pick a model ;)
  159. 12:48:32 PM - Cervator: i'm open to just about anything, my two personal preferences (might be the same) are somewhat blocky and maybe doable in-game to make basic/primitive models (that you then could enhance separately in Blender)
  160. 12:48:33 PM - Double_A: maybe the head is already to much detailed
  161. 12:48:35 PM - Nym_Traveel: oops, one step further lion: http://forum.movingblocks.net/attachments/wip2-png.467/
  162. 12:48:53 PM - Cervator: yeah i like the lion :-)
  163. 12:49:02 PM - miniME89: your lion could also be used as a dachshund :P
  164. 12:49:14 PM - miniME89: depends on the size
  165. 12:49:15 PM - miniME89: ^^
  166. 12:49:25 PM - Cervator: :D
  167. 12:49:29 PM - Double_A: here are my other things http://p3d.in/u/Double_A
  168. 12:49:40 PM - Double_A: but maybe they are too detailed
  169. 12:49:45 PM - Double_A: especially the skeletor..
  170. 12:49:58 PM - Cervator: oh neat, a summary view
  171. 12:50:45 PM - Eleon: This is the style i prefere http://forum.movingblocks.net/attachments/basicdwarfsheet-png.206/
  172. 12:51:14 PM - Cervator: i kinda like the skeleton, i'd actually say the chicken might be the one further off the detail scale, especially textured
  173. 12:51:25 PM - Cervator: it actually looks like a *real* chicken :D
  174. 12:51:56 PM - Nym_Traveel: this is just the texture size, we have to see what size we can handle
  175. 12:52:08 PM - Cervator: i like that dwarf too, i guess it is a little like the cube world style
  176. 12:52:19 PM - miniME89: i also like the skeleton, blocky but detailed.
  177. 12:52:25 PM - Cervator: but ... taller, if that makes sense, cubeworld is so short and stubby
  178. 12:52:35 PM - Nym_Traveel: the dwarf definately is cool
  179. 12:53:04 PM - Nym_Traveel: i just wanted to throw something in: what happens if we divide the graphic style?
  180. 12:53:27 PM - Nym_Traveel: so make one culture blocky (which fits best) and the other just lowpoly
  181. 12:53:29 PM - Cervator: skeleton also reminds me that the p3d site models have some sort of smoothing enabled on the models, right? in reality they may be slightly blockier?
  182. 12:53:39 PM - glasz: yes
  183. 12:53:42 PM - Double_A: yes
  184. 12:53:49 PM - Double_A: you can enable wireframe
  185. 12:53:55 PM - Double_A: so see the edges better
  186. 12:54:03 PM - Cervator: Nym_Traveel: that's a possibility, i think that was brought up in the past two, with the evil "angulons" made of all sharp edges ;-)
  187. 12:54:33 PM - Nym_Traveel: that would be cool
  188. 12:54:55 PM - Cervator: aha, under shader selection, got it, neat
  189. 12:55:05 PM - Double_A: i dont really like that... inconsistence :-/
  190. 12:55:29 PM - Cervator: differently styled races?
  191. 12:55:39 PM - Double_A: yes
  192. 12:55:45 PM - Cervator: i figure it could make sense under some (more dramatic) circumstances
  193. 12:55:47 PM - Nym_Traveel: :(
  194. 12:56:03 PM - Cervator: who made the elemental again? i forgot if there's a link to it
  195. 12:56:11 PM - glasz: basilix
  196. 12:56:14 PM - Double_A: elemental?
  197. 12:56:23 PM - Cervator: shucks, he's not around
  198. 12:56:24 PM - glasz: if i see wich one you mean
  199. 12:56:37 PM - Nym_Traveel: what is more dramatic as a steampunk culture vs enhanced ueberhumans ;)
  200. 12:57:03 PM - Cervator: he made a sort of elemental model where different segments were just meant to circle around a central crystal heart
  201. 12:57:29 PM - Cervator: compare that to a sheep - and i could see those two following different fundamental styles?
  202. 12:57:46 PM - Eleon: i think the blocky thinks is good at drafws but not et elves so yes we should make differt styles
  203. 12:59:19 PM - Cervator: here's SuperSnark's hippy shaman elfie: http://forum.movingblocks.net/threads/player-npcs-models.527/#post-5232
  204. 1:00:45 PM - Double_A: i like that style
  205. 1:00:59 PM - Nym_Traveel: he could be very easily modeled at a lowpoly rate
  206. 1:01:04 PM - Nym_Traveel: agree to that
  207. 1:01:36 PM - Double_A: but doenst have detached limbs...
  208. 1:01:58 PM - Cervator: just take out his knee-caps, mob style :D
  209. 1:02:01 PM - Cervator: he'll conform
  210. 1:02:08 PM - Nym_Traveel: do we overthink this decision?
  211. 1:02:18 PM - Nym_Traveel: lol
  212. 1:02:19 PM - Cervator: probably, humans are good at overthinking
  213. 1:03:10 PM - Eleon: which desision?
  214. 1:03:16 PM - Cervator: art style
  215. 1:03:30 PM - Nym_Traveel: with detached legs, arms etc
  216. 1:03:34 PM - glasz: detached limb is not a necessity, and can be canceld from now on if you artists prefer
  217. 1:03:54 PM - Cervator: i like detached now and understand it'll help with animations
  218. 1:04:05 PM - Cervator: we might need to get more consistent with *how* detached
  219. 1:04:16 PM - Double_A: yeah it was good... a unique style
  220. 1:04:33 PM - Nym_Traveel: unique, excluding the rayman series ;)
  221. 1:04:38 PM - Double_A: ^^
  222. 1:04:40 PM - Cervator: the lion, for instance, seems about right IMHO - the skeleton might have a little too far distance between some limbs?
  223. 1:05:14 PM - Cervator: http://forum.movingblocks.net/attachments/wip2-png.467/ vs http://p3d.in/erv2Q
  224. 1:05:35 PM - Cervator: might just be the legs?
  225. 1:05:57 PM - Double_A: hmm yes
  226. 1:06:23 PM - Double_A: maybe humanoid models should be more detailed
  227. 1:07:42 PM - Cervator: i'm flipping through some more models
  228. 1:07:58 PM - Double_A: btw the lions is a bit wrong... the leg cut was supposed to be at the knee. Now its a bit above that
  229. 1:08:22 PM - Double_A: because otherwise animations look strange
  230. 1:08:49 PM - Cervator: ahh
  231. 1:09:03 PM - Nym_Traveel: i fear that the legs will look strange if you lower the upper end
  232. 1:09:25 PM - Cervator: hmm, tricky
  233. 1:09:46 PM - Cervator: where's that pony hiding ...
  234. 1:10:09 PM - Cervator: http://www.youtube.com/watch?feature=player_embedded&v=9X0Yk-S9Sjo
  235. 1:10:59 PM - Cervator: glasz - how would you say the difficulty was with the pony model and its animations?
  236. 1:11:18 PM - Cervator: and maybe vlad? http://www.youtube.com/watch?v=AWqAMuemIX4&feature=relmfu
  237. 1:12:02 PM - glasz: it was a straight forward animation, just imagine invisibles bones linking the detached part, the skeleton structure is a simplified regular horse skeleton
  238. 1:12:09 PM - Cervator: and for those who haven't seen it: http://www.youtube.com/watch?NR=1&feature=endscreen&v=Hg6_jHSdlls
  239. 1:12:18 PM - Cervator: (Jake the dwarf, walking)
  240. 1:13:17 PM - Josh_: :P
  241. 1:13:26 PM - Cervator: heya
  242. 1:13:33 PM - Josh_: Hey
  243. 1:14:02 PM - Josh_: But, that animation wont be in-game until someone works on the animations correct? O_o
  244. 1:14:10 PM - Cervator: which is happening :-)
  245. 1:14:25 PM - Cervator: i haven't caught up with the forum yet but Immortius is working on skeletal mesh animations
  246. 1:15:00 PM - Josh_: DId the combat system get upgraded?
  247. 1:15:05 PM - Josh_: yet
  248. 1:15:09 PM - RampageMode: im back
  249. 1:15:25 PM - Cervator: alright, since things are quieting down - we probably still don't have the exact style details nailed down yet, but we can put that poll on the forum to get a better over-time feel for it
  250. 1:15:27 PM - Cervator: wb
  251. 1:15:33 PM - Cervator: Josh_ no, still pending
  252. 1:16:05 PM - Cervator: trying to think of what options to put in a poll, let me check real quick if we can do multiple selections
  253. 1:16:19 PM - glasz: http://blobisme.free.fr/junk/Capture-1.png if it can help figure things out
  254. 1:16:37 PM - Cervator: oh neat
  255. 1:17:12 PM - Double_A: What About Armor and stuff?
  256. 1:17:26 PM - Cervator: so am i seeing it right in that pony being sort of the opposite of the lion? the legs are shorter, yet the knees are higher?
  257. 1:17:30 PM - Cervator: Double_A:
  258. 1:17:33 PM - Cervator: no clue yet
  259. 1:17:37 PM - Double_A: will there be one version of each for every different char ?
  260. 1:18:13 PM - Cervator: just changing textures would be easy, but maybe we want more of a challenge than that
  261. 1:18:53 PM - Double_A: but if the models are very detailed... just changing texture would be strange
  262. 1:19:16 PM - Cervator: polls have have multiple choice, so i guess i could put in some yes/no type questions per topic
  263. 1:19:17 PM - Cervator: true
  264. 1:19:35 PM - Josh_: Flaming Pony
  265. 1:19:40 PM - Josh_: ftw
  266. 1:21:39 PM - Cervator: working on poll options now
  267. 1:21:48 PM - Cervator: will take some time and i should probably post a bunch of examples
  268. 1:21:55 PM - Double_A: I also think that we have too many models right now...
  269. 1:22:14 PM - Cervator: as in, take a few of them to a finished state and make them work in-world?
  270. 1:22:18 PM - RampageMode: i reread the stuff u discussed while i was afk, i think the diferent cultures with diferent styles a good idea, but would make the game look like patchwork
  271. 1:22:24 PM - Double_A: we should decide for a few important, general creatures and concentrate on them
  272. 1:22:56 PM - glasz: comes with the game universe i d say
  273. 1:23:27 PM - Double_A: yeah but e.g. a sheep
  274. 1:23:38 PM - Double_A: and some normal main character
  275. 1:23:48 PM - Double_A: and some kind of monster
  276. 1:23:51 PM - Double_A: to start with
  277. 1:24:23 PM - Cervator: aw man i only get 10 poll options :P
  278. 1:24:30 PM - Josh_: Cervator, Register here so I can get more points then buy Guildwars 2
  279. 1:24:31 PM - Josh_: http://www.points2shop.com/?ref=Joshy426
  280. 1:24:33 PM - Josh_: :D
  281. 1:24:42 PM - Cervator: hah :D
  282. 1:25:04 PM - Josh_: I need like 5000 more points lol
  283. 1:25:18 PM - Josh_: I only have like 560
  284. 1:27:01 PM - Cervator: so i'm going to do 5 poll options - blockiness, limbs, culture, poly detail, texture detail - how's that? will that cover most the options?
  285. 1:27:23 PM - Nym_Traveel: what's up with the culture option?
  286. 1:28:04 PM - Cervator: that's the one about how widely different cultures can diverge from the average style, so to say
  287. 1:28:23 PM - Cervator: angulons vs roundons
  288. 1:29:48 PM - Nym_Traveel: kk
  289. 1:31:34 PM - Cervator: http://forum.movingblocks.net/threads/poll-artistic-style.588/
  290. 1:31:45 PM - Cervator: how's that? before anybody votes, how do the options look?
  291. 1:32:07 PM - Cervator: i'll get some examples up later to make the options more meaningful / tied to actual models/images/concepts
  292. 1:32:24 PM - glasz: nice, and yes examples will help
  293. 1:32:51 PM - Cervator: i'll work on those, might take a little while :-)
  294. 1:32:59 PM - glasz: :)
  295. 1:33:43 PM - Nym_Traveel: nice :)
  296. 1:34:03 PM - Cervator: hmm, wonder if you can't change your mind later
  297. 1:36:01 PM - Cervator: yeah nobody vote just yet, i might look for an addon that'll allow vote changing or something, which may mean i'll delete and recreate the poll :-)
  298. 1:36:59 PM - Cervator: anyway, i guess that'll be it for now, two remaining questions from me:
  299. 1:37:37 PM - Cervator: 1) Anybody want to volunteer to dig up allll the main art examples and put them in a single image sorted by whatever two qualities that make the most sense?
  300. 1:37:50 PM - Cervator: 2) Anybody want to be a GUI designer for miniME89? :D
  301. 1:39:26 PM - glasz: have to reboot bbl
  302. 1:41:49 PM - miniME89: yea, need someone for designing the GUI, layout of the screen, making textures and such things
  303. 1:42:18 PM - Cervator: we practically got started on a discussion like this one just for how to position GUI elements - heck, i could make a poll like that too ;-)
  304. 1:42:33 PM - Cervator: wb
  305. 1:43:00 PM - Nym_Traveel: g2g now :(
  306. 1:43:07 PM - Nym_Traveel: see you :)
  307. 1:43:21 PM - miniME89: k bye
  308. 1:43:22 PM - Gooey: Uh, I can hear the voices calling me...see ya
  309. 1:43:28 PM - RampageMode: bye
  310. 1:43:29 PM - Gooey: À voir!
  311. 1:43:48 PM - Cervator: see ya Nym :-)
  312. 1:43:50 PM - miniME89: maybe a forum thread would be nice, yea for everyone who want to contribute to the GUI layout/design
  313. 1:43:51 PM - Nym_Traveel: oh, btw: shall we make a world generation meeting sometimes soon?
  314. 1:44:16 PM - Cervator: sounds reasonable if the involved people are interested - i'd be in :-)
  315. 1:44:28 PM - Nym_Traveel: fine
  316. 1:44:35 PM - Cervator: we could work out the different layers in the process some more
  317. 1:49:00 PM - RampageMode: one question: we redo all the models, after the poll? and then start with some few basic cretures? is this right?
  318. 1:50:58 PM - Cervator: well, i think art style will be a longer process and the poll will mainly help give direction for art - if some authors would like to tweak existing work to fit that better then that might be nice, i don't think we'll just restart everything :-)
  319. 1:51:15 PM - Cervator: but we should probably pick a few central models that fit well and push for having them made functional in-game first
  320. 1:52:14 PM - RampageMode: ok sounds like a plan
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