Didn't see this til now - my mistake. Those look really good! While he does have some other great stuff, I think that particular picture looks best for a really gritty-looking colony. (love that gritty feel.)
And maybe we'll see some colony content this month - if not with visuals, then at least with options and things to do on the surface - ship repairs, ship purchasing, etc.
Which reminds me. Am I the only one that thinks the current stations are far too small? They wouldn't house a single ship at the size we commonly see.
Post
Mon Aug 25, 2014 11:29 am
#47
Re: Colony Visual Design Concepts
I saw this today and thought of this thread. I read "gorgeous" "render" "alien planets", and I thought: I know just the crowd for this!
Gorgeous renders look like alien planets or Minecraft worlds
In all seriousness, I don't know how relevant this is, but maybe with a few tweaks something like this could be used to depict colonies on the planet surface during landing sequence images.
Enjoy!
Gorgeous renders look like alien planets or Minecraft worlds



Enjoy!
Post
Mon Aug 25, 2014 11:54 am
#48
Re: Colony Visual Design Concepts
That reminds me of needle ice. I took this picture of it once:
really weird stuff.
Post
Mon Aug 25, 2014 12:39 pm
#49
Re: Colony Visual Design Concepts
Funny -- for me, the "gorgeous renders" don't look like planets. They look like parasitic growths on a asphalt highway. (The depth-of-field effect is for close-ups, not for big objects seen from very far away.)
The colors are interesting, though, and could inspire some plant life on othef worlds in LT that's very unlike our real-world Earth plants. I wouldn't object to that.
The colors are interesting, though, and could inspire some plant life on othef worlds in LT that's very unlike our real-world Earth plants. I wouldn't object to that.
Post
Mon Aug 25, 2014 12:52 pm
#50
Re: Colony Visual Design Concepts
They look the same to me. It first I thought they were fungi or something...Flatfingers wrote:Funny -- for me, the "gorgeous renders" don't look like planets. They look like parasitic growths on a asphalt highway. (The depth-of-field effect is for close-ups, not for big objects seen from very far away.)
The colors are interesting, though, and could inspire some plant life on othef worlds in LT that's very unlike our real-world Earth plants. I wouldn't object to that.

Post
Tue Aug 26, 2014 9:23 am
#51
Re: Colony Visual Design Concepts
Yeah, I agree that these particular renders look more microscopic than anything, but the idea was more to take inspiration from other procedural-type images. I think with some minor modifications in presentation, they could easily fit on the surface of a planet. On second thought, more than cities, these make me want planets with a "crystalline" biome. Imagine a whole planet that looks like the fortress of solitude 

Post
Tue Aug 26, 2014 9:37 am
#52
Re: Colony Visual Design Concepts
I made this a while back in under five minutes... simple stuff. It's just really tall greebles.
If you added a texture to them instead of just a material, then a few other minor details, it might look really good. The polycount was pretty low, too. Of course you'd probably want to tweak it more than that - the buildings look kind of tall/crowded. But at least it shows it's easy enough to procedurally generate city landscapes.

Post
Tue Aug 26, 2014 10:04 am
#53

Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
Re: Colony Visual Design Concepts
I love this! Greebles make everything better! Chances are, this is the type of stuff Josh would love. It not only re-uses greebling, but it applies it to something very novel for city landscapes.Talvieno wrote:I made this a while back in under five minutes... simple stuff. It's just really tall greebles.If you added a texture to them instead of just a material, then a few other minor details, it might look really good. The polycount was pretty low, too. Of course you'd probably want to tweak it more than that - the buildings look kind of tall/crowded. But at least it shows it's easy enough to procedurally generate city landscapes.

Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
Post
Tue Aug 26, 2014 3:11 pm
#54
Re: Colony Visual Design Concepts
In the same vein, did I already mention my (already 10+year old! had to work with hardware of that time) procedural city generator?





Post
Wed Aug 27, 2014 5:26 pm
#55

If you're trying to fill the multiverse, and you're not willing to consider the entire creative output of humanity as a starting point, you're wasting your time.
Re: Colony Visual Design Concepts
My ideal colony image would be a bit complex, and I wouldn't expect it anyways. However, colonies, as seen from space, should look something like this



If you're trying to fill the multiverse, and you're not willing to consider the entire creative output of humanity as a starting point, you're wasting your time.
Post
Wed Aug 27, 2014 5:40 pm
#56
Re: Colony Visual Design Concepts
A fiery explosion with pieces of shrapnel flung into space? I love it! 

Post
Wed Aug 27, 2014 7:23 pm
#57

If you're trying to fill the multiverse, and you're not willing to consider the entire creative output of humanity as a starting point, you're wasting your time.
Re: Colony Visual Design Concepts
No, well, sortof. That is the launch of a space shuttle, as seen from the space station.Talvieno wrote:A fiery explosion with pieces of shrapnel flung into space? I love it!

If you're trying to fill the multiverse, and you're not willing to consider the entire creative output of humanity as a starting point, you're wasting your time.
Post
Thu Aug 28, 2014 12:55 am
#58
Re: Colony Visual Design Concepts
"What's a space shuttle?" he asked, in tones of extreme irritation.Hyperion wrote:That is the launch of a space shuttle, as seen from the space station.

Post
Thu Aug 28, 2014 9:02 am
#59

Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
Re: Colony Visual Design Concepts
This has got to be one of the best images I've ever seen. That looks so freaking epic.Hyperion wrote:My ideal colony image would be a bit complex, and I wouldn't expect it anyways. However, colonies, as seen from space, should look something like this
Spoiler: SHOW

Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
Post
Thu Aug 28, 2014 9:18 am
#60

For a game other than LT, I'd love it, but we don't have thruster smoke in LT, and I doubt we're going to be attaching large tanks of fuel to our ships to get them into space... cool as that would be.
Re: Colony Visual Design Concepts
I know. I thought I'd make a joke... which apparently failed miserably.Hyperion wrote:No, well, sortof. That is the launch of a space shuttle, as seen from the space station.Talvieno wrote:A fiery explosion with pieces of shrapnel flung into space? I love it!

For a game other than LT, I'd love it, but we don't have thruster smoke in LT, and I doubt we're going to be attaching large tanks of fuel to our ships to get them into space... cool as that would be.