Still surprises me what people are capable of doing with Gmod, even after all these years. Rather cool indeed.
Lovely!
Beautiful. Giving me some Uncharted 2 feels.
Awesome. Digging the rock formations.
I also love the title.
Can't tell what exactly is wrong, but I notice that every time I see CK works, VIoxtar and others, everything seems to be fine, but only in terms of technical side of scenebuilds, like lights, shadows, overall building details, but that's it. All of that should be used not just to make a scenebuild but bigger in terms of art. Most of scenebuilds I see look without an artistic value, an unique touch, resonating with a viewer, make a scenebuild not just another ordinary work. Anyway I can be wrong, it's hard to explain, and don't get me wrong I'm not trying to say that I'm better.
[QUOTE=Caste;51953315]Can't tell what exactly is wrong, but I notice that every time I see CK works, VIoxtar and others, everything seems to be fine, but only in terms of technical side of scenebuilds, like lights, shadows, overall building details, but that's it. All of that should be used not just to make a scenebuild but bigger in terms of art. Most of scenebuilds I see look without an artistic value, an unique touch, resonating with a viewer, make a scenebuild not just another ordinary work. Anyway I can be wrong, it's hard to explain, and don't get me wrong I'm not trying to say that I'm better.[/QUOTE]
Appreciate the honest feedback. Could you perhaps provide an example of what you mean (perhaps with what you'd do to improve it)? I too sometimes feel I may only be scratching the surface in that regard, and would like to improve.
[QUOTE=Caste;51953315]Can't tell what exactly is wrong, but I notice that every time I see CK works, VIoxtar and others, everything seems to be fine, but only in terms of technical side of scenebuilds, like lights, shadows, overall building details, but that's it. All of that should be used not just to make a scenebuild but bigger in terms of art. Most of scenebuilds I see look without an artistic value, an unique touch, resonating with a viewer, make a scenebuild not just another ordinary work. Anyway I can be wrong, it's hard to explain, and don't get me wrong I'm not trying to say that I'm better.[/QUOTE]i wouldn't apply any of this to Vioxtar's work - his scenes, in addition to being extremely impressive technique-wise, also manage to tell their stories and/or conjure up new ones in the viewer's mind.
[QUOTE=VIoxtar;51953468]Appreciate the honest feedback. Could you perhaps provide an example of what you mean (perhaps with what you'd do to improve it)? I too sometimes feel I may only be scratching the surface in that regard, and would like to improve.[/QUOTE]
First what I noticed, in case if you make a random scenebuild, using the same ragdolls over and over again or using ragdolls that everybody use, which makes a scenebuild automatically lose its uniqueness. Same applies to props, any kind of props, they shouldn't be used and put into a scenebuild just because you want to use them (for example that green tree with rocky ground on the right side, I've seen them hundreds of times, CK used them as the way they are, but if you look at the right side or the middle, it looks very unique, the way he combined different props together), but using them in a combination with other props in order to achieve a new looking piece in your artwork and make it look unrecognizable (For that matter I tried to do custom made trees, just a bunch of grass or bush props that will look like a tree). For example, when CK released his ground props everybody began to use them as it is, it looks so obvious and recognizable so you think like Oh I know these props. [I]In this case it is very important[/I] [I]not to make scenebuilds look like they're factory-made.
[/I]I guess some people make scenebuilds just for fun, others more than that. I would use same props or ragdolls only to make viewers to think that scenebuilds are related to each other like they are from one fictional world or just a place, or they serve a certain theme, that would make sense.
[editline]13th March 2017[/editline]
[QUOTE=Joazzz;51953526]i wouldn't apply any of this to Vioxtar's work - his scenes, in addition to being extremely impressive technique-wise, also manage to tell their stories and/or conjure up new ones in the viewer's mind.[/QUOTE]
impressive, no doubt, I even envy him for his skills in editing. What I said maybe doesn't make his works look bad because they are from one common universe in which all kind of content exist, so he can use any kind of props or ragdolls from any kind of games as often he wants, no matter how often they repeat in every scenebuild, smart move. But not for me, I'd rather go different way.
Now that's a beauty!
[QUOTE=Caste;51953557]...[/QUOTE]the GMod community has finite resources. the vast majority of the userbase doesn't have the ability to create new unique-looking shit from scratch. the vast majority of those few who are capable of that wouldn't bother anyway because we already have truckloads of stuff to do things with and no-one is going to spend months making props for one scene in a program as ramshackle and primitive as the one we are dealing with. this isn't Unreal.
and YOU feel the need to complain about people not being ~super pro artists~ in a community of hobbyists who try to make artwork with a program that is, ultimately, a multiplayer do-anything sandbox game? a community where members also share the best assets with each other and then basically compete to see who can get the most out of them? get real.
what have i seen from you? forests, lakes and forested lakes, all using props from Source games and popular foliage packs, models we've all already seen dozens of times, and frankly the setups haven't been all THAT original either. have i complained? not once, because end result has looked so great. nothing else goddamn matters. we use what looks good to make shit that looks good, and to hell with your need for uniqueness.
if you can't appreciate a scene because you've seen a ground prop somewhere before in someone else's work, you really need to get over it, go see a shrink, or make your own scenes entirely from scratch and show the barbarian rabble that is us how real "art" done.
[QUOTE=Caste;51953557]First what I noticed is using the same ragdolls over and over again or using ragdolls that everybody use, which makes a scenebuild automatically lose its uniqueness. Same applies to props, any kind of props, they shouldn't be used and put into a scenebuild just because you want to use them (for example that green tree with rocky ground on the right side, I've seen them hundreds of times, CK used them as they are, but if you look at the rocks on the right side or in the middle, they look very unique, the way he combined different props together), but using them in a combination with other props in order to achieve a new looking piece in your artwork and make it look unrecognizable (For that matter I tried to do custom made trees, just a bunch of grass or bush props that will look like a tree). For example, when CK released his ground props everybody began to use them as it is, it looks so obvious and recognizable so you think like Oh I know these props. [I]In this case it is very important[/I] [I]not to make scenebuilds look like they're factory-made.
[/I]I guess some people make scenebuilds just for fun, others more than that. I would use same props or ragdolls only to make viewers to think that scenebuilds are related to each other like they are from one fictional world or just a place, that would make sense.
[editline]13th March 2017[/editline]
impressive, no doubt, I even envy him for his skills in editing. What I said maybe doesn't make his works look bad because they are from one common universe in which all kind of content exist, so he can use any kind of props or ragdolls from any kind of games as often he wants, no matter how often they repeat in every scenebuild, smart move. But not for me, I'd rather go different way.[/QUOTE]
Thanks for explaining. I'm not sure I understand the relation between reusing assets and delivering an artistic message that resonates with the viewer. I might be completely missing something however, so if you could elaborate more on that it'd help.
I agree it's important to try and set a scene as far as possible from recognizable assets, while using them to create something new that's yours. I try to do just that in my own scenes - I try to re-purpose nearly every model I work with - but perhaps not well enough. I guess there's always room for improvement and I will try and improve, although it's hard tbh. We're all bound to run out of models eventually, as non-modelling posers we gotta work with what we have. Luckily all my of pics belong to the same world, and as you said, it makes a bit more sense.
I know I re-use human ragdolls a lot, you're right. I usually see human characters as secondary additions to my pictures. I like to instead focus on environments, I find that environments tell a more precise story, and can invoke an emotion just as well as any other facial expression or human posture would. I see the delivery of an emotion via an environment as any artist's challenge worthy of taking. I don't think that re-using a human ragdoll makes a scenebuild automatically lose its uniqueness however.
Thanks, I appreciate your feedback.
[QUOTE=Joazzz;51954130]the GMod community has finite resources. the vast majority of the userbase doesn't have the ability to create new unique-looking shit from scratch. the vast majority of those few who are capable of that wouldn't bother anyway because we already have truckloads of stuff to do things with and no-one is going to spend months making props for one scene in a program as ramshackle and primitive as the one we are dealing with. this isn't Unreal.[/QUOTE]
yeah that's the point, with finite resources challenge yourself to make them look a bit different in a new way.
[QUOTE]and YOU feel the need to complain about people not being ~super pro artists~ in a community of hobbyists who try to make artwork with a program that is, ultimately, a multiplayer do-anything sandbox game? a community where members also share the best assets with each other and then basically compete to see who can get the most out of them? get real. what have i seen from you? forests, lakes and forested lakes, all using props from Source games and popular foliage packs, models we've all already seen dozens of times, and frankly the setups haven't been all THAT original either. have i complained? not once, because end result has looked so great. nothing else goddamn matters. we use what looks good to make shit that looks good, and to hell with your need for uniqueness.[/QUOTE]
I'm not complaining, I'm sharing my thoughts what I was thinking when I look at my scenebuilds and from others, I am not different from others and as I stated before I'm not trying to say that I'm better, everything I said above I have the same in my scenebuilds. I thought sharing those ideas with you guys would help to make improvements. As for nature kind of scenebuilds, this is what I prefer, and please read more closely because I was talking about making props/assets look different not scenebuilds in general.
[QUOTE]if you can't appreciate a scene because you've seen a ground prop somewhere before in someone else's work, you really need to get over it, go see a shrink, or make your own scenes entirely from scratch and show the barbarian rabble that is us how real "art" done.[/QUOTE]
man just keep your hostile replies to yourself.
[QUOTE=Joazzz;51954130]if you can't appreciate a scene because you've seen a ground prop somewhere before in someone else's work, you really need to get over it, go see a shrink, or make your own scenes entirely from scratch and show the barbarian rabble that is us how real "art" done.[/QUOTE]
I love you and the shit you do Joazzz, but you get way, WAY too defensive sometimes.
uh oh
great pic btw my dude
[QUOTE=Joazzz;51954130]you really need to get over it, go see a shrink[/QUOTE]
Fucking hell dude.
Huh. Well present drama aside I like the picture. It's calm. A little too sharp for my taste but i'm used to slathering everything in blur. Like Sgt. Doom said i'm happy to see people still put time and effort into making cool scenes like this
How do people do this using gmod? It's incredible
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