JediDefender.com Forums

Collecting => Customs Community and Group Projects => Customs => Celebration IV - Ultimate Group Project => Topic started by: Glassman6 on June 24, 2006, 03:18 PM

Title: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on June 24, 2006, 03:18 PM
I was asked by Phruby to be Group leader of Concept Art and Overall Design.

So i am asking all of you who have ideas in your head, and would like to help develop what this project will look like,  to sign up as part of the team.

Keep in mind, you dont have to be the "greatest artist in the world"  Rough Sketches are fine.
If you have an idea that you cant convey on paper, let us know and well work with you to make it so.

The more ideas/artist we have, the better this will work.  So sign ip folks and lets get this party started! :P

Those of you who have artistic talents, please join in!
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Ryan on June 24, 2006, 03:22 PM
I've got a few sketches made up already. I'm in. :)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CloneCommander1 on June 24, 2006, 05:13 PM
I'll try and do it, I'll have something soon.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Darth_Ennis on June 24, 2006, 10:10 PM
Im in for this Glass, Let me know what I can do to help. I ve got a couple of ideas.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on June 26, 2006, 11:30 AM
I'm just getting caught up on this.  I'll try to put together some sketches but I'm not sure what to work on yet.  How close are we to nailing down a basic concept?
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Famine on June 26, 2006, 01:42 PM
I promise I'll have a concept piece whipped up by early tommorow morning. I want to be sure my "Idea" that I have in my head can be understood by everyone. :)

Kevin
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CloneCommander1 on June 26, 2006, 06:14 PM
I have some concept art drawn, but I need o get it up here.  It'll be up by tonight.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on June 28, 2006, 11:26 AM
Ok guys. Here is the art team.

BrentS
Clone Commander 1
Darth Ennis
Glassman6
Joerhyno
Ryan

I was waiting in hopes a few more pople would join.
It will be our job to convey the ideas that are devopled Visually.

Its still early and nothing has been set in stone as far as concept,  so feel free to join in.

Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Joerhyno on June 28, 2006, 01:15 PM
Hey glass, you can count me in.. here's som ideas I posted in another thread...
WEll, I'm not good at stories or names or any of all that, so I'll just throw out a couple of ideas I had.  I also like the look of both Chewies and Glassmans drawings, though I'd like to see a little less forset and more rock/mountain land and grasslands on eachside of it, maybe right at the edge of the city, there's a couple fields and hills, then a forest, then rocks and the mountain.
Even thoguh I think a forest would look real cool.. I'm afraid it will tale away from a lot of stuff that can be put in and around it...

I like the big Imperial tower in there.. I'd like to see some sort of "Medieval Castle" take on it.. back then, the way a castle was constructed, was the main living area was in the center, then there was a smaller wall, and then the "town" where the peasants lived... In a way, I think this would look cool.. Yet I dont mean making an actual Medieval looking castle/tower, but just using the layout/look of one for the Imperial Tower and the town surrounding it.

Another thing I was thinking was maybe making the setting in a cooler, almost winter climate... Hear me out.. thinking about the construction process, I think this would work in out favor... we could have a setting where, it's like the beginning of a winter cycle, that way, when we start to piece together the thing, if there's any inconsistencies in the terrain, we could easilt get some fake snow and cover up small areas, so it jus tlook like snow drifts or what not...  I think it'd also help in the trees area, I mean, making forests and treas can be a huge undertaking, not to mention, how well will the "leaves" look?? If we go with a cooler climate, we could ditch the leaves, and have bear trees, and I think this would actually help in the forest.. at least you could  set up a number of mini dios going on in the forest.. and not worry about people straining to see throught the foiliage..

Someone mentioned using stone tiles.. and I like this idea.. but that can add a lot of weight to the project.. what about buying some cheap linoleum floor tiles.. buying some of that stone/rock spray paint and going over them with that? And to make it even more effective, there can be a different number of sprays used for streets, clear areas in the town/outpost...

I'm for being set between EP3 and 4.. I dont know if this has been set in stone or not, but I really think this will be good cause, that's what Lucas is gonna be working on and most likely what we'll be seeing at C4, stuff for the animated and live action show...

If we pick that time frame(like I said, I dont know if it has been or not), I'd like to see a good clone/stormtrooper hybrid... I think one easy simple solution would be to use a stormtrooper helmet on a clone body.. I think clones are a lit easier to find than "good looking" stormtroopers... and I think we could also use snowtrooper/Galactic marines here as well...

I like the idea of a Hutt "crimeloard" of some sorts.. maybe we could build his "palace" in the mountains.. and that'd be perfect for a slew of seedy characters as we saw in RotJ in Jabba's Palace.

I mentioned in the main thread, but I'd like to see something like a race track of some sort, at first I mentioned a swoop track, but with thinking about the cooler climate, maybe a different kinda speeder race track of some sorts. the main reason I wanna do something like this, was I think this could be our one way of each contributing something that would represent who we are in the real world.. we could each customize a speeder/swoop/hovercycle whatever it is.. and put it in there, maybe even do how nascar and Rally racers do and put our name on the "car"...  This way, even if someone did help in the planning, construction, figures, vehicles, or whatever.. you wouldn't really know who did what(I'm talking about the passerbys at the con).. but if we say put a little stand up near the "race track" and had a list of the vehicles(maybe by number) and the vehicles, we could explain how each "race car" represented a customizer that worked on the project...

Anyway.. that's all I can think of right now.. let me know what you guys think... I'm off to go watch Macguyver lol..
-Joe



I'm wondering, should we set up another time, maybe durring the weeek for a chat, that way we could all get together, chat about the progress... then we could then later tlak to everyone else in the sat. chat? or we could just post here...lol.. :)
Anyway, if you need another body, let me know... and you can throw my name on the list.
-Joe
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Darth_Ennis on June 28, 2006, 05:33 PM
Im in the sketching stage for some of my plans right now. Ive got a really cool idea for a bar/ cantina/ strip club type of thing. I don't have a scanner but I will see finding one to get it to you.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Jedi_Assassin on June 28, 2006, 07:40 PM
if i can get my scanner hooked up, i'm in.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Ryan on June 29, 2006, 12:47 AM
I made a really rough sketch of what I envision this planet looking like and added some coloring real fast. Here's what I came up with:

(http://sithlordchaos.250free.com/MyVersionColorized.jpg)


My original idea was similar to Glassman and Chewie's and this really is very close to Glassman's but with a few little tweaks. The most apparent one is the Imperial base no longer being connected to the city. My reasoning behind this is that a lot of US military bases tend to be on the far outskirts of a city or a few miles away, so they can have their privacy. Imperials would still patrol the city and hold its wall, but their main base of operations wouldn't be connected. We could add a small little outpost inside the city if people wanted to.

I went with a walled in city, as it will be easier to transition from city to wilderness if there is a solid dividing line, and it will make things easier on me and the diorama team later on. The easy in-world reasoning would be that it is a harsh wilderness and they are trying to keep everything out. I figure the city had expanded since the wall was built hence the settlements on the outside. Credit does go to Glassman on that part, I liked that about his drawings.


As for the river, I think it could be a really cool feature. It would be very hard to make it look realistic though, so we could just as easily make a dried up riverbed.

I like the idea of mountains, having different levels of terrain could look pretty cool. I added a hidden Rebel Base in the back corner there, as well as a small village near the river and the edge of forgot to draw.

At this point the wilderness will be whatever is decided upon.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on June 29, 2006, 10:13 AM
I'm wondering, should we set up another time, maybe durring the weeek for a chat, that way we could all get together, chat about the progress... then we could then later tlak to everyone else in the sat. chat? or we could just post here...lol.. :)
Anyway, if you need another body, let me know... and you can throw my name on the list.
-Joe

I plan on doing this, after we have a "succesful" concreted idea discussion.

Ryan,
I can see your argument for the base outside of the city. I would then move the settlement to the other side of the map and have a break in the wall where they sneak into the town, casue everytime an imperial convoy rolls to the city, they are gettng harrassed.
My thingking is, you live in the settlement, casue you cant afford/dont want to be under the imperial "wathcful eye" so being right under them woulnd be less likely...? 
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on June 29, 2006, 10:29 AM
That is a great drawing Ryan.  Looks like a cool design to me.

One thing I think we really need to have in the wilderness is some open fields, kind of like what we see on Dantooine in the KOTOR games.  That way we don't have to worry about so many trees and can also populate the wilderness a bit more with random travelers and a landspeeder or two.

Here's a couple pics of Dantooine - I love this planet and think it would be awesome to replicate the design a bit.

(http://downloads.bioware.com/starwarskotor/desktops/Dantooine_1024.jpg)

(http://www.darkstalker.org/pix/kotorpix/04.jpg)

(http://kotorworld.uw.hu/images/kotor1/Dantooine.jpg)

 :)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Phrubruh on June 30, 2006, 09:55 AM
I agree. Dantooine was what I had in mind originally for this project.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Ryan on June 30, 2006, 08:00 PM
I really liked the Dantooine levels on KOTOR. I'd be fine with a Dantooine like planet. :)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Darth_Ennis on June 30, 2006, 08:13 PM
Dantooine would work. Can I still do my biker/ strip club idea? :P
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Ryan on June 30, 2006, 08:23 PM
I still think it should be a fanfiction planet, but it could be modeled after Dantooine.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on June 30, 2006, 10:19 PM
Well, from the way things are set up.  The VOTE that Phruby has set-up will dictate what the planet/locale is.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Phrubruh on June 30, 2006, 11:45 PM
Dantooine would work. Can I still do my biker/ strip club idea? :P

I'm sure we can find a place for your strip club. 8)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Darth_Ennis on July 1, 2006, 10:20 PM
YES!!!!  ;D :P

Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Phrubruh on July 3, 2006, 10:10 AM
Glassman's concept and story for the planet Judde Lulos is the winner of our vote.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: master yogurt on July 3, 2006, 11:52 AM
Wow, this is one very ambitious proyect. I think Glassman's layout has alot of potential. I'm new to this forum and haven't had time to read the multiple posts about this proyect but have the organizers of C4 already assigned a place for this? and if so, how large is the space? It seems to me that some of you might not have realized what the actual scale of the completed diorama would be. I understand that at times we all could get carried away with all the possibilities when creating something like this that we tend to overlook the logistics of it. I would recommend  creating a scale drawing of your diorama as soon as possible ( I think a cross-section diorama would be the way to go because it would save space and look great at the same time, but that's just me ;)). Once your drawings are complete, contact  C4 to see if they would be interested in it and how much space they will give you as well as what would be the deadline for you guys to have it completed since I doubt they would wait for the openning day of C4 because they would be wasting the assigned space if for some reason the diorama is not complete. Like I mentioned before, I am new to this forum so forgive me if this has already been discussed. I wish you guys luck with this.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Phrubruh on July 3, 2006, 07:54 PM
We are actually on top of those things. Exhibitor information and applications will be available in September from GenCon for C4 in May. Leaders have also been choosen. See the official thread.

http://www.jedidefender.com/yabbse/index.php?topic=12777.0 (http://www.jedidefender.com/yabbse/index.php?topic=12777.0)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on July 3, 2006, 09:41 PM
Ok guys, story and a concept. Time to build on them.

Planning wise, lets say we have till end of september, to develop the visuals
By september we will get more info on logistics from Gen Con and can sacle the poject accordingly.

SO, Dantoine-like seems to be the direction, so lets get some info on the features of this plannet.
Chewies screen shots are from Kotor, do we want to modify these to fit our city  or come up with
similar concepts.

We should also decide, how much of the "whole" each part should be.
For instance, The space port... relitive to the city, the city relitive to the forest ( i know , less dense forest)
Imperial command center ( in or out of the city)
Water feature or not...( river , lake)
How big should these be relitive to the rest of the project.


Lets start developing the concept. There is still alot of play to be able to add parts of the other stories that were really srtong. SO dont abandon them.



Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Joerhyno on July 4, 2006, 05:11 AM
Anyone have Farcry fo the Xbox or PC? it has a real cool editing program, could come in handy for designing and setting up the layout, and what's cool is you can jump into the created area, to get a good feel on how big it reall is.
jus tthougth that might be something to play with.

Oh, and it's on sale at Circuit City for $9 ;)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Phrubruh on July 4, 2006, 01:35 PM
That's a good idea. We could make a virtual version of the layout and pass the file around.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Jedi_Assassin on July 8, 2006, 01:37 AM
I came up with this:
(http://i77.photobucket.com/albums/j68/dark_phoenix82694/ugplayout.jpg)
I really think that we should have the first part of wilderness be grassland, why I put forest on this, I don't know. ??? :P Just my two cents.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: roron corobb on July 8, 2006, 02:50 AM
Datooine is a grass lands planet with rolling hills and a few oak type trees here and there. I have a awesome way to make those type trees. Using wire, plaster, imitation, and real foliage. There look great in groups or by themselves. They came be made to any size too.

If we go with a Datooine type world, I would suggest that we make the grass lands on the taller side, or at least in patches through out the land scape. Perhaps about waist high to most figure, becuase being open (like Datooine is) there is no cover for troopers. Unless they come out of the ground like in Red Dawn. That could be cool too. If anyone remembers that gas station chase into the field scene from that movie. Cool movie one of my favorites. Anyway, some ideas to think about.
roron corobb
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Jedi_Assassin on July 10, 2006, 12:11 AM
I really want to do a custom building of the Regional Governor's manor house in the dio. I'd be willing to it myself(if the leader of the section will let me). I did some concept art of what I was thinking:

Top View
(http://i77.photobucket.com/albums/j68/dark_phoenix82694/gov_manor.jpg)

Front View
(http://i77.photobucket.com/albums/j68/dark_phoenix82694/gov_manor1.jpg)

This is just an undetailed sketch. Thoughts, gripes, dislikes, threatening words, mean comments?
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: master yogurt on July 10, 2006, 10:58 AM
I think it's a good start. If I could suggest a few things, the first would probably be to limit the use of symmetry. The formality of a structure is not only achieved by rigid lines. Try introducing different planes to your original concept as well as the use of voids. I would suggest looking at ziggurats for inspiration. Good luck.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on July 10, 2006, 02:41 PM
DP- I think that looks good.  I think once we've agreed on an overally theme for the buildings something like this would look good.  The only reason it wouldn't work is if this is still being viewed as an "out of the way" local and something that wouldn't have such a large "royal" structure.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: hawkn564 on July 10, 2006, 07:56 PM
ill help, im good with models!
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on July 10, 2006, 10:44 PM
I like the ideas here DP.
 If there is indeed a tower in the imperial basem the rebels are way to close.
they should  be on the opposite end, hidden, or they would be squashed, quickly.

Other than that, nice concepts.

Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CommanderKorbra on July 11, 2006, 04:16 PM
I was telling my Dad a bit about the UGP and he thought it was a really cool idea. One kind of thing he mentioned (guess it goes in the overall design part) is that maybe when people make customs for the diaroma that we could put a little card next to it with a number on it and then in a seperate location list all the numbers, what the custom is, who made it, and how to contact them. I thought it was a pretty cool idea myself. Or we could alter the idea a bit and instead of all the little numbers being in the diaroma, have a seperate list that has all the names of people who contributed customs, what they contributed, and how to contact the person. I dunno, yall think about it. :P
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Jedi_Assassin on July 11, 2006, 09:22 PM
Yeah, true, Glassman. I kind of have an issue about having it be a grassland palnet. The hidden base/settlement(s) will be too visible. On the Governor's house:

A) It wouldn't be an "out of the way" building. It would be surrounded by upscale buildings and the Imp. Base.

B)It is a bit too even. I'll do some reworking there. But, I mean this is the Empire we're talking about here. They are a bit OCD if you get my drift.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Phrubruh on July 13, 2006, 12:02 PM
I was telling my Dad a bit about the UGP and he thought it was a really cool idea. One kind of thing he mentioned (guess it goes in the overall design part) is that maybe when people make customs for the diaroma that we could put a little card next to it with a number on it and then in a seperate location list all the numbers, what the custom is, who made it, and how to contact them. I thought it was a pretty cool idea myself. Or we could alter the idea a bit and instead of all the little numbers being in the diaroma, have a seperate list that has all the names of people who contributed customs, what they contributed, and how to contact the person. I dunno, yall think about it. :P

My idea is to take a overhead picture of the entire project and list out the custom credits with id numbers where each item is placed. These could be posted around the table. It's kind of a last minute thing as we are setting the diorama at C4.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on July 17, 2006, 03:48 PM
Ok guys, by now you have received Newsletter #3.

Following the chat, and some ideas that were thrown around, here are some concept images.
feel free to runn with any of these ideas and develop them further, or come up with some counter ideas.

First, i though our planet needed a look, form space.  Following the background story, its mostly mountaious terrain with a few habitable areas.

(http://home.comcast.net/~glassmandesigns/customs/groupworld/planet.jpg)

Secondly native.

We tossed around a few ideas

Human or Humanoid( like humans with some odd non human feature)

Here are a couple
Humanoid - different skin color?
(http://home.comcast.net/~glassmandesigns/customs/groupworld/natives2.jpg)

Humanoid with 4 arms?
(http://home.comcast.net/~glassmandesigns/customs/groupworld/natives3.jpg)

With a tail or a hump
(http://home.comcast.net/~glassmandesigns/customs/groupworld/natives4.jpg)
(http://home.comcast.net/~glassmandesigns/customs/groupworld/natives5.jpg)

These ideas came about with reguards to ease of customizing and relating to the non customizing viewer.


Third,  We decided that out  imperials will be clone trooper bodies with stormie heads.

(http://home.comcast.net/~glassmandesigns/customs/groupworld/juddetrooper1.jpg)
Also we will have white, weathered troopers, NO colors. Commanders are designated with
bacarra helmet covers and cody like rank badges.

(http://home.comcast.net/~glassmandesigns/customs/groupworld/juddetrooper2.jpg)

Comments?  Developmental Ideas?  Alternatives?
If you have an idea that you can't convey let one of our team members
(BrentS, Clone Commander 1 ,Darth Ennis, Glassman6, Joerhyno, Ryan)
 know what it is so they can put it on paper for you.

Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Joerhyno on July 17, 2006, 04:31 PM
wow, I'm loving the look of the clone/stormie and that commander!!! ;D

I've been messing with a new paint program my sister gave me, but man, it's taking forever to "learn" it, lol...
(http://img.photobucket.com/albums/v172/JoeRhyno/Star%20Wars/SW%20World/sketch2.jpg)
So I might just take a pic of the drawing I did... it basically uses a couple of the ideas that have been drawn sketched out for the layout, but moving them around a little, to better use the area of the "map" and so we have some natural boundries at the edge of the dio, instead of it just ending...

I like the 4-armed aliens, but I'd vote against the natives being green, I think it'd be to cliche-ish, and not only that, ifit's a mountainous world, unless they're all green mountains.. wouldn't really make sense.. THOUGH if there were say a dark brown species in the mountains and then a green tinted one... in the city/grasslands.. that might make a little sense...

LOL.. and I give a big no to the humback natives after seeing that Igor-esque drawing.

I saw a bunch of those Pirates of the Caribbean figures at walmart today, some I've never seen before, I wonder if we can incorporate any of them in the dio.. hmmm...

On a side note, I bought some stuff from Walmart today, just little stuff to tinker around with, and I got some sweet fine grain sand that might work well to texture some of the walls buildings, even the ground/mountains.. we'll see...
Chewie.. if you're reading this, I know you like sand, cause you mentioned it a couple times, Walmart had their play sand(blue and pink colored) marked down to $3 for a 40 lbs bag ;)

oh, and anyone have a pic of the 4-armed dude that was mentioned in the chat?

 



Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: roron corobb on July 17, 2006, 05:46 PM
Found that tree making tutorial.
wire trees (http://www.armorama.com/modules.php?op=modload&name=Sections&file=index&req=viewarticle&artid=135)

I have done some of these, but when I moved they got tossed. They look really cool and you can make them any way you want. If you like the idea, but want a more alien feel, I don't think it would be to hard to add in. We could use anything for the leaves and give the trunk an alien look. I know they are cheaper to make over buying them at Petco or places like that. Let me know what you guys think and I'll work on a few.
roron corobb
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Joerhyno on July 17, 2006, 06:58 PM
those look real sweet, I may have to give it a go too.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on July 17, 2006, 07:05 PM
Ditto, those are really cool. I am gonna have to try some too.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CloneCommander1 on July 18, 2006, 09:11 PM
Cool looking trees.  Great concepts glass, hope the notes helped.  Right now I like the 4 armed humanoid as our native species.  The clone concepts look great, but when was the bacara idea decided on, I like it, just wondering where I was when it came up :P.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on July 19, 2006, 10:42 AM
" Stormie commander should have Glassman's hybrid helm"

Cut an paste from your newsletter/notes you sent me.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CloneCommander1 on July 19, 2006, 10:52 AM
Oh, duh, I wasn't really sure what the hybrid helm was.  Thanks for clearing that up.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on July 19, 2006, 03:53 PM
I love Glassman's helmets but I think that concept drawing with Stormie and Bacara looks really sweet.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on July 19, 2006, 08:05 PM
Looks like I missed out on a really good chat.  I'm not so sure how much I like the idea of Clone armor with Stormtrooper helmets, only because it forces anyone using that to give up two figures.  I kind of think that SAGA2 Sandtroopers would work well for the Stormtrooper garrison.

Also, on the humanoids, I personally prefer two arms and making them generic humans.  That's basically what we see in the OT outside of the Cantina and Jabba's Palace, and for whatever reason basic humans just seem right to me.

The Bacara type Stormtrooper idea is outstanding.

 :)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Ryan on July 19, 2006, 08:39 PM
I'm going to have to agree with Justin on the Stormtrooper designs. I'd very much prefer plain old VOTC/SAGA2 Stormtroopers. Like CHEWIE was saying, the hybrids would force people to get rid of two figures as opposed to just lending us a Stormtrooper or two. With this being the 30th Aniversary it'd be a good thing to include something as simple and iconic as a regular stormtrooper, so there is something any fan can imediately identify with. I do really like the Bacara/Stormtrooper helmet for the officer/commander though.

Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Daigo-Bah on July 19, 2006, 09:25 PM
Can I third the motion?  I have an extra POTJ Sandtrooper I could donate, and I could alter him as needed.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on July 19, 2006, 10:02 PM
Great points.
So we do all stormtroopers, do we keep the commanders with clone helmet hybrids?

Secondly, about the natives, while the popular vote is what we will go with, i think if we are going so far as to custimize a world, we should "customize" a species.  Even if they werent as exotic as the 4  armed option, something should set them apart as unique to our world.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: babyjawa on July 19, 2006, 10:07 PM
I agree about the Stormtrooper part, but I think the natives should at least have a tail, different skin color, or some type of antennae.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on July 19, 2006, 10:12 PM
I'm not completely up to speed on the chat discussions.  However, here's my 2 cents:

I've already commented on the coolness of the Stormie/Bacara commander.  I think we should definitely use that one.

I'm okay either way clone/stormie or just stormie.  I see the merits of a plane old stormtrooper.  We'll just need to decide which version to use.

As far as the native species.  I wonder if we could use an alien native as well asa human population that has come in to support the "mining operation" or whatever reason that the planet was determined to be an asset to the Empire.  I think we could easily blend the two (or more species).  Sort of like the gungans and humans on Naboo.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Famine on July 20, 2006, 12:20 AM
Simply, we could ad some form of tatoo or color to them, perhaps paint or somthing. Simple, unique, and fun.

Kevin
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Phrubruh on July 20, 2006, 10:51 AM
I do like that concept for the humans with tails. Their outfits look very dry and pesent looking. I think we should go with straight stromtroopers with maybe a few extra acessories.  I also like the look of the planet except I would like to see some bigger water regions. Did we ever decide to go with the swamp or just a flat grass/ tree area for the center?
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on July 20, 2006, 02:05 PM
except I would like to see some bigger water regions.

I thought about that too Phruby, and i cut back on the water/green areas sticking with the idea that its mostly a mountainous( if thats a word)  planet.  I think the genneral concensus was that water would be too hard to pull off, so we ran wiith a swamp.  Remember the ROUS( still get a chuckle form that).  I've said it before Paul, you are a funny dude!

BrentS brings up a good point.  There will be multiple species on this world, The empire would bring in "slaves" form where ever, to mine. So we could have a Majority species and ( i can  belive i'm going here) a few minoity species. So we have a good mix.  Then we can "fill in" wiht all the more "recognizable" SW species that are out there, sprinkled through out the DIO.

Thoughts?
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on July 20, 2006, 08:28 PM

  There will be multiple species on this world, The empire would bring in "slaves" form where ever, to mine. So we could have a Majority species and ( i can  belive i'm going here) a few minoity species. So we have a good mix.  Then we can "fill in" wiht all the more "recognizable" SW species that are out there, sprinkled through out the DIO.


I think this is definitely the way to go.  It would seem more real and star wars"ish" if there was enough variety in the species.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on July 20, 2006, 11:23 PM
Sure, there's got to be variety in the species, I totally agree with that.  On most worlds in the films we see quite a bit of variety.

I am thinking that possibly humans with some sort of strange feature to them might be a good idea...

Tails - not too keen on that idea, just because I think it's a stretch
Four arms - sounds great, but I don't think it will work out...
Different colored skin - that is my favorite idea for the people of this planet... I like how the Chiss are blue (not that I think these people should be blue, but the Chiss are just an example)

 :)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Joerhyno on July 21, 2006, 03:54 AM
Well, I'm for either Straight Up Stormtroopers, or Clones with Stormie helmets.. Remember, we can always get cast helmets from people.. ahem.. stores...ahem... so that wouldn't be a big deal on the "two figures" part.  The main reason I threw out the Clone idea, was A. it's be cool to see some sort of transition from PT to OT.. and B. THere'll be tons of clones around and a lot easier to get and I really doubt many people are gonna want to give up that many PotJ or Saga2 Stormies/Sandies...

As for the race(s) on the planet.. I like hte idea of a color to their skin, but I'm against green... I dont want it to look Star Trek-ish.... and going with that.. I'd rather if we do go with a different skin color.. we also do something different with the actual body.. cause then again.. I think just a diffrent colored human, would look like lame..
I personally like the 4 arms idea.. remember, it's not for everyone on here.. but the planets species.. look at Tatooine.. how many different creatures did you see in the different settlements/towns?

Here's an idea I was thinking of while sketching out some stuff... What if we had a humanoid species that had their settlement outside of the town, they had two arms.. kinda like the ones in Glass's pic:
(http://home.comcast.net/~glassmandesigns/customs/groupworld/natives2.jpg)
Then there's another smaller settlement out by the mountains... same kind of species, but these have 4 arms:
(http://home.comcast.net/~glassmandesigns/customs/groupworld/natives3.jpg)

Now, they's all be the same color... but maybe a darker shade, or so.. and kinda like they evolved a little different cause of the mountains they live in or something?? OOOH.. another idea.. adobe like settlement carved into the mountain??? And maybe that's why there's a rift on the planet.. maybe the 4 armed species wants to be part of the Rebellion, cause they're not liked(we all know the Empire looks down on aliens).. and maybe the more "human-like" species, sides with the Empire??? So the species in the mountains secretly help the hidden rebels in the mountain out??? Just some Ideas there...
We could even give the different species different "clan" names or something??  THat could be cool, clan colors or something... markings on their clothings/buildings or flags or something?

What else was thrown out in the Chat? I had family up from TX, so I couldn't make it...

Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Phrubruh on July 21, 2006, 09:29 AM
How about a different skin color like green, blue or purple for the natives?
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on July 21, 2006, 07:31 PM
I agree with JoeRhyno that green is cliche'( which is probably why it was the first color i thought of)  and blue = chiss  in the SW world. So lets go with a light purple.

Light Purple  anybody? Anyone? Buller?
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on July 21, 2006, 08:36 PM
hmmm... what if they were yellow?

(http://home.arcor.de/pal.heredi/Smiley%20Face_kleiner.jpg)

 :)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on July 21, 2006, 08:46 PM
I'm for light purple.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on July 26, 2006, 12:22 AM
For whatever reason, this pic tonight I found really stood out for me.

(http://www.whiskeysierragrafics.com/grafiken/science%20fiction/robots/time%20traveller%20IX.jpg)

Combining elements of past and future like that could really make this planet look awesome.

 :)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on July 26, 2006, 12:25 AM
Follow this link for some interesting ideas -

 CLICK HERE (http://images.google.com/imgres?imgurl=http://www.whiskeysierragrafics.com/grafiken/science%2520fiction/robots/Galactic%2520Empire%2520-%2520Robot%2520war%2520XII-x.jpg&imgrefurl=http://www.whiskeysierragrafics.com/sf%2520robots.htm&h=810&w=1080&sz=91&hl=en&start=7&tbnid=QAHYia19C449eM:&tbnh=113&tbnw=150&prev=/images%3Fq%3Dempire%2Bwar%26svnum%3D10%26hl%3Den%26lr%3D)

 :)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Jediknight760071 on July 26, 2006, 01:20 AM
CHEWIE....can you edit the link so it's shorter a little bit...lol. It really throws the page off. :)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: roron corobb on July 26, 2006, 01:29 AM
Cool stuff Chewie.

I had an idea for the natives. What if they were ET? I think they could be made or found cheap. What do you guys think?
roron corobb
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Joerhyno on July 26, 2006, 02:57 PM
I'm digging a purplish color for the natives.. with maybe some speckled redish brown dots/freckles to break it up a bit.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on July 26, 2006, 03:54 PM
I had an idea for the natives. What if they were ET? I think they could be made or found cheap. What do you guys think?
roron corobb

I'm not sure how I feel about the ET idea.  I thought it was a cute add-on for TPM but I'd be afraid that if we used them as a native species our diorama would feel less "star warsish"  If pople like the idea, Maybe we can include a delegation of them visiting the planet or so?
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: kcs5400789 on July 26, 2006, 07:24 PM
We have to incorperate some bounty hunters into this......like IG-88 and give him different paint jobs.....
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: roron corobb on July 29, 2006, 06:46 PM
I have an other idea about the native species on the planet. How about using 6 inch figure (ML, Power Rangers or some others as base) making them larger (sub-giant) species? Could explan the mountainous area of the planet too, where they had to be larger than average. Or if we go with a Dantooine type work, it could still work, we would just need some big creatures to explan the size difference. They would be totally different from anything we have seen in the Star Wars universe and I think it could work. Maybe have some Imperial chain gangs of some miners or something like that. Any thoughts?
roron corobb
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Ryan on July 30, 2006, 02:37 AM
I'm sorry roron, I have to vote against that idea. Mixing two different scales isn't easy to do, and it never looks quite right. I stay we stick with 3 3/4" scale.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Fritzkrieg on July 30, 2006, 09:56 AM
I have an other idea about the native species on the planet. How about using 6 inch figure (ML, Power Rangers or some others as base) making them larger (sub-giant) species? Could explan the mountainous area of the planet too, where they had to be larger than average. Or if we go with a Dantooine type work, it could still work, we would just need some big creatures to explan the size difference. They would be totally different from anything we have seen in the Star Wars universe and I think it could work. Maybe have some Imperial chain gangs of some miners or something like that. Any thoughts?
roron corobb

That thought crossed my mind as well. The King Kong Figures being blown out at Target for $2.50 a pop would make an excellent base for some primatives. I think I might have to conceptulize that idea.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Daigo-Bah on July 30, 2006, 12:43 PM
I would think as long as they weren't humanoid, that scale idea could work.  I just don't think a Marvel Legends figure in the middle of a dio full of 4" figs would look right.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: roron corobb on July 30, 2006, 04:06 PM
Well the don't have to be ML. My kids have some Power Ranger figures and they are only about an inch or so bigger and don't look way out there. I thing that could work well in this project. Maybe add some cloaks or robes to them and you would never know they were not part of the line.

I think I see some of the King Kong figures also when I was looking for VTSC clearance. I mihgt have to go back and see if they are still there.

Just checked and the Power Ranger figures are about 2 inches bigger. Does anyone know of a 5 inch figure lines? Would work and might look better if not so much bigger. Any thoughts?

roron corobb
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on July 30, 2006, 06:14 PM
I've purchased an anime figure (Dragonball Z action figure) that has a body scale about 4.5 inches and was super-articulated.    However the heads would have to swap out and its tough to match the head scale.  Another downside is that the figures were about $10 as I recall.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: roron corobb on July 30, 2006, 06:34 PM
I've purchased an anime figure (Dragonball Z action figure) that has a body scale about 4.5 inches and was super-articulated.    However the heads would have to swap out and its tough to match the head scale.  Another downside is that the figures were about $10 as I recall.

How many different figures are in the line? I wonder it it would we cast them and get enough different looking figures for the UGP to fill out a native species. I might have to go track some of these down. Would you have a picture of what the look like? I'm not familiar with Dragonball Z figures. Thanks
roron corobb
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on July 30, 2006, 06:35 PM
I really think we ought to stick to a 3-3/4" scale... that's the bread and butter of Star Wars figures.  Plus these other lines really have bad details in sculpt compared to Star Wars. 

As for a species on the planet, there's so many damn Hem Dazon figures warming pegs it seems, his species could be native there perhaps.

 :)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: roron corobb on July 30, 2006, 06:42 PM
I understand that the 3-3/4 scale is the Star Wars, but I think there is only so far you go and do with the limits of the figures we have in the Star Wars line. I'm just trying to come up with something that is different and could make the UGP remembered that much more. I'm going to try a few of they other scales. I'll post pictures for you guys to see if it is a way you might want to take it.
roron corobb
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on July 30, 2006, 06:45 PM
Well, I think in the Star Wars line the limits are endless, but maybe something combined with another scale might work; I just don't want to see He Man figures or something combined into it.  Any ideas though are welcome and are appreciated.

 :)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: roron corobb on July 30, 2006, 08:52 PM
Well, I think in the Star Wars line the limits are endless, but maybe something combined with another scale might work; I just don't want to see He Man figures or something combined into it.  Any ideas though are welcome and are appreciated.

 :)

Oh no, I wasn't thing of just use a He-man figure. They would have to bee customized to look like they belong.

About the Star Wars line limits being endless only to degrees. I don't thing is is possible to make a 11 feet high Humanoid to 1/18th scale with what we have in the line and have it look the way it should.

If I can find some of these 4-5 inch figure line, I'll get some pictures up soon. Thanks
roron corobb
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Phrubruh on August 1, 2006, 10:30 AM
I got a note that Chewie will be absent for a while. No details. In the mean time, I will take over his responsibilities as production leader for the UGP until he returns.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Darth_Ennis on August 1, 2006, 07:26 PM
Well, we wish Chewie a speedy return. I for one am FINALLY back on line, and I have quoite a bit of catching up to do so let me get back on track.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Ryan on August 3, 2006, 05:25 AM
It's great that we are getting some figure concepts right now, but I think for now we need to put them on the backburner. Figures and figure concepts can be constructed fairly quickly, but the diorama itself will take quite a bit longer. We need to start getting some finished sketches of the various types of architecture, for the city, the settlements, and the Imperial and Rebel bases. We also need some concept art for the wilderness area. The drawings don't need to have dimensions or anything like that, but me and the diorama team are going to need something to base our stuff off of sowe can start pretty soon here. Without a set type of architecture construction of this thing is going to get pushed back and we will really be rushed for time.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on August 3, 2006, 10:08 AM
Very good point Ryan.

BrentS
Clone Commander 1
Darth Ennis
Glassman6
Joerhyno
Ryan

We should all submit  4 sketches by monday of  various types of buildings.  Lets say one more peasant oriented( less lavish, run down, dwelling in the forrest?) and one more regal. ( crime lord, imperials, barons/established places)
Space port concepts. Imperial tower concepts.  Lets start  drawing this thing up bit by bit. We post them get developmental feed back and narrow down the choices.

Lets go concept team on break.... " LETS GO CONCEPT TEAM!!!!!!"
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on August 3, 2006, 05:25 PM
The Diorama construction team has received instructions to start making concept buildings in the "Dantoine" style.  Does anyone have a good source of reference pics from the KOTOR game for Dantooine.  I'll post the couple that I found today that I think are Dantooine

(http://www.lucasarts.com/products/swkotor/images/pc_screens/5.)

(http://www.lucasarts.com/products/swkotor/images/concepts/32.jpg)

Anyone know of any others?

Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Smartypants1635 on August 3, 2006, 07:37 PM
Yeah I can russle up a few, but I do think that some taller buildings of that style will be needed, to even it all out. ;)

Smarty
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Darth_Ennis on August 4, 2006, 08:31 PM
I've got a couple of ideas for a "neighborhood" type set up for the different species that will populatye the planet. Think of them as set up like Brooklyn is only with aliens. With an Ithorian quarter. "Little Rodia", stuff like that.

I don't have a scanner available but I haven't cheched everywhere in town yet. But if nothing else, I will try to take some rough pics with my digital camera and get them posted that way.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Smartypants1635 on August 4, 2006, 08:34 PM
No one in their right mind even the rodians would go to little rodia, the rodian clans on Rodia try to exterminate them, I imagine it would be no different in little rodis. :-\
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Darth_Ennis on August 4, 2006, 08:35 PM
Probably not but it was just an example Smarty. ;)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Smartypants1635 on August 4, 2006, 08:40 PM
OH ok, see I don't catch on very quick as you can see. ;)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: roron corobb on August 5, 2006, 12:47 AM
I got some base figures coming in the mail for the larger type native idea I have. I hope to get something going with them as soon as I get them. They are the Van Helsing figures. They are okay detailed and only about 4-5 inches. Might make some great natives. Has anyone picked any of these figures up? I also came up with an idea why they would be larger in size. What if the planet has blood or something like that sucker type creatures and for a human or smaller species they would kill them be feeding on them as would a child of the native species, but the larger body make more blood for a better change at survival. It morrors a few animals here too like the elephant, hipo, etc. What do you guys think?
roron corobb
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on August 5, 2006, 09:49 PM
If you think they still will look good in black and white, you can fax it to me and i can put them up.
PM me enis if that will work.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on August 6, 2006, 05:09 PM
The results of my weekend homework.  I guess any concept drawings are better than no concept drawings!  ;D


Outskirts:
Canvas Hut inspired by the Tuskens.  Not sure how easy or hard this would be to make:
(http://i7.photobucket.com/albums/y271/cerius31/UGP/CanvasHut.jpg)

Slave Quarters - also inspired by Tatooine.  Ryan gave me an assignement to make some adobe type buildings so here is one concept.
(http://i7.photobucket.com/albums/y271/cerius31/UGP/slave-quarters.jpg)

I'm on the fence on this one.  I was thinking the walls would be adobe re-inforced with some sort of metal jointing.  It would also have metal plated doors.  I suppose, depending on the theme, it could go inside the walls or outside.
(http://i7.photobucket.com/albums/y271/cerius31/UGP/interiorbuilding.jpg)

My take on the walls and tower gates:
(http://i7.photobucket.com/albums/y271/cerius31/UGP/TowerWall.jpg)

Lastly, something more lavish.  All these curves could be dangerous  ;)  This not really developed and I thought about not even including it... however, its still concept.
(http://i7.photobucket.com/albums/y271/cerius31/UGP/politicaloffice.jpg)


Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on August 7, 2006, 01:09 PM

Great stuff brentS, Thanks for getting us started.

Here is my idea for a less fancy city dwelling or maybe on the outskirts of the city.
(http://home.comcast.net/~gglasgow/Customs/citydwelling1.jpg)

These are more in the city, multiple story buildings
(http://home.comcast.net/~gglasgow/Customs/citydwelling2.jpg)

We were thinking the same thing with the huts. I was thinking more mud covered though.
(http://home.comcast.net/~gglasgow/Customs/huts.jpg)

I was also thinking if they were more organic looking buildings in the forrest/woods/clearings
(http://home.comcast.net/~gglasgow/Customs/organic.jpg)

These could go either way.  In the city or out.  Single function buildings.
(http://home.comcast.net/~gglasgow/Customs/outskirts.jpg)

These are the more upscale buildings. Multiple uses. Maybe a meeting office or  crimelords dwelling
(http://home.comcast.net/~gglasgow/Customs/citybldg.jpg)

I just ploped these onrandom images and filtered them in photoshop so we get more focus(initially) on the forms and less on the actual components.

Hopefully we will get some more ideas from
Clone Commander 1 , Darth Ennis , Joerhyno & Ryan.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Smartypants1635 on August 7, 2006, 01:35 PM
JAW DROPPING.
my goodness did you draw those, if not those are great and where did you find them. I love those designs, if those eventually get placed as fact, I will soooo love this city. :o
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on August 7, 2006, 01:44 PM
Okay Glassman, you win  ;)

Seriously great stuff.  How did you put those together.  They are awesome!
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on August 7, 2006, 02:00 PM
I made little 3d models  in a program i use for work. Same as i did with the overall concept.
They are really simple forms shot  captured at some (hopefully) dramatic angles..

I found some bridge, forest, and mountain images to use as backdrops, to ground the buildings.
Then, i just added a photoshop filter to them. Makes a nice effect...
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Phrubruh on August 7, 2006, 02:16 PM
Wonderful drawings guys. They have a very star wars feel to them. I like the arcitecture. I don't know how close we can come to these drawings but it will definately be worth a shot.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CloneCommander1 on August 7, 2006, 02:20 PM
I have some that I'll get up soon.  And great work Glass and Brent!
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: roron corobb on August 7, 2006, 03:09 PM
Those are some awesome looking buildings, Glass and Brent. This project is turning into something fast.

Anyway, I got the figures today for the native species idea i have and want some input on them. I think they would work, but I was thinking on changing the heads for a more alien look to them. Would anyone have ideas for a look of the head to use on them? Let me know what you guys think?
(http://img.villagephotos.com/p/2006-4/1166799/sizestormtrooper.jpg)
(http://img.villagephotos.com/p/2006-4/1166799/sizedarthvader.jpg)

roron corobb
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Ryan on August 7, 2006, 10:50 PM
I've been busing doing site stuff and camping this weekend so I haven't been able to finish all four drawings just yet. I did manage to finish two up so far, and hopefully the others will be done by later tonight or tomorrow at the latest.

To start off I've got one adobe type dwelling that would probably be seen in the little settlements outside of the main city wall. I went with something that is fairly simple and almost looks like it should have been built a few hundred years ago but gave it a twist of Sci-Fi feel with the door. I'm not all that good at drawing so it didn't come out quite like I wanted, it is supposed to look more like a door you would see on Tatooine. I wanted the building to look like it had been built with local materials, except for the door.

The second is supposed to be some sort of building in the City itself. It was originally going to be some sort of appartment complex but it kind of evolved into an industrial looking building. I suppose it could be either really. This particular version is supposed to be all steel, but if we want concrete we could change the design a bit so it is concrete with the steel supports on the edges. I stole the little supports from Brent BTW, I liked that a lot.  :)

 
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Phrubruh on August 8, 2006, 09:58 AM
I can definately see the interal city building as being part of the imperial outpost complex. I see the imperials using prefab steel structures while the natives using more of adobe like materials. It would be a good contrast between them.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on August 8, 2006, 02:59 PM
Ryan,
I really like both of your designs.  I can see them both being able to be recreated fairly easily (in a relative point of view) for the dio project.  I may take a stab at the adobe hut for my assignment.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Daigo-Bah on August 8, 2006, 05:09 PM
These concepts all look great.  I'm working on a few designs that I have to scan early next week since that's the only access to a scanner I have.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: PenDragon on August 9, 2006, 08:53 AM
This stuff is just plain amazing! I love it all & wish I had some time to contribute!

And forgive me for acting like a n00b & not reading all of the posts in these threads, but has anyone thought of doing some ancient ruins? It's sort of a common theme in SW, and these would make nice structures  to find here & there - maybe make temporary bases out of

These could go either way.  In the city or out.  Single function buildings.
(http://home.comcast.net/~gglasgow/Customs/outskirts.jpg)

Sorry if this has alreadfy been covered somewhere....
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Daigo-Bah on August 15, 2006, 02:34 PM
Just a couple of quick concepts I did.  Please excuse the use of my daughter's crayons and markers :P

(http://www.imagestation.com/picture/sraid211/pc097629f92d1203b8d5edd091bee01b2/ed7d3941.jpg)

(http://www.imagestation.com/picture/sraid211/pb376b0805a065284c5c57cf3ffbd06fe/ed7d3918.jpg)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on August 15, 2006, 02:50 PM
Diago-bah, those look great!  I could see both of those being very useful as concept drawings.  I'd love to see the building in the b/w version as a stand alone drawing so that we could make a model out of it
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: TresobYr on August 17, 2006, 07:48 PM
Wow. This project looks pretty intense.

Bill Cable from the Creature Cantina asked me to check up, see what you guys were up to, and offer whatever support we can muster.

I'm still doing my homework with these expansive forum threads and posts, and I'm very impressed.

If I could make a quick comment on the "native" species. I've seen a lot of conversation about what would look cool or what would look Star Warsish. I've also seen some pretty professional looking mock-ups. I'm wondering, however, if the project might take better advantage of thinking about how the terrain would define characteristics of the alien species, since the terrain seems to be the primary focus of so much of the construction process.

For instance, would having four-arms be an advantage in this environment? Would they help the creatures scale that mountain range, and manuever in the trees? Might they have two different sets of arms, one for climbing rocks, and one for climbing branches? Or maybe this becomes a distinctive trait for the different alien races...arboreal natives might have longer grasping arms, and the mountain variety have a set of shorter, more muscular arms, like grappling hooks? Could their faces resemble some kind of mountain animal, like a ram (giving a kind of bothan-esque look)?

Of course, the kind of mountains will also make a difference...

On a similar note, is anyone working on wildlife?

I hope I'm not speaking out of turn!
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Smartypants1635 on August 17, 2006, 08:05 PM
I have plenty of animal/ Dino saurs that are fictitious designs, I got them fromthe Dino Warriors line at Target, they have a saurian nature to them but are differant than any real dino.

Smarty,

PS Ill see if i can get some shots up if i have time.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on August 17, 2006, 10:21 PM
Daigo, great sketches.   I like the rounded less rigid buildings you came up with VS the many very angular ones.  Very good ideas.

Tres, Very good points... Maybe we should give thought to  that more. I touched on it when i mentioned that  the idea of 4 arms  was good for faster mining....

Great imput.  Please offer more. 
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: TresobYr on August 18, 2006, 09:03 PM
I was a little confused as to the status on the native race after the chat last night, but in any event, four arms could be an advantage for mining, or they could be a hindrance. It all depends on what kind of arms we're talking about and how the mine is set up, no? For instance, long dangling arms meant for swinging around trees could be a liability in a cramped tunnel. On the other hand, if the mine were a series of pits, maybe one set of arms could be used for bracing a creature along the walls, and the other arms for gathering minerals.

On the whole, though, I generally think of smaller creatures as being better suited for underground work, since they can fit in tighter spaces. Alternatively, maybe these creatures are able to collapse very flexible bodies into small spaces.

I imagining a creature with the proportions of a Kaminoan could be able to curl up tightly or slither between crevices.

This, of course, assumes the natives are being forced into the mines.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: TresobYr on August 19, 2006, 09:37 AM
I was trying to imagine some of the "scenes" that might be in this diorama...

What if the indigenous species had at least one member who was Force sensitive, but not necessarily a Jedi. If this is a race that hasn't come into contact with the rest of the galaxy, they might not have been influenced by Jedi or Sith. They could have their own concept of the Force. This could make for a scene in a secluded area where an old Master is meditating while training a young adept at telekinesis. There could be an Imperial patrol not far away, creating suspense.

In the chat, Fritz had mentioned putting a monster in the scene. I thought it would be neat to have its brood of eggs outside of one of the walls of the rebel base, maybe one of the eggs could be hatching.

And there should be some kind of emergency in the city, either an explosion in a warehouse, or possibly a bar brawl in a cantina, something that would give the security forces a reason to react.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Daigo-Bah on August 21, 2006, 12:59 PM
Here are a couple of quick building designs.  Until we have a definite feature or characteristic that the local buildings should have, I'm just sorta throwing shapes out there!  I'm better at drafting a determined design than brainstorming ideas...

(http://www.imagestation.com/picture/sraid212/p03e30aaf3fe8c7d2b72bb12b7cf51c6e/ed63aba3.jpg)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on August 22, 2006, 01:45 PM
I like your indepth line of thought TresobYr.   If you can, sketch up some of these concepts.
if not, PM me and i'll sketch em up for ya. It would be great to see some of these ideas on paper.

Daigo, I'm loving you sketches, Good sence of scale in that tower. I'm hoping to have a few more images posted by the weekend.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: TresobYr on August 29, 2006, 08:21 AM
I haven't forgotten...it's just a hectic beginning of the year!
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: patreektherodian on August 29, 2006, 12:53 PM
I like the imp post

Take a look at the one from incredible cross sections and locations. There is a sweet looking garrison in Mos Eisley.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: PenDragon on September 3, 2006, 04:46 AM
just thinking out loud... seeing how some of these concepts would work with the Dantooine-esque world y'all are talking about:

(http://threads.rebelscum.com/photogallery/data//500/morning.jpg)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: patreektherodian on September 3, 2006, 08:40 AM
By the way are these images drafted from SW galaxies? how do you do that?
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Smartypants1635 on September 3, 2006, 10:53 AM
It looks to me like he took Khunda military base on dantooine from KOTOR2, then placed the tower of Joerhyno's on the side with a large military installation on the back.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: PenDragon on September 3, 2006, 11:19 AM
(http://threads.rebelscum.com/photogallery/data//500/influence.jpg).

And don't forget teh Glassman! I took these 4 images from the thread & melded them - streched a little here & there ... but, like I said, just thinking out loud.

(http://threads.rebelscum.com/photogallery/data//500/morning2.jpg)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Darth_Anton on September 3, 2006, 02:49 PM
Has a consideration been made for the size of the army that will populate the diorama?
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Ryan on September 3, 2006, 05:15 PM
Has a consideration been made for the size of the army that will populate the diorama?

I'm not quite sure the decision has been made yet but I think we were thinking somewhere along the lines of a mid-large sized platoon, between 32 and 48. With one squad of them being Scouts troopers, the rest stormies. And there would have to be a few support personel as well.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Darth_Anton on September 4, 2006, 12:13 PM
Well, just something to consider, I talked with Master Phruby last week who told me about the project. I'll gladly offer up my Imperial Army. I'm aiming to put together a full Battalion of 576 troops. As I stand, I'm still more than 100 short, but here's where I stand with some fodder:

1 full company (144) of Stormtroopers, half of which are VOTC/Cleaned Sandtrooper bodies, the other half Commtech.

1 platoon and a half of Sandtroopers (54) Saga, Evo and POTJ

1 platoon of Scout troopers, 26 VTSC, 10 POTJ

10 Speeder Bikes

3-4 Scout walkers

13 At-St Drivers, Han and Saga

3-6 At-At's

16 At-At drivers, all Saga

23 Officers, some customs with the Han At-St body

Also have quantities of everything else, (except DS Troopers, only have about 10) but you get the idea.

Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CloneCommander1 on September 4, 2006, 01:24 PM
Dude!  That's an amazing number of troops!  You'd be willing to donate some of those to the dio?  Sweet!
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Daigo-Bah on September 5, 2006, 11:33 AM
Another piece of concept art...

(http://www.imagestation.com/picture/sraid214/pb2a916b13b7218caabcc9aa8510d634c/ed217b48.jpg)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Phrubruh on September 5, 2006, 12:36 PM
Cool. How would you build the dome?
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on September 5, 2006, 05:15 PM
Daigobah, that is really sweet.

I'm thinking about using one of your other concept drawings for my next building.

Phrubys, as far as the dome, I wonder if you could use an inflatable ball to represent the dome?  Sort of like those cheapy plastic balls you can get at the toy store?
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: patreektherodian on September 5, 2006, 06:21 PM
how about a plastic bowl but accesorize the peak of the dome since.... yah use a ball, those swirly, marblelike rubber balls
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Daigo-Bah on September 6, 2006, 12:20 AM
Thanks guys- just a little fun with concept scenes.  I may try to do more blueprintish type buildings, but these few concept drawings were just intended to throw some shapes out there and see what anyone may like.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on September 19, 2006, 10:57 AM
Ok guys.. had a topsy turvy past few weeks, but i'm getting back on track.
I'm liking all your concets D-B. I think the dome could be done with simple framing.
Cut stips of carboard, and arch them over each other. Making an arching cross, then do another
rotated 45 degrees.

Then just cover it with thin paper. or card stock.  Cut triangles and add them to the framing. The longest Point meeting at the top. Then when you paint it, it should hide the seems.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on December 28, 2006, 03:25 PM
Hopefully these can still be used for the resume' and website.

Just some updated illustrations, with some of the ideas implemented:
Canyon instead of mountans.
Buildings w/ some of the ideas that were posted by Daigo-Bah and Joe Rhyno.
More familiar star wars ships.

(http://home.comcast.net/~glassmancustoms/UGP/juddelulos-sketch1.jpg)

(http://home.comcast.net/~glassmancustoms/UGP/juddelulos-sketch2b.jpg)

(http://home.comcast.net/~glassmancustoms/UGP/juddelulos-sketch3.jpg)

(http://home.comcast.net/~glassmancustoms/UGP/juddelulos-sketch4.jpg)

(http://home.comcast.net/~glassmancustoms/UGP/juddelulos-sketch5.jpg)

(http://home.comcast.net/~glassmancustoms/UGP/juddelulos-sketch6.jpg)

(http://home.comcast.net/~glassmancustoms/UGP/juddelulos-sketch7.jpg)

(http://home.comcast.net/~glassmancustoms/UGP/juddelulos-sketch8.jpg)

(http://home.comcast.net/~glassmancustoms/UGP/juddelulos-sketch9.jpg)

Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: PenDragon on December 28, 2006, 05:08 PM
TOO FREAKIN' AWESOME!

What the heck did you use for a program? :o

Also, is there any chance that we could see mining operations? Perhaps if you left the other side off the canyon, we could put in some more structures, perhaps some shanty-type dwellings?
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on December 28, 2006, 06:44 PM
My GOD, that is breathtaking Glassman!!!   :o

I would be ok with less of the mining.mointain area and more of THAT if it is possible, especially since we have to keep the size down so much. 

That's just amazing looking.  I could see little alley battles going on with a few ragtag Rebels that way. 

 ;)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: PenDragon on December 28, 2006, 10:10 PM
I could see little alley battles going on with a few ragtag Rebels that way. 

You mean as if it was in the midst of an attack or uprising by rebs? That would be pretty cool... And might just take care of the need to show where the rebs are stationed....
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on December 29, 2006, 11:20 AM
Yeah, just a little street fight or something.  Just some Rebels with blasters firing on some Stormtroopers.  Sort of like guerilla warfare.  Hit and run attack - maybe just a group of 4-5 Rebels opening fire on a couple of "vulnerable" Stormtroopers who are outnumbered in that sector of the city.  Just an idea.

And considering the smaller size we're going to need to go with now, I am thinking making a Rebel hideout might not even be possible now, or it can be portrayed as being some sort of "sleeper cells" within the city at a safehouse or two.  Or not.  Just thinking out loud.   :)

 ;)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Phrubruh on December 29, 2006, 12:40 PM
Glassman's pictures are the ones that I think will sell this to LFL. I'm including them in my submission. Do you think we can actually make this? The sail looking tower is what really makes the diorama.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on December 29, 2006, 01:17 PM
I think it is possible... I personally think that buildings of the sort will be easier than a broad landscape.  We had discussed using some stone tiles a while back for the "streets/pavement" of the city area.  If we stick with that, I think adding buildings might not be too difficult.

I wish we all were masters with styrene, that would really be the way to go with the buildings.

 ;)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on December 29, 2006, 02:08 PM
I only included the tower casue the design was a little more detailed than the one built by Joe Rhyno ( not taking anything from his casue it is great)
There is room for more than one tower. MAybe his over looks the mining operations? His seems more industrial. Mine more urban.
If the tower pictured is approved by you guys i can build it/show you how to build/ help build it.
That wont be too hard.
If you want, i can get started on it.. if the leader of construction team/ the rest of you guys would intrust it to me to do so.

The tower wont be an issue at all.

What we need to do is to do some math. We have a 9' x 9' area. How many square feet is that at 1/18th scale. 
If we start thinking in these terms it will make it easier to build everything and we will get a sense of exactly how big the dio is in relation the 3 3/4 figures. Then we will get a better sense of how big each piece/building/landing platform etc needs to be.


Thanks for the comments too. Sorry it was soo last minute, but you know me and deadlines. ;)
PenDragon- i used a 3D modeling program called form-Z to get the hardlines and then sketched over them.
Colored them in Photoshop.




Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Phrubruh on December 29, 2006, 03:12 PM
I think we also need to agree on placement of each building in the city and how big of an area each one gets. Lets decide what each neighborhood will have in it and what building stands next to each other. We can then figure out how much room each building will eat up on the board.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: PenDragon on December 29, 2006, 03:25 PM
I'd love to see you do up that tower Glass'! And I was thinking that JoeRhyno's would look really good on either side of a city wall gateway...
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on December 30, 2006, 10:58 AM
I think we also need to agree on placement of each building in the city and how big of an area each one gets.

I had wanted to include a detailed masterplan of the city, with streets and such, but i couldnt get to it in time. That will be my next task.  If we can decide on the things phruby just mentioned, it will make it alot easier.
If we used the grid layout as a start, we can number each square/rectangle.  then assign each number.  Example:  square 12, cantina/junk yard/back ally skirmish.  Remember most squares represent 2' x2'

Suggestions?
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Jesse James on December 30, 2006, 10:56 PM
Some food for thought on building placement, and I'm speaking from experience in these small booths but also from a gaming aspect as well so bear with me on this...

You don't want to place large buildings in a way that they will obstruct the view of the details of the layout...  For instance, if you placed one large building in your scene in the center of town, you obscure the rear portion behind that building from various angles the people have to look at your scene... 

If you placed one large tower at the opposite corners of 2 corners of the entire space you're using, you'd have less obscured by the buildings...  2 at the rear corners would also not obscure the lower-areas of the scene and act as more of a background.  The placement of the buildings can really impact how it looks to the average viewer.  Think of it like a train layout for instance...  They're usually teired backwards so you can see everything while maintaining realism.  That's a tall order (no pun) I think, but I think the flatness is fine so long as you don't obscure it with too large (or too many) buildings.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Smartypants1635 on December 31, 2006, 01:25 AM
If we could make it spin, that would be even cooler. ;) JK that would take way to much work.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: PenDragon on December 31, 2006, 10:45 AM
Oh, you're funny...  :P


;)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Smartypants1635 on December 31, 2006, 02:45 PM
Oh, you're funny...  :P


;)

I try  :-*
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Phrubruh on December 31, 2006, 04:21 PM
You don't want to place large buildings in a way that they will obstruct the view of the details of the layout...  For instance, if you placed one large building in your scene in the center of town, you obscure the rear portion behind that building from various angles the people have to look at your scene... 

Excellent suggestion. We need to assume we will have a back wall for the booth. Taller stuff should go in the back. Maybe we can even print out a forced prespective backdrop so the tower still looks like its in the middle even if its in the back of the model.

I was thinking that there could also be a set of bars going over the top of the dio in order to hang small micromachine ships from it for scale. It would be cool to have some air traffic in the proper scale.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on January 8, 2007, 05:28 PM
Glassman, that is some seriously great stuff. 

To the team in general - Given the new size constraints... are we still expecting outskirt civilizations in addition to the city core.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: patreektherodian on January 9, 2007, 11:39 AM
I always thought my cliffs would go a long the perimeter  (hence high and unubstructed by anythin in the center.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Phrubruh on January 10, 2007, 09:41 AM
I always thought my cliffs would go a long the perimeter  (hence high and unubstructed by anythin in the center.

I think that is the way Greg has it on his concept pictures.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on January 10, 2007, 10:20 AM
That was my original thought too, but as we started to scale the size of this down, the mountianous areas were
removed. I stll say some sort of mountain representation at the edge of the project would be great.
Also if we are painting a backdrop, then the mountains could continue in the painting..

Since we are on the subject.

I did a trial masterplan for the city.
I did an adhoc design as if the city developed and was added to insted of designed and built.

(http://home.comcast.net/~glassmancustoms/UGP/Lulos-masterplan.jpg)

(http://home.comcast.net/~glassmancustoms/UGP/Lulos-overlay.jpg)

This is an overlay of the size constraints and the concept so we can get a better idea of how much space is
taken by each part.

Here is a diagram of the steets and open spaces.

(http://home.comcast.net/~glassmancustoms/UGP/Lulos-streets.jpg)

If you have suggestions on tweaks or changes or redo start typing.

If this is ok with the group, someone should now take this ( construction leaders)
and divide it into workable segments and think how this is gonna be fit together.


Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on January 10, 2007, 11:04 AM
Your diagrams alone are just amazing Glassman.  Truly amazing... 

For the buildings/towers - I think I have figured out something that *might* work for some sort of centerpiece to the city area, or for the spaceport... it's a 3 foot tall tower from a different toy line.  I bought it a while ago, and started painting it.  Originally it was intended for just part of my collection, but I am going to try and get it finished very soon and take pics... it is very durable, is going to be in the classic "Imperial gray" and I think will be a great addition to this.  It's nice because it's only about 1 foot in diameter, so won't take up much space but will be tall.

Phruby... if it's ok once we get 100% approval... I hope you don't mind that I am planning on sending all my stuff that I am making to you for this.  It will be a very large shipment.   :-\  Probably the tower, possibly a second tower that Owen is making for me, at least 2-3 vehicles, and anywhere from 10-20 figures.  And of coures some money too to help with your expenses, and hopefully you can ship most of my stuff back later in the summer.   ;D

Right now I'm in a panic trying to get my basement finished, because I have to move my entire Star Wars collection downstairs very soon, and then get the baby room ready (it will be in the old Star Wars room).  I'm sorry that the timing of the first child in my family is going to be right around the time the actual celebration is supposed to take place.

 ;)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on January 10, 2007, 11:09 AM
Glassman,
As always, you ability to put these concepts together is just amazing.  I really like the idea of having the little inset area where people can walk into to get a better view.  A few questions and/or comments:

Does your current design allow for enough room for people to slide into see the sides as well?  The reason I ask is otherwise there will be a lot of deadspace behind the buildings.

Is the Falcon drawn to scale?  I'm just trying to get a sense of what the scale for 4" action figures would be on this layout.

In the current design, where would be host the fledgling rebels?  

Would it be possible to put a small encampent of rebels in a hidden base somewhere in the Canyon Green Space.  Otherwise, we should have a building with a rebel conclave.

We should consider making some (many) of these buildings with removeable (or removed) ceilings so that we can tell part of our story.

I think it will be imporatant that the building in the front are not too tall and also obscuring the view behind them.

Again GREAT work on this.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Phrubruh on January 11, 2007, 09:55 AM
Sounds like a plan Greg. Lets get Ryan up and running. Shoot him and email about it and your thoughts on splitting up the dio.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on January 11, 2007, 08:44 PM
Thanks Chewie for the compliments.

Brent,

If we have a 10x10 booth, and push it to one side, we will have 1' on the side squeeze by.
The falcon should be about right. Its about 2 feet( a little less) long right?   
Rebels, good question.  I guess a camp outside the city walls?  As you suggested.

I totally agree with the roof idea, or a removable face/wall  on the building.


Phruby, will do! 

Do we still get a newsletter?  I think i have received 3 (1 forwarded)



Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Smartypants1635 on January 11, 2007, 09:22 PM
This sat Count on it Glass
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: PenDragon on January 12, 2007, 12:10 AM

Rebels, good question.  I guess a camp outside the city walls?  As you suggested.

Oh, I was hoping to see Chewie's idea of a raid-in-progress... :'(
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on January 12, 2007, 12:22 AM
I think it might actually make sense to have a small raid, with a hover speeder or something along with a group or troops - and then a small street fight with 3-4 rebels?  We might not even need a Rebel base... especially with how small the diorama is actually going to be relative to where the Rebels would be - how could they keep it a secret?  Unless of course there was a "safe house" in the city.  Maybe some sypathetic Ithorians have a safe house they let the Rebels hide out in.

 ;)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on January 12, 2007, 12:32 AM
I like the idea of a raid better than a base I think.  I keeps with the spirit of the design and would still be achievable in the context of the space constraints.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: patreektherodian on January 12, 2007, 02:32 PM
I need official confirmation on this because I need to plan my february break! I have one week to myself that I am putting asside for this project so I need to know what to do.  In reference to Glassman's image .Is it safe to say that I can be responsible for the topography of  the green space area and others would be in charge of what goes on it?    or should i pick a corner of the green space and do a canyion that resembles  my submission.     or.... would you like to take my submission, cut it up and do what you want with it. Don't forget I can make rock faces as a transition zone between highlands and lowlands.

Either way I'm going to take glassman's image and sketch my input to see what Y'all think.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on January 13, 2007, 09:06 AM
yes yes and yes.

Please do sketch over this with your ideas.
COntact ryan, like i did, and pose the question to him.

Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Smartypants1635 on January 13, 2007, 12:26 PM
Hmmm I've been thinking of how we are gonna protect our display, whats to keep kids from reaching in the display?? Should we have an acrylic plastic barier just at the front about a foot high? The kids will still be able to see in, but that way the children wont be able to grab. :P
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: patreektherodian on January 13, 2007, 01:53 PM
If those little ruggrats lay a finger on anything I will bite their freaking heads off!
.
.
.
.
PS I'm an elementary school teacher.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Smartypants1635 on January 13, 2007, 03:29 PM
Wouldn't want to have you as a teacher when I was little :o LOL
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: patreektherodian on January 15, 2007, 08:36 PM
This is what I think for canyion
     (http://i93.photobucket.com/albums/l63/patreektherodian/myresponcetoglassman-1.jpg)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: patreektherodian on January 16, 2007, 06:33 PM
Can I hear the word approved or not?
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Smartypants1635 on January 16, 2007, 06:35 PM
I think it would look great but we'll have to wait for ryan or paul
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on January 16, 2007, 06:58 PM
I'd say approve it.

 ;)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on January 16, 2007, 08:35 PM
WHich part is filled and which part is void?   If the small parts are fiilled, My only suggestion is that you put some flat area before you drop into the canyon.  The way it is now, if you step outside the wall, you fall.

The same way the canyon turns off toward the top corner, make it do that away from the gate. So you can have some area to drive speeders or walk walkers etc.


Also, thats about a 2'x9' strip of all canyon.

If its the otherway around,  never mind.  But i think you are meaning that its all canyon. right?
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on January 17, 2007, 01:01 AM
I thought he meant cliffs more or less with the canyons actually being somewhat level to the "base"?  As in the cliffs laying on top of the landscape, creating a canyon?

Also, I'm thinking I have an idea.  I think it's the absolute easiest way to make this thing and it will prevent there from being major problems with the setup.  Please hear me out here. 

First off, look at the below diagram from Glassman's latest concept (which is EXCELLENT), which I have altered and am going to make some suggestions on.

(http://www.yakface.com/toyguide/dioramas/chewie/011707UGP.jpg)

You will see there are 4 red numbers on the diagram now.  Each of these represents a specific section of the scene.

Section # 1  - These are Patreek's cliffs/canyons.  He gets specific measurements and makes them, and sends them to Phruby.  Phruby will add them to the #1 section.  Patreek could even make a few more rocks for Phruby to distribute throughout the landscape once on site.

Section # 2 - This is the main lanscape strip.  Cutting this down to a smaller area as Glassman did with the design will benefit the project.  Using the ready-mats is an idea way of going about this.  This section can be premade.  Maybe Ryan will take this on, he has a huge talent for the landscape.  It would go all the way to the top where the # 1 area is, but would be a "base" for the area designated as # 1.  It is also very important that the right side have some "overlay" that can be covered by the # 3 section on site so there is not a gap.  Shouldn't be too hard.

Section # 3 - This is a LOT easier than it sounds like.  It needs a couple of things to start with - a frame wall to go around the base.  I say we have someone make the walls in sections - but make them modular.  As in several pieces so once on-site, if there is any sort of problem with dimensions, they can just be re-arranged on site tp prevent any problems.  This is probably going to need to be made from foamcore.  This week I hear Michael's has their foamcore on sale for $1.00 per sheet.  The only things that need to be pre-made are the walls and the buildings.  The floor can be cheap stone tiles (please, please trust me on this) in a gray color, they will look like concrete.  Perfect for an Imperial city.  Assembly will be 10 minutes on site to lay them out.  If we don't have enough buildings to fill it out, that can easily be remedied by adding a couple AT-ST's standing guard within the city walls.

Section # 4 - Spaceport... not too hard I wouldnt think, but then again I may not know exactly what you guys have in mind for this.  Can the left wall really just be the "right wall" from the city?  Would all we need is a strip for ships to land?  And some sort of fleet security, maybe a loader craft, and some sort of security point for the pilots to go to that leads to the city?  The ground for this could be stone tiles too, just a different color.  Heck on site someone could even paint a few landing strips on them.  Simple... the tiles can all be done ON SITE and only take a few minutes.  Should be stone tiles though, not plastic or vinyl. 

We just need to narrow down who is responsible for what.  I say no Rebel base, we have no room for it.  Just a few Rebels running around like in Battlefront.

Also, I'm working on a building for the city.  It's pretty tall, and it's not done yet.  But I plan on getting it done within a month.

(http://www.yakface.com/toyguide/dioramas/chewie/011706tower.jpg)

I'm also sending this so you can count on it for a building.

(http://www.owenscustoms.com/base1.JPG)

Also something similar to this you'll be getting from me -

(http://www.owenscustoms.com/Guntower1.JPG)

Those last two things are priceless items to me, so I really hope I will get them back.

Also, what about a centerpiece of the action, with Vader choking a Jedi he has found, with a group of Stormtroopers surrounding him?

 ;)




Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: patreektherodian on January 17, 2007, 07:51 AM
Finally somebody with vision!!!!!!!!!!!!!
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on January 17, 2007, 10:29 AM
Chewie, great start of dividing this up.  I think we need Paul (and Ryan) to weigh in and decide if we are going to move forward.  To me, its sounds like the grass roots is still there but we still need decisions at the top.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: patreektherodian on January 17, 2007, 02:21 PM
Hey Chewie! I too want to make the Dagobagh swamp with that aquarium tree sculpture
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on January 17, 2007, 03:35 PM
Great ideas chewie.

With regueards to the spacestation, i was thinking the shops laned where they sit. (no need for a runway/strip) remember they just float up and away.
the notch in the space port, on the left was intended to be the entrance to the city. maybe steps down to the street from the spaceport.
There is where the Security fleet would be. and like you said a loader and a small transprt for those who "park" dock far from the city entrance.
So yes there is a wall there with the entrace running parallel to the wall.

The tower works for me, but i'm still working on my original vision.  Maybe it could be added to yours in some way. ( I dont want to let go of that fin/sail just yet) ;D
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on January 17, 2007, 04:45 PM
Thanks guys, and I wasn't trying to replace your idea at all, maybe mine is just an additional tower or something.  Not meant to be the distinguishing feature of the city by any means.  And if you guys don't like it, that's ok too!

Patreek - those aquarium trees are awesome.  I've found that Petsmart stores have a great selection of them.

 ;)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on January 17, 2007, 07:49 PM
Like i said, it looks great and could be the center piece.  Even if i'm just building it for me, i am building the sail.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: patreektherodian on January 18, 2007, 07:54 AM
Here is a dimmension we never talked about( I think?)

How about height? At first I was always thinking waist high (on a table).  How about a bit lower(abouve the knee). That way you can look down on everything and there are no obstructive buildings?
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on January 18, 2007, 11:26 AM
Patreek - that is a very good thought.  Originally, I would have said waist hight but you may be right ont he knee level idea.  That would make more of the dio accessible to both Kids and Adults.  Someone had also suggested using a Plexiglass barrier.  We may need to consider that too.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Jesse James on January 20, 2007, 04:15 AM
Issues to consider with the height being lower are the ease of someone tripping/falling onto it, especially if you have a crowd...  Also, would you be basically building a framed table to set up there yourself?  For FFURG's booth last year we were given I think one table to work with and had another one brought along.  I can't recall offhand now.  My old age catching up with me.

Anyway I recall someone suggesting a plexi-glass "shield" around the whole thing to prevent touching of the dio and all that stuff (Ryan?), and that is a definite issue...  Table's get bumped, things fall, etc....  And people are potentially there by the bunch and might (especially children) be compelled to reach out grab or whatnot. 

Just some food for thought from past experiences...  Hope it's going well for you guys.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on January 20, 2007, 03:25 PM
Is anyone against glueing everything in place?  Figures i mean.  Or figure stands for those that are againt it?
That will stop the figures from toppeling over in case any bumps.
All buildings and ships should be self standing. A slight table nudge shouldnt make the buildings topple, but would make the figures fall.

So lets secure the figures?
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Smartypants1635 on January 20, 2007, 07:58 PM


Anyway I recall someone suggesting a plexi-glass "shield" around the whole thing to prevent touching of the dio and all that stuff (Ryan?),

Twas I said the brave knight!! :P
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on January 21, 2007, 02:50 AM
Well, I think a lot of it depends on the stability of the table.  Personally, I've had very few problems with figures falling over too much in my collection, and even with kids running in and out of the room.  I have about 2500 figures on display, and the most that ever fall over are a handfew, and it's usually just Battle Droids or the occassional figure.  So... I'd say not to glue them on, though I can understand a desire to maybe do that.

As for the height, I say make this thing about the same height as a typical dinner table?

No matter what, this is going to be a learning experience for all involved!

We might want to put a few nice signs up that say "PICTURES ARE ALLOWED, BUT PLEASE DO NOT TOUCH"

 ;)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: jedistyle on January 21, 2007, 06:36 PM
the "pics allowed but please no touching" sign is a great idea. on th etable hieght, mabey a tad below average person waist high. just so people gan have the birds eye advantage and make it a bit easier for shorter people and kids....
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: patreektherodian on January 21, 2007, 07:33 PM
With my experience at c3 with Niub's workshop,  Having the area cordoned off worked very well. As for standing up figs, I was the one who glued most of thos stormtroopers in the Emperor's arrival Diorama. It was a lot of work and would have like to do something more creative. I would suggest some sort of stand/peg that is embeded in the floor of the dio
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Ryan on January 21, 2007, 08:37 PM
In my terrain sample I made back in October/September I had pegs embedded in the floor. It worked pretty well.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: jedistyle on January 21, 2007, 10:40 PM
with the layout of the terraon we may not be able to glue/attatch pegs in the floor, if we use those rool out landscape pieces. will clear stands work? i have about 100 of those i'd be able to put in there? they may show a bit, but would work well.....
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on January 21, 2007, 11:40 PM
I think clear stands are the way to go.  I don't think it would be too distracting.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: patreektherodian on January 22, 2007, 07:54 AM
why not use the stands but have them protrude from under the terrain material
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on January 22, 2007, 04:29 PM
They can definitely be imbedded in - but I think it depends on who is working on the landscape area... I can see them being needed in the landscape section, but if we go with tiles for the actual city area, do you guys really think that the figures will be falling over all that much without them?  I'm pretty much against the idea of glueing the figures down though, but I guess once on site whoever is there might need to make an executive decision.

Another option for the "tiled" areas is a tacky substance that can be put on the bottom of the feet of the figures, but doesn't stick like glue.  It's used to hang posters all the time, and might work out fine.

One othere thing - how many figures do you guys think we want to have represented?  I'm afraid of it being over-crowded...

Just as an estimate, here's a rough number of figure types I think it should have (take into account this is just a rough number) -

Stormtroopers - 50 or so - all the new VOTC/SAGA2 Sandtrooper style

Rebels - 15-20 - we do want them to be outnumbered I would think

Citizens - 75 or so - and to be honest, here's where we need to pick up on customs I think

 ;)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: patreektherodian on January 22, 2007, 06:46 PM
A solution for flat surfaces would be to use a smigen of that gummy glue. You know the kind from kinder garden with the bottom that twists. and the cylinder extens? I used it for my collection on the shelf and it's not verry permanent yet povides a bit of tack.
(http://i93.photobucket.com/albums/l63/patreektherodian/glue.jpg)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on January 22, 2007, 07:26 PM
Personally, I'd rather not glue figures down.  If people want their figures returned or even raffled off, it will be difficult if they are stuck down too much.  I'd be in favor of the poster sticking stuff.  As far as figures actually falling over, it really depends on the individual figures.  Some stand great while others always need a bunch of posing (my ROTS Pilot Obi Wan comes to mind - great articulation but I can't get it to stand straight at all!)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Jesse James on January 23, 2007, 02:23 AM
I can safely say, as I think Ryan did as well, that figures were prone to falling over at the FFURG booth due to table bumps...  It happened a number of times, so some thought should definitely go into it...  ******* the bases ala SW Miniatures would help disguise bases, if that's a concern.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: patreektherodian on January 23, 2007, 07:39 AM
My thought is not exactly glue, It give just enough tack to keep the fig balanced.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Smartypants1635 on January 24, 2007, 07:29 PM
I got glue stick on a action figure when i was little and it made the paint fade, cause it was on there for a while, and i didnt notice :-[ I dont think it would be a great idea
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on January 25, 2007, 12:28 AM
Hey guys, brainstorming here a bit to try and make the buildings a little more feasible.

What if... we make the city area a little more like Mos Eisley?  With adobe type buildings (all painted different shades of gray) and mix in Imperial technology/buildings?

Something like this for reference -

(http://i122.photobucket.com/albums/o270/rebelstryker81/jan0749.jpg)

But purely Imperial style.

Thoughts?

 ;)

Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Jesse James on January 25, 2007, 12:36 AM
Some additional food for thought to that idea...  The "stone fleck" paint you can buy can make an interesting look to buildings...  There's a greenstone that's pretty freaky.  Would be an interesting twist to the look of buildings like that.

Just something for consideration.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on January 25, 2007, 11:43 AM
Thanks Jesse - and yeah, the "stone feck" spray paint might really be a good idea.  Very good thinking and thank you for the idea.

 ;)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on January 25, 2007, 03:17 PM
Hey guys, brainstorming here a bit to try and make the buildings a little more feasible.

What if... we make the city area a little more like Mos Eisley?  With adobe type buildings (all painted different shades of gray) and mix in Imperial technology/buildings?



Thats what i was originally thinking before all the dantooine talk. I like the idea. In my head, i figured the buildings would look more like that.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on January 25, 2007, 03:30 PM
I say we go for it... sounds like it might be a less painful way to make some of the buildings, and also have a great Star Wars feel to it.  One thing we've got to be able to do is be flexible and willing to let this whole thing evolve.  Still, I absolutely LOVE the Dantooine inspiration.

Are we in agreement perhaps that for the assembly of the city, it would be easier to lay all the tiles out, and have the walls be modular?  That way the wall could be situated a little bit differently if needed once on site/avoid painting ourselves into a corner?

Also what if the wall was divided up into about 10-12 sections, each ranging in different lengths, but all the same height.  That was on site, Phruby can have a bit of flexibility with it if needed?

 ;)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on January 25, 2007, 04:31 PM
I like it too.  Originally, we had shyed away from buildings like that because of the comparison to Tatooine.  However the stoned fleck paint is really cool.  I've used it to create the sand bases on these pieces:

(http://i7.photobucket.com/albums/y271/cerius31/Luke-Vapor.jpg)

(http://i7.photobucket.com/albums/y271/cerius31/TuskenCamp01.jpg)

On thing to consider.  The solvents used in these sprays will eat away at styrofoam.  Anything that is made from styrofoam will need to be treated or covered with something (spackle, plastic cloth, paper, etc).
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on January 25, 2007, 05:19 PM
I say we go for it... sounds like it might be a less painful way to make some of the buildings, and also have a great Star Wars feel to it.  One thing we've got to be able to do is be flexible and willing to let this whole thing evolve.  Still, I absolutely LOVE the Dantooine inspiration.

Are we in agreement perhaps that for the assembly of the city, it would be easier to lay all the tiles out, and have the walls be modular?  That way the wall could be situated a little bit differently if needed once on site/avoid painting ourselves into a corner?

Also what if the wall was divided up into about 10-12 sections, each ranging in different lengths, but all the same height.  That way on site, Phruby can have a bit of flexibility with it if needed?

 ;)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Smartypants1635 on January 25, 2007, 07:01 PM
hmm how bout the inhabitants buildings are tatooine esque but in certain areas like the port and tower make it more industrial Empire looking
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Daigo-Bah on January 26, 2007, 04:15 PM
Just off-topic for a second: Brent, seeing your Tusken there reminded me about the little alteration I made to improve their look.  You might want to try it.  Just douse your figure as is under a running water faucet, and stand him up somewhere to let him dry for a day or two.  This comparison pic shows one compared to an out-of-the-package one.  Ok, back to topic!

(http://www.imagestation.com/picture/sraid211/pd95aaff20be15eec08327393c6ca967a/ed788403.jpg)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on February 20, 2007, 09:41 AM
Ok here is the 9x6 layout.

(http://home.comcast.net/~glassmancustoms/UGP/Lulos-6x9masterplan.jpg)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: patreektherodian on February 20, 2007, 11:13 AM
My Cliffs?
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on February 20, 2007, 04:06 PM
Glassman, can this be gently reworked to put in the cliffs?  I think its a nice touch for the overall terrain.  I know it would be a touch squeeze but I think it would still be work trying.


Also to remind everyone else, I pulled forward some of Glassman's previous concept drawings for buildings.

Hopefully these can still be used for the resume' and website.

Just some updated illustrations, with some of the ideas implemented:
Canyon instead of mountans.
Buildings w/ some of the ideas that were posted by Daigo-Bah and Joe Rhyno.
More familiar star wars ships.

(http://home.comcast.net/~glassmancustoms/UGP/juddelulos-sketch1.jpg)

(http://home.comcast.net/~glassmancustoms/UGP/juddelulos-sketch2b.jpg)

(http://home.comcast.net/~glassmancustoms/UGP/juddelulos-sketch3.jpg)

(http://home.comcast.net/~glassmancustoms/UGP/juddelulos-sketch4.jpg)

(http://home.comcast.net/~glassmancustoms/UGP/juddelulos-sketch5.jpg)

(http://home.comcast.net/~glassmancustoms/UGP/juddelulos-sketch6.jpg)

(http://home.comcast.net/~glassmancustoms/UGP/juddelulos-sketch7.jpg)

(http://home.comcast.net/~glassmancustoms/UGP/juddelulos-sketch8.jpg)

(http://home.comcast.net/~glassmancustoms/UGP/juddelulos-sketch9.jpg)


Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on February 20, 2007, 08:58 PM
I wasnt omitting them, I was just rushing t0 rework the map. Been extremely busy with work so much so I'm bringing work home almost every night.

Fel free to add them back if i dont get to it first.


REFRESH, I updated the layout. It now has the cliffs and is 6x9, not 7x9 (opps)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: NiubNiub on February 21, 2007, 09:30 PM
This is REALY REALY AWESOME !!!!

if you guys can pull it off, it may very well be the nicest diorama ever made.

apart from the endor forrest of course ;p LOL

I can't wait to see some MAKING OF PICS !!!

frank (niubniub)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: patreektherodian on February 22, 2007, 01:19 PM
How high is the west Wall ?  (in inches)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on February 22, 2007, 01:28 PM
I think we were thinking the west wall would be around 8 inches tall.  I am not sure though... I was planning on working on the wall using foam core.  The only thing I can really think to do is try and make several pieces so it's modular - meaning that if on site there's a problem with the layout, the wall could be re-arranged by Phruby on site.

But I'm concerned about the wall - does it need to have sides for both ends of the city now?  Yikes.

 :P
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on February 23, 2007, 10:35 AM
The understanding is that this is a "section" of the planet/world it will continue in the mural.
So, i wouldnt worry about enclosing the city. Because if all goes well with the mural scenery the city will continue.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: patreektherodian on February 23, 2007, 06:13 PM
The height is both pertinent because i need to know how high the cliffs are while the mural I would assume have fit with that height
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Ryan on February 23, 2007, 10:00 PM
Hold on I'll have measurements for you in the next few days Patreek. ;)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Ryan on February 23, 2007, 10:06 PM
Glass- I have to be honest, I’m not really digging the newest design. :-\

It feels small and kind of uninspired. I realize 9 x 6 isn’t a whole lot of space to work with given the scope we intended to have, but I think that we can better utilize what we have. Phruby did say he wanted 1/3 terrain and 2/3 City. You do have that exactly but it just doesn’t look quite right to me. The terrain looks really dull. It is a long straight 2 x 9 strip, with only a little curve in it to break it all up. It really isn’t very exciting. The curve is a start, but curves can be a real bitch, especially when a building contours with it, and the pieces may be made by two different people. Curves are going to be very tricky since we aren’t all building these together. And also cutting tile for that curve would be a pain in the ass. 4 x 9 is a very skinny stretch for the city too.  We wouldn’t even be able to fit four buildings across if they are any longer than a foot. Even three is a tight fit when you consider the amount of spacing that we would need for alleys and streets.

It doesn’t seem to be set up very well for viewing either. There really isn’t a good view where you can see both the city and terrain. You can either look at the terrain or city alone, which we should be able to, or look at both at the same time from two different sides. But the view of both is from the narrow side, and it will severely cut down on the visibility. Taller buildings will block a lot when there is up to 9 feet behind them. Granted we will almost always have that problem. I also don’t like that there isn’t a backdrop. We need a back drop somewhere to show that there is more to this world than a little 6 x9 rectangle. I think we can do better than that.

Don’t take offense to that, I understand that you have been busy with work so you may have been a little rushed. I know you normally do fantastic work; every other picture of yours in this thread proves that.

I went ahead and came up with my own ‘blueprint.’ This is just a basic sketch. I’m waiting on a few measurements from Justin so I can finalize the measurements and make a larger, accurate, official blueprint. Hopefully I can do that this weekend sometime.

I opted to make this one 9’ wide x 6’ deep as opposed to 6’ wide x 9’ deep like Glassman’s. There is a small area where the terrain is only 2’ wide but the angle cut makes the terrain look bigger than it really is. There is a point where it is 4’ wide. The Terrain is actually 16 sq ft as opposed to 18 sq ft, which would be exactly 1/3 of the total space. This gives us a tiny bit more room to work with in the city. And it also divides the terrain into four 2’ x 2’ sections (including the two triangle sections as one whole section) making it easy to divvy up. That city wall isn’t to scale in this blueprint it will end up being 3”-4” thick. The buildings aren’t to scale at this point either. They are just on there as rough estimates of their location. Because this is smaller than we originally hoped for I’ve nixed some of the buildings that were suggested in order to make room for the more important stuff.

I decided to add that small open-air market in there in place of a cantina. Little market stalls should be a lot faster to make than a large cantina complete with internal stuff.  I figured this was one of the buildings you wanted for a cutaway Brent? At this point I think we may have to just stick with almost all external stuff because it is already the 22nd of February. Adding cutaways and insides takes time, time we may not have. If you guys really want to do something like that though, PM me and we’ll see if we can make an exception. Anyways, I figure that little market is a good replacement because someone should be able to crank out a few fairly uniform stalls, and by placing it right in front there we should have a great place to display all our customs so they are easily viewable.

Since we originally wanted a spaceport but this space won’t allow for it I’ve added in a landing platform for Vader’s Imperial shuttle. Imagine the same type of platform that was seen on Endor. If we build and ship it modularly it shouldn’t be that difficult to achieve either.

I liked the idea of a Junkyard, so I went ahead and added it in. It should be fairly easy to accomplish. We just need to fill it with some beat up droids. If anyone has ship/vehicle fodder that they don’t want we could use it. And what ever else we need to fill it with can be from old model kits, painted hardware, plastic pieces, etc.

I didn’t notice a gate on your drawing Glass, I’m actually typing this offline since my internet isn’t working so I can’t really check at the moment though. I wanted the city and the terrain to have some kind of interaction rather than just sitting next to each other there. So I added a gate, if we are feeling ambitious maybe an opened and a closed version that we can switch out on different days. I also added the path and a Sentry post so it feels like the Empire does in fact go out of the city.

Patreek’s cliffs are on there in the top corner as well. Patreek I’ll contact you in the next day or two with exact measurements so you can get started. I’ll just have you make the cliffs for now unless you want to make the 2’ x 2’ square underneath there as well. If you do wait on that until I decide on the color of grass mat. I’ll have more specific instructions regarding the terrain construction as well. If you don’t want to make that part, I was planning on taking care of it. Patreek, if you are interested in making a few large boulders/rocks that we can place elsewhere on the terrain we can have you do that too. Let me know first though so I can tell you how many to make and the general size of them.

Here is the concept blueprint:

(http://www.jedidefender.com/rphipps/UGP/tn_Blue_print_mockup_animated2.jpg) (http://www.jedidefender.com/image.pl?http://www.jedidefender.com/rphipps/UGP/Blue_print_mockup_animated2.jpg)

We will need to find out from Niub Niub where this will be located and if there will be enough walking room around the table to put up a barricade outside our 9 x 6 area or if we will have to cut into that a bit in order to fit a barricade.

I think that about covers it. Let me know if there are any questions regarding any of this, or anything else I didn’t mention. Once I get the Imperial Tower measurements the final blueprint should be up soon.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Ryan on February 23, 2007, 10:06 PM
And now that I've see we have 9 x 24 this will need some reworking...
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on February 24, 2007, 01:30 AM
9 x 6, I think is what we need to stick with at this point...

 :P
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Ryan on February 24, 2007, 03:44 PM
Yeah I meant to say 'may' rather than 'will.' 9 x 6 should be good but in the event we have enough time we may be able to expand the city a bit.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on February 24, 2007, 08:10 PM
Ryan,  I like your new design.  However, I feel like the areas are a bit to "separated"  I think we should try and find a way to combine what you and glassman have been working on.  I think we should do everything we can make the city look like it was built as sort of a "boom" town and have a variety in the footprints of the buildings.

I would like to see the open air cantina - that would be really cool.

As far as buildings and contruction materials.  I've been spending some time recently playing with Games Workshop LOTR miniatures.  One of the things they do is use a lot of extruded polystryrene (dense pink foam) as construction material.  I think we could use it to make some very good walls for the city.  I also that that may be a great way to make the flooring of the wooded areas.  We could also use the polystyerene foam as base for the city area.  It can easily be scored and textured.  The problem is the large size - it would have to be made in one or two large pieces and delivered in tact.  I've got some ideas and I can make another test scene if you are interested. 

Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Ryan on February 24, 2007, 09:49 PM
I think as far as the city floor goes we are going to go with tile still. It will save a lot of time, and we won't need to worry about them breaking during shipping. Add to that, that the tiles can be returned to Home Depot or wherever we get them from, so it will save some dough. We are also running short on time now so any test runs are kind of out at this point. We need to focus on the diorama itself.

I think for the wooded area floor the actual surface used under the grass mat isn't going to be that important. As long as everyone uses something that has a uniform thickness throughout and isn't too heavy (for shipping,) but is nice and durable, we should be alright. The foam you suggested Brent would work great because you can carve into it for negative terrain. I'm trying to figure out how thick to make the floor throughout the diorama. I've been working on UGP stuff all day today so I about have it figured out. We are going to be putting plywood or particle board under the city tiles to give ti more thickness, thus giving us more thickness to work with in the wooded area.

As for the wall, I'll let Justin use what he wants if he is the one that will be making the whole thing. The foam looks like it will work great, but foamcore does too and I think that is what he was leaning towards. Either one is fine really, as long as it is uniform throughout.

Ryan,  I like your new design.  However, I feel like the areas are a bit to "separated"  I think we should try and find a way to combine what you and glassman have been working on.  I think we should do everything we can make the city look like it was built as sort of a "boom" town and have a variety in the footprints of the buildings.

I would like to see the open air cantina - that would be really cool.


What exactly do you mean by separated? Just that there is a lot of space between building and they are fairly zoned off? If that is the case, I do agree that the buildings are a little sparse, I just kind of just threw a few on there since I didn't have the tower measurements and a lot hinges on that. We can add more buildings on once I get those measurements. Including the open-air cantina you are going to be making for me. :) I think we can fit that in somewhere in addition to the market. Building assignments will start once I have tower measurements. Other than that though, the overall size and shape of the terrain and city aren't changing. There is no more time for debating or extensive concept work. We have 88 Days until CIV starts. We need to get building.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on February 24, 2007, 10:00 PM
. Including the open-air cantina you are going to be making for me. :)

Ack!  What have I gotten myself into.  ;)

Anyway, yes my only comment is that in the layout that you provided there didn't seem to be very many buildings.  I think it will all come together pretty quickly.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Phrubruh on February 24, 2007, 10:44 PM
Remember we have a little more than two months remaining. This thing should be 98% done by May 1st. 9x6 is the size we are working with. I suggest we get busy building.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on February 24, 2007, 10:45 PM
Brent if you think you are going to have more time for the wall and want to try and take that on, we can discuss... I had planned on going to Home Depot to look at stuff and starting on it today, and then got dragged to a family gathering that took about 7 hours that I wasn't planning on going to.  :-X

 :P 
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on February 25, 2007, 10:24 AM
Brent if you think you are going to have more time for the wall and want to try and take that on, we can discuss... I had planned on going to Home Depot to look at stuff and starting on it today, and then got dragged to a family gathering that took about 7 hours that I wasn't planning on going to.  :-X

 :P 

To be honest, no I don't.  I think Ryan has me planning on me building the cantina and some other buildings.  It may be better for you to take on the wall. 
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on February 25, 2007, 02:01 PM
Ok, no worries.  I'll figure something out. 

 :P
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: CHEWIE on February 25, 2007, 05:05 PM
Ok, went on a drive today and did a little research to see what my options are for the wall.

1) - Walmart/hobby stores have the foamcore I am used to using, and to make the wall it will require a lot of cutting/measuring/adding stability/thickness to the wall, adding some texture, and then painting. 

2) - One hobby store in my area that I know of carries styrene.  Not something I'm very familiar with, but I do know it's good stuff.  In the amount of time I have available this is really not a good option in my opinion.

3) - Home Depot carries insulation foam.  The thickness is about 1.5 inches, and it's a huge sheet for about $25.00, looks like it's 8 feet long and about 4 feet wide.  Probably more material here than I could possibly ever use.  The material is thick enough to not require adding much stability to it - it should be just a matter of cutting it into desired sections, then painting it.  I need to borrow my dad's truck to pick this up, the sheet is huge.  So that's my plan for next weekend - pick it up, and hopefully start cutting it into wall sections.  Then add a bit of detail, then paint with acrylics (probably several coats of course), do a black wash on it, then seal it with matte acrylic sealer spray. 

I'm definitely going to go with option # 3.  My plan will be to have the walls completed before April 1st.

 :P
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on February 25, 2007, 07:09 PM

 

3) - Home Depot carries insulation foam.  The thickness is about 1.5 inches, and it's a huge sheet for about $25.00, looks like it's 8 feet long and about 4 feet wide.  Probably more material here than I could possibly ever use.  The material is thick enough to not require adding much stability to it - it should be just a matter of cutting it into desired sections, then painting it.  I need to borrow my dad's truck to pick this up, the sheet is huge.  So that's my plan for next weekend - pick it up, and hopefully start cutting it into wall sections.  Then add a bit of detail, then paint with acrylics (probably several coats of course), do a black wash on it, then seal it with matte acrylic sealer spray. 


That pink insulation is what I was talking about.  I've been using it on my LOTR gaming terrain.  Here are some WIP shots from that:

(http://i7.photobucket.com/albums/y271/cerius31/Miniatures/cliffs.jpg)

(http://i7.photobucket.com/albums/y271/cerius31/Miniatures/cliffscarved.jpg)

(http://i7.photobucket.com/albums/y271/cerius31/Miniatures/Cliffs01.jpg)

It cuts really easily (but messy) with a utility knife.  I've been using a hot wire cutter to make cuts as well.


When I bought it, I just took a utility knife and cut it into 4 equal 2' x 4' sheets.  Then I could fit it in the car no problem.

Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Phrubruh on February 25, 2007, 07:58 PM
It looks like you can get some great stratas out of it.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on February 25, 2007, 11:54 PM
Ryan, i think your layout is great. I'm perfectly open to suggestions. I have said from the beginning that these were images to build on, but no one really offered any alternatives till now.

from the start i said to feel free to take some license with this "Concept" and build on it.

I like your layout. The city is not dense enough and very separated. but i think you make some great points about viewing.

But keep in mind if the area given is 9x24 we will have a depth of 9' to deal with. so that is why i oriented my as i did.
Other wise there will be 3 feet in front or behind our diorama.  Or 1.5' if in the middle of the table.

So lets decide quick how to procede.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Ryan on February 26, 2007, 01:14 AM
The thing is we don't have to make it 9 feet deep. I don't think any of the others will be that large. I think 3 feet in front is fine.

I got measurements on the tower and lazer from Justin so I can modify that layout a bit to fill the city out more. I should be done with that in a few days.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Jesse James on February 26, 2007, 03:53 AM
If you hack some room off the "depth" in the back, you leave yourself some room for a backdrop option, Glassman...  Also you could have a little room to sit, talk, set something down for whoever's sitting behind the diorama at any given time.  Little table space (and the backdrop would even add privacy if you wanted to just chat with some of yoru online buddies at the show) behind the scene isn't a bad thing.

If I may give my opinion on the dimensions, I think width will display better than depth...  Losing depth is just more pallatable from my POV than width.

Consider it like a model train layout for example.  They're usually not incredibly deep, but they can fill a display hall's wall with width.  People walk along looking at all the spiffy details...  That's something to consider for this I think, looking at it from the perspective of someone walking along looking at dioramas and things.  Just my opinion anyway.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: patreektherodian on February 26, 2007, 10:52 AM
I'm not afraid of heights..... just widths  (Comedian Stephen Wright)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on March 2, 2007, 01:33 PM
Ok here is the 6x9 oriended layout.  I incorpereated some of Ryan's ideas.
I still say a denser city will look better in the end. More work, but it wont look like a couple of "sepreate" pieces placed on a landscape. which is my only criticisim of your city area.
A city with a street system, open spaces and a hierarchy in the buildings, i think is a must.

Which ever layout we decide after today, is "THE" layout so please weigh in now.

(http://home.comcast.net/~glassmancustoms/UGP/Lulos-6x9masterplan2.jpg)
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on March 2, 2007, 02:16 PM
I really like your layout Glassman.   I think we have to have the density and randomness of an urban area.  My main quesiont is on the scale of the buildings.  If my math is right, the little rectangular buildings (with the circles on top) are roughy 6" x 8"  does that seem right?  Also what is the difference between the colors.  It looks like you ahve the streets highlighted but what about the other areas that aren't buildings, we'll have to figure out what we want to do with those.
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: Glassman6 on March 2, 2007, 09:06 PM
THe smaller 6x8 buildings i had seen as huts. But this can be massaged to be a bit bigger. so insted of 2 maller huts, replace it with one bigger one.
The difference between the colors is the public street vs the private areas. It could all be sand or dirt, but its so we know what is street/open space vs "yard"
Title: Re: The Ultimate Group Project - Concept art and Overall Design
Post by: BrentS on March 2, 2007, 09:35 PM
Okay, I think I "get" it now.  I took one of your earlier sketches and circled one of the "huts".  How big did you envision this.  It looks like it would need to be at least 5" tall (or maybe 6").  If that is true, then it's probably at least 6" wide and 8-10" deep, right?

(http://i7.photobucket.com/albums/y271/cerius31/juddelulos-sketch3-mod.jpg)