Aperture Laboratories -We do what we must, because we can!
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
Drei wrote: GLaDOS is coming along nicely, the line art for it is good, but you've got two areas with bad shading. The grey of the head is pillow-shaded, where as the rest of it is more to the top right than center. The other is the 'hand' and it really just needs less shades for better definition, mostly on the darker area though as it seems to fall under a psuedo-pillow shading style. And pillow shading is NEVER good.
Can't wait for you to finish. Everything to the right of the main long "arm" is solid color mockup/unshaded. I just quickly changed colors around there to get my light source straight. And yes I have several versions of the head. I'm aware of some of the pillow shading, and I'll get to it all... ...eventually!
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Sun Jun 14, 2009 7:40 am |
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Wingwolf
Joined: Mon May 07, 2007 1:49 pm Posts: 98
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Re: Aperture Laboratories -We do what we must, because we can!
Not sure if this had been posted already. But this should help you keeping proportion of the parts. The best way to view the GLaDoS unit is as a hanging woman.
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Sun Jun 14, 2009 10:38 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
viewtopic.php?f=1&t=12556&start=15My Second post on the Second page. I wouldn't have been able to get this far without good reference shots. I do appreciate the help though!
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Mon Jun 15, 2009 12:19 am |
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zircher
Joined: Sat Jun 13, 2009 2:22 am Posts: 17 Location: OKC, OK, USA
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Re: Aperture Laboratories -We do what we must, because we can!
Glad to see that this project is still moving along. While it may not be too true to the game, I wonder if a 'portal' gun could be made by scripting two teleporter hot spots with zero recharge time? Each time you fire, you toggle between which teleporter is moved to a new location. -- TAZ
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Sat Jun 20, 2009 6:51 am |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Aperture Laboratories -We do what we must, because we can!
zircher wrote: Glad to see that this project is still moving along. While it may not be too true to the game, I wonder if a 'portal' gun could be made by scripting two teleporter hot spots with zero recharge time? Each time you fire, you toggle between which teleporter is moved to a new location. -- TAZ Portal gun HAS been made: viewtopic.php?f=61&t=15308&start=0I'm going to post a version that uses the original portal sprites I made before (the scene version with flat portals).
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Sat Jun 20, 2009 3:56 pm |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Aperture Laboratories -We do what we must, because we can!
Wingwolf wrote: Not sure if this had been posted already. But this should help you keeping proportion of the parts. The best way to view the GLaDoS unit is as a hanging woman. Wow, I never realized that. I am quite sure the likeness is completely intentional. And leave it to the internet to make bondage porn from glados. /facepalm Anyway, neat.
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Sat Jun 20, 2009 9:20 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
That picture is from an article on GLaDOS, and how they analyzed her through the lyrics of the ending song. They interpreted her destruction by you in the events of Portal as freeing her from the bonding servitude in Aperture through the way the last lines are put together, speculating also that another GLaDOS is active elsewhere, likely on the Borealis Aperture ship.
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Sat Jun 20, 2009 9:25 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Aperture Laboratories -We do what we must, because we can!
I'm wondering if your going to make the chips module eye spheres attachables?
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Sat Jun 20, 2009 10:17 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
They will be attachables. Will it be possible to make them animated when they get shot off so they look around when on the ground?
Ideally they could drop off as new actors, with the head part being the middle eye, with an attachable plate on the outside, so it does the passive up and down swivel.
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Sat Jun 20, 2009 10:19 pm |
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TSRabbit
Joined: Sat Jan 06, 2007 9:45 pm Posts: 94
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Re: Aperture Laboratories -We do what we must, because we can!
LowestFormOfWit wrote: They will be attachables. Will it be possible to make them animated when they get shot off so they look around when on the ground?
Ideally they could drop off as new actors, with the head part being the middle eye, with an attachable plate on the outside, so it does the passive up and down swivel. Speaking of them moving, how are you going to get the eyes to follow the actor? Make them weapons, which gib a MOSRotating with the same sprite when destroyed?
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Sat Jun 20, 2009 11:57 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
I was thinking when the attachable gibs to just spawn them as an actor from there.
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Sun Jun 21, 2009 12:19 am |
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zircher
Joined: Sat Jun 13, 2009 2:22 am Posts: 17 Location: OKC, OK, USA
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Re: Aperture Laboratories -We do what we must, because we can!
Thanks for the head's up on that. -- TAZ
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Tue Jun 30, 2009 5:51 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Aperture Laboratories -We do what we must, because we can!
So after a long, long while, I've began tinkering around with GLaDOS since the announcement of Portal 2 on March 5th. Taking a long, hard look at GLaDOS in-game with some spawned NPC's for scale, I came to the conclusion that my first GLaDOS was roughly 20% too large. So I'm going to resprite her almost from the ground up, using some scaled down parts from my first mockup and touching up afterward. Some parts like the head, however, require complete reworking. SO, to kick things off, here's the most recent work on the "Arm": The shading on the top part I am almost completely happy with. The lower segment of the arm hasn't really been touched yet. I'll be finishing it next. And, here's the near-final completely new head-sprite: I'm much more happy with this version than ones from last year. I think I've gotten better at spriting since I last tried my hand at GLaDOS, so hopefully everyone likes this one more. As for the body, here's a shot of the old mockup at the new proposed size: The cores at the bottom will retain the original size, as they are about the size of GLaDOS' head in game. Plus I'm not happy with the detail loss at shrinking them. She's still incredibly large, but more manageable than the previous mock-up. More to come as I get in the mood.
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Thu Mar 11, 2010 7:12 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Aperture Laboratories -We do what we must, because we can!
Why that is delicious. The palette seems to play nicely with the Portal aesthetic. Nice to see a use for the otherwise neglected grey/white ramp. That said, I suppose the Whitebots will use it as well. If we ever see a new build that is.
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Thu Mar 11, 2010 9:26 pm |
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Prod
Joined: Wed Dec 27, 2006 9:52 pm Posts: 688 Location: California
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Re: Aperture Laboratories -We do what we must, because we can!
I thought for sure you stopped making this. Then I saw the thread and thought someone necroed it, then I saw you actually went back to it. Very nice.
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Thu Mar 11, 2010 11:11 pm |
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