Arcen Games

General Category => AI War II => : Blue September 15, 2016, 09:37:44 AM

: Second Art Look: Player Base Concepting.
: Blue September 15, 2016, 09:37:44 AM
Hey Guys.

Here's a new look at whats under development.

I'm been tasked to create a high-definition model of the player base ship.

With modeling, it's not usually so simple as to jump into the program and get to work. Lot of times you need a thought process to kick it off, and that's usually best handled through concept sketches. Some artists use references and mood boards in stead, but I'm of the former.

Anyway!

It started with thumb nails, thumbnails I unfortunately forgot to save. (Go me.)

Here's one:

(http://i.imgur.com/cK5cfU2.png)

I had to take into account Chris's recommendations and visions.

In short: He wanted something spikey, dangerous in feel, maybe have some rings, look like it was compartmental and had obvious living quarters.

Hmm.

Alright, well at this point, I wasn't happy with any of my thumbs. Everything looked.. boring to me.

The lack of muse was pretty present.

Usually I'll resort to a few other methods of sparking an idea.

One of my favorite ways is combinations. Take part A and add to part B.

In this case, I wondered what I could do if I tried to make a ship look a bit like a dragon head.

(http://i.imgur.com/7bahm22.png)

Ah hah! A sketch!

(http://i.imgur.com/g39Z0Rj.png)

Refinement and details.

(http://i.imgur.com/M7laEqS.png)

At this point, I felt like the dragon style wasn't subtle enough. I did away with some of the more pronouncing details.

(http://i.imgur.com/KTVYCY6.png)

Color isn't necessarily super important in model concepting, but to me, it really sets the mood.

You can see the living quarters in the rings. OVer all, pretty happy with the shape.

Chris suggested maybe building in a rock or asteroid, make it look like it was built off that. Like taking and putting rockets on a asteroid or something. Haha. Might be an excellent idea really.

And finally:

(http://i.imgur.com/7HoMVDW.png)

Just because!

-Blue




: Re: Second Art Look: Player Base Concepting.
: Misery September 15, 2016, 09:45:37 AM
That looks like some sort of huge boss thing right out of one of my favorite shmups.   

That's high praise coming from me, mind you.   


Is this the sort of style the game as a whole will be using?   Looks bloody excellent to me.


Makes me think of Darius, actually.  Except that it's not shaped like some sort of fish, that series really had a thing for giant spaceship sea creatures. 


Looking forward to seeing more!
: Re: Second Art Look: Player Base Concepting.
: Aklyon September 15, 2016, 09:52:31 AM
Looks awesome.
: Re: Second Art Look: Player Base Concepting.
: kasnavada September 15, 2016, 11:01:27 AM
Awesome !
: Re: Second Art Look: Player Base Concepting.
: Dominus Arbitrationis September 15, 2016, 11:56:11 AM
Wow. That looks awesome. You're definitely a really great artist!
: Re: Second Art Look: Player Base Concepting.
: x4000 September 15, 2016, 01:03:31 PM
Maybe going with it being metallic instead of built into a rock will ultimately be the right path, I dunno.  Anyhow, as I've said in email, I really love this. :D
: Re: Second Art Look: Player Base Concepting.
: x4000 September 15, 2016, 01:03:47 PM
I also want to point out that she did all this just yesterday.
: Re: Second Art Look: Player Base Concepting.
: Blue September 15, 2016, 01:04:42 PM
That looks like some sort of huge boss thing right out of one of my favorite shmups.   

That's high praise coming from me, mind you.   


Is this the sort of style the game as a whole will be using?   Looks bloody excellent to me.


Makes me think of Darius, actually.  Except that it's not shaped like some sort of fish, that series really had a thing for giant spaceship sea creatures. 


Looking forward to seeing more!

Thanks Misery!

As far as styles go, I'm not sure. I think a specific style is not really set in stone, but that you like this is a good direction to look at.

Could you specify more about what about this you like, as far as 'style' goes?

And thanks everyone!

-Blue
: Re: Second Art Look: Player Base Concepting.
: Aklyon September 15, 2016, 01:21:30 PM
I also want to point out that she did all this just yesterday.
Blue sounds pretty fast.
: Re: Second Art Look: Player Base Concepting.
: Blue September 15, 2016, 01:27:34 PM
I also want to point out that she did all this just yesterday.
Blue sounds pretty fast.

Ahahaha. I don't think so. I feel like I'm really slow. I suppose it depends on the subject at hand.

Ship concepting I had some practice on with Starward Rogue.
: Re: Second Art Look: Player Base Concepting.
: Draco18s September 15, 2016, 01:41:18 PM
I know a couple artists that are this fast or faster.  It depends a lot on the level of detail that needs to be hand-drawn.
: Re: Second Art Look: Player Base Concepting.
: x4000 September 15, 2016, 03:07:53 PM
It depends on what is being drawn, too.
: Re: Second Art Look: Player Base Concepting.
: Captain Jack September 15, 2016, 03:26:07 PM
I like it! Misery's right, it does look like SHMUP art.

Chris suggested maybe building in a rock or asteroid, make it look like it was built off that. Like taking and putting rockets on a asteroid or something. Haha. Might be an excellent idea really.
So basically a human Spirecraft?  :P
: Re: Second Art Look: Player Base Concepting.
: Cinth September 15, 2016, 03:29:45 PM
Chris suggested maybe building in a rock or asteroid, make it look like it was built off that. Like taking and putting rockets on a asteroid or something. Haha. Might be an excellent idea really.
So basically a human Spirecraft?  :P

Wouldn't that make it more like the Fortress?
: Re: Second Art Look: Player Base Concepting.
: Timerlane September 15, 2016, 03:31:37 PM
The only potential 'problem' is that it would be incredibly disappointing to have a dragon-head ship and not have it do something impressive-looking with its 'mouth'(beam cannon, flame/energy wave, etc). :P
: Re: Second Art Look: Player Base Concepting.
: Captain Jack September 15, 2016, 03:42:46 PM
Wouldn't that make it more like the Fortress?
In what way?

The only potential 'problem' is that it would be incredibly disappointing to have a dragon-head ship and not have it do something impressive-looking with its 'mouth'(beam cannon, flame/energy wave, etc). :P
(http://img1.ak.crunchyroll.com/i/spire2/21ef252c2fcf7e8ae13931c4df231c861301164433_full.jpg)
: Re: Second Art Look: Player Base Concepting.
: Cinth September 15, 2016, 03:44:28 PM
Wouldn't that make it more like the Fortress?
In what way?

The Fortress looks like it's built on top of an asteroid.
: Re: Second Art Look: Player Base Concepting.
: Captain Jack September 15, 2016, 03:47:58 PM
Wouldn't that make it more like the Fortress?
In what way?

The Fortress looks like it's built on top of an asteroid.
I thought it was modeled on the fortress moon from the Star Wars series of historical dramas?
: Re: Second Art Look: Player Base Concepting.
: Cinth September 15, 2016, 03:53:19 PM
Wouldn't that make it more like the Fortress?
In what way?

The Fortress looks like it's built on top of an asteroid.
I thought it was modeled on the fortress moon from the Star Wars series of historical dramas?

You're the lore guy, you tell me.  I'm just tell you what it looks like ;)
: Re: Second Art Look: Player Base Concepting.
: x4000 September 15, 2016, 03:57:13 PM
The fortress?  You mean the special forces guard post?  That was built into a rock, yeah.
: Re: Second Art Look: Player Base Concepting.
: Cinth September 15, 2016, 04:08:19 PM
Well, it did to me :p
: Re: Second Art Look: Player Base Concepting.
: x4000 September 15, 2016, 04:15:56 PM
Fair! :)
: Re: Second Art Look: Player Base Concepting.
: Blue September 15, 2016, 07:18:21 PM
Chris suggested maybe building in a rock or asteroid, make it look like it was built off that. Like taking and putting rockets on a asteroid or something. Haha. Might be an excellent idea really.
So basically a human Spirecraft?  :P

Wouldn't that make it more like the Fortress?

I think a fortress is more apt. ;)


The only potential 'problem' is that it would be incredibly disappointing to have a dragon-head ship and not have it do something impressive-looking with its 'mouth'(beam cannon, flame/energy wave, etc).

Haha.

That'd be entirely up to Chris.

I've spent the better part of the day now working on the 3D model.

It's coming along!
: Re: Second Art Look: Player Base Concepting.
: x4000 September 15, 2016, 07:20:13 PM
Glad it's coming along!  A beam weapon out of the mouth would be fun, but given that players are going to want to target arbitrary directions, I doubt that would work.

Perhaps I'll use this model as the "secret indulgence" ship that you directly get to fly around. :)
: Re: Second Art Look: Player Base Concepting.
: Cinth September 15, 2016, 07:32:42 PM
Perhaps I'll use this model as the "secret indulgence" ship that you directly get to fly around.

It could be a Zenith Hydra Head.
: Re: Second Art Look: Player Base Concepting.
: x4000 September 15, 2016, 07:34:00 PM
True!
: Re: Second Art Look: Player Base Concepting.
: Cyborg September 15, 2016, 09:05:36 PM
Great illustration. Let's call it "The Ryu."
: Re: Second Art Look: Player Base Concepting.
: Pumpkin September 16, 2016, 03:05:46 AM
I love it! But even more, I love Blue sharing this insight in the process. I can't wait to see more.

On the piece of art itself, I feel the spiky design convey more an AI-style. I love the guard posts with their completely weird space-tech antennas and general shape; I think they're from you, Blue, right?

Anyway, if it's a concept art for the Human Home Station Ship, I think it's a bit too aggressive and menacing. (It is discussed in another thread wether or not it should allow "commander rush" and I'm personally supporting the "no gun" option.)

Anyway. Love it. More. Please.
 :D
: Re: Second Art Look: Player Base Concepting.
: Misery September 16, 2016, 05:08:47 AM
That looks like some sort of huge boss thing right out of one of my favorite shmups.   

That's high praise coming from me, mind you.   


Is this the sort of style the game as a whole will be using?   Looks bloody excellent to me.


Makes me think of Darius, actually.  Except that it's not shaped like some sort of fish, that series really had a thing for giant spaceship sea creatures. 


Looking forward to seeing more!

Thanks Misery!

As far as styles go, I'm not sure. I think a specific style is not really set in stone, but that you like this is a good direction to look at.

Could you specify more about what about this you like, as far as 'style' goes?

And thanks everyone!

-Blue


Well the first thing that stands out is that this doesn't have the extremely overused "big metal battleship" style to it.   I'm thinking of something like the ships in Battlestar Galactica, or even something like the Star Destroyers in Star Wars.  Big, blocky, very "metallic" looking ships, usually a sort of gray color (or close to it), that even from a distance shows the surface of the ship as being made up of a gazillion square-ish metal plates covered in random funky bits that stick out all over.   Anyone that's seen enough sci-fi space stuff probably knows what I mean by this style in a general sense outside of those two specific series.  It's very prevalent.

And it's REALLY overused in games.  I don't mean just the shmup genre (though that does go extremely overboard with these in certain games) but in a lot of space games of all sorts of genres, you get ships like that.  The sort of thing that says "another huge capital ship in space".  Cool as they may look they're often not actually very creative and tend to look very similar to one another.  After as many games as I've played that for whatever reason involve combat ships in space, I'm soooooo tired of these designs.  They're not very memorable to me anymore.  And they're usually about as colorful as a brick.

The thing you've shown here doesn't even go near that type of design, which is great.  There's an almost organic quality to it, yet not too much.  The blue crystal bits add to this look, and also add some extra menace to it (and a big central ship, which this is, should look menacing in my opinion, it shouldn't look like something that runs and hides; that wouldn't exactly scream confidence, nope).  It's got a dragon-ish shape to it but it doesn't go too far with that either.  Even if the individual ship itself ends up not being all that strong, as the core unit it's still sort of representative of the fleet as a whole, so it should look impressive even if it's actual power is low.

And overall, it just stands out to me.  It looks DIFFERENT than the norm that's used everywhere but without looking ridiculous. Stands out.  And again, there's some actual color there.  That's something that always catches my eye since so many games these days don't seem to know what colors even are.
: Re: Second Art Look: Player Base Concepting.
: x4000 September 16, 2016, 09:36:30 AM
That's a really good point about the blandness of so many designs.  I'll have to think about that in general, honestly.
: Re: Second Art Look: Player Base Concepting.
: Cinth September 16, 2016, 10:23:56 AM
That's a really good point about the blandness of so many designs.  I'll have to think about that in general, honestly.

On a serious note, Blue's posts (like the OP) are blog worthy material.
: Re: Second Art Look: Player Base Concepting.
: Blue September 16, 2016, 12:42:31 PM
I love it! But even more, I love Blue sharing this insight in the process. I can't wait to see more.

On the piece of art itself, I feel the spiky design convey more an AI-style. I love the guard posts with their completely weird space-tech antennas and general shape; I think they're from you, Blue, right?

Anyway, if it's a concept art for the Human Home Station Ship, I think it's a bit too aggressive and menacing. (It is discussed in another thread wether or not it should allow "commander rush" and I'm personally supporting the "no gun" option.)

Anyway. Love it. More. Please.

Thank you so much!

As to the spikiness, I hear you. But I think that it's not going to be as spikey as the profile shows it off to be. In my head, those 'spikes' are more like flatish plate like things. The spikes are just sort of an artifact of a profile drawing.

Well the first thing that stands out is that this doesn't have the extremely overused "big metal battleship" style to it.   I'm thinking of something like the ships in Battlestar Galactica, or even something like the Star Destroyers in Star Wars.  Big, blocky, very "metallic" looking ships, usually a sort of gray color (or close to it), that even from a distance shows the surface of the ship as being made up of a gazillion square-ish metal plates covered in random funky bits that stick out all over.   Anyone that's seen enough sci-fi space stuff probably knows what I mean by this style in a general sense outside of those two specific series.  It's very prevalent.

And it's REALLY overused in games.  I don't mean just the shmup genre (though that does go extremely overboard with these in certain games) but in a lot of space games of all sorts of genres, you get ships like that.  The sort of thing that says "another huge capital ship in space".  Cool as they may look they're often not actually very creative and tend to look very similar to one another.  After as many games as I've played that for whatever reason involve combat ships in space, I'm soooooo tired of these designs.  They're not very memorable to me anymore.  And they're usually about as colorful as a brick.

The thing you've shown here doesn't even go near that type of design, which is great.  There's an almost organic quality to it, yet not too much.  The blue crystal bits add to this look, and also add some extra menace to it (and a big central ship, which this is, should look menacing in my opinion, it shouldn't look like something that runs and hides; that wouldn't exactly scream confidence, nope).  It's got a dragon-ish shape to it but it doesn't go too far with that either.  Even if the individual ship itself ends up not being all that strong, as the core unit it's still sort of representative of the fleet as a whole, so it should look impressive even if it's actual power is low.

And overall, it just stands out to me.  It looks DIFFERENT than the norm that's used everywhere but without looking ridiculous. Stands out.  And again, there's some actual color there.  That's something that always catches my eye since so many games these days don't seem to know what colors even are.


Thank you Misery! I really appreciate the in depth response here on what you do like.

Likely then I will continue to with this sort of over all style and hopefully as this progresses, ships will all have their own identities too.

I took a lot of what I learned from designing ships in Starward Rogue and applied that here in designing this one!
: Re: Second Art Look: Player Base Concepting.
: PokerChen September 16, 2016, 05:06:38 PM
Well the first thing that stands out is that this doesn't have the extremely overused "big metal battleship" style to it. (etc.)
IMO this tends to be because most SciFi on the whole are made by humans for standard human consumption. Our engineering ascetics/practicality tends to leak into most ships/structures, like "armored = strong", producing a lot of the gratuitous metal and plating lines. But it also grounds the alien races to qualities that are understandably human (although they may not be themselves human). So yeah it includes all Star Trek/Wars, BSG, Gundams, Warhammer 40K, right up until your bump into the opposing, somewhat less overused "gracefully curvaceous ships" associated with Tolkien-esque elf-alikes. (Even for relatively indie games like FTL, a human-impression is left on the chubby Rock ships, angular/hooked Mantises, round Zoltans, and crustacean Slugs.)

 On that note, I came across a striking counterpoint in Legend of Galactic Heroes, where there's a planetoid fortress Iserlohn that essentially looks like a giant opaque marble, because it's protected entirely by some form of liquid metal through which all the actual ships and turrets dive into and out of.  In a universe where everything else is plated, antennaed, and relatively sane (although on the spindly side).

 Maybe big gaping holes in ships is the new human in AI War II. :P Fools the AI into not building any orbital mass drivers, since the bolts would mostly sail right through the rings without doing much.

 (EDIT: The whole crystal-beings-making-crystalline ships is a bit tongue-in-cheek ironic, given that humans with today's sensibilities would never build a vessel that looks like flesh. It was commented elsewhere that the three AI War aliens all built ships that took after themselves in some manner, while I don't think this is true for humans - our ships take not after us, but our flippant aesthetics. Thus based on the ships that they tend to build, the Spire would probably love to trade porcelain and bone china.)
: Re: Second Art Look: Player Base Concepting.
: Draco18s September 16, 2016, 05:42:02 PM
The other design that is "stereotypical human" is the rotating habitat rings because we use centrifugal force to generate gravity and aliens are like "Y U no invent Artifical Gravity?"
: Re: Second Art Look: Player Base Concepting.
: Captain Jack September 16, 2016, 06:00:33 PM
On that note, I came across a striking counterpoint in Legend of Galactic Heroes, where there's a planetoid fortress Iserlohn that essentially looks like a giant opaque marble, because it's protected entirely by some form of liquid metal through which all the actual ships and turrets dive into and out of.  In a universe where everything else is plated, antennaed, and relatively sane (although on the spindly side).
Literally the only thing I'm taking out of this thread is that someone else here knows LoGC.

(EDIT: The whole crystal-beings-making-crystalline ships is a bit tongue-in-cheek ironic, given that humans with today's sensibilities would never build a vessel that looks like flesh. It was commented elsewhere that the three AI War aliens all built ships that took after themselves in some manner, while I don't think this is true for humans - our ships take not after us, but our flippant aesthetics. Thus based on the ships that they tend to build, the Spire would probably love to trade porcelain and bone china.)
This however deserves a comment: much like Chinese who imported delftware, the Spire would be interested in our porcelain and similar products as barbaric curiosities, not as objects with artistic value.
: Re: Second Art Look: Player Base Concepting.
: kasnavada September 16, 2016, 06:07:45 PM
(EDIT: The whole crystal-beings-making-crystalline ships is a bit tongue-in-cheek ironic, given that humans with today's sensibilities would never build a vessel that looks like flesh. It was commented elsewhere that the three AI War aliens all built ships that took after themselves in some manner, while I don't think this is true for humans - our ships take not after us, but our flippant aesthetics. Thus based on the ships that they tend to build, the Spire would probably love to trade porcelain and bone china.)

Not sure about that one... because most of our vessel's shapes are dicted by technical consideration and not design.
Spire have probably evolved above that long time ago.

And, wherever then can :
https://www.google.fr/search?q=ship+figurehead&biw=1607&bih=836&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiKhu378pTPAhUFnRoKHfp0AFgQ_AUIBigB&dpr=0.9
: Re: Second Art Look: Player Base Concepting.
: Yavaun September 16, 2016, 08:58:32 PM
Looks like the next level of AI abomination to me. Something like a hunter-killer but much worse (worse for the humans that is). In that context, that blue luminous material gives me the creeps. Worst case it's some sort of bilogical weapon O_o

That said it looks super cool but perhaps it would be too dangerous for humans to live in a dragon's head.
: Re: Second Art Look: Player Base Concepting.
: Cyborg September 16, 2016, 09:01:28 PM
I hope that each race maintains an art theme.
: Re: Second Art Look: Player Base Concepting.
: PokerChen September 17, 2016, 02:50:24 AM
Literally the only thing I'm taking out of this thread is that someone else here knows LoGC.
Homeland advantage: I got a game as a kid (LoGH-IV, turn-based role-play strategy layer+Turn-based combat layer, ported to Taiwan). Would eventually find the mandarin translation online for the entire novels.

This however deserves a comment: much like Chinese who imported delftware, the Spire would be interested in our porcelain and similar products as barbaric curiosities, not as objects with artistic value.
Incidentally, I was in the Hague last week and witnessed some delftware. IMO they're of generally higher mastery than German equivalents. It's kind of sad that intricacy is not in vogue today with semi-affluents buying IKEAware featuring designers focussing on shapes and forms and absolutely no decoration.

Not sure about that one... because most of our vessel's shapes are dicted by technical consideration and not design.
Spire have probably evolved above that long time ago.

And, wherever then can :
https://www.google.fr/search?q=ship+figurehead&biw=1607&bih=836&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiKhu378pTPAhUFnRoKHfp0AFgQ_AUIBigB&dpr=0.9
1) On the other hand, humanity has a strong tendency to adopt engineering features as their definitions of aesthetics. Humanity today would call yachts and catamarans graceful and sleek, although their shapes are fundamentally of the same kind as as destroyers (which most would probably call sleek, but not graceful). Contrast: no matter how fast you make a cargo-ship or junkship hull travel, these would never be called "graceful"/"sleek" today because people have adopted aero/hydrodynamics as an aesthetic factor.
 Compare this to the likes of the Visby class, DDX, and F117s, which are great engineering in terms of radar stealth, but isn't generally considered beautiful. Most people would think of B2s instead (a marketing success IMO). Even the F35 feels kind of "stubby" despite what I presume to be the designers' best intentions to capture public imagination. It'll probably take a while before people get accustomed to the idea.
 ...I won't speculate presently on whether Spire has analogous character-flaws.

2) *chuckles* I think your right in the sense that some people would've made their prize feminine vessel in the shape of a nude woman if they could. On the other hand, this kind of womanising is particular to the successful western medieval maritime culture. AFAIK most other cultures call their travelling vessels "it", and invoke either dragons (Asian), serpents (Old Norse), or simply nothing (Indian Ocean and East Indies because Isalmic prohibition). I wonder how the Micronesians used to think of their majestic ocean-crossing canoes.
: Re: Second Art Look: Player Base Concepting.
: kasnavada September 17, 2016, 04:06:55 AM

2) *chuckles* I think your right in the sense that some people would've made their prize feminine vessel in the shape of a nude woman if they could. On the other hand, this kind of womanising is particular to the successful western medieval maritime culture. AFAIK most other cultures call their travelling vessels "it", and invoke either dragons (Asian), serpents (Old Norse), or simply nothing (Indian Ocean and East Indies because Isalmic prohibition). I wonder how the Micronesians used to think of their majestic ocean-crossing canoes.

I'd be willing to know more about that actually. I lived in Asia a few years, but apart from "yeah, we had boats millenias ago, sailed the world, and found out that outside, there was only barbaric uneducated savages, so we sank the boats... nothing to see" story, I didn't get much. Then again, in Asia as a whole, languages tends to not have a concept of gender associated to nouns, so...

AFAIK, the western culture of calling ships a "she" actually encompassed a large part of Europe, but Norse apparently referred to ships as "he" despite actually having the neutral gender in their language. I got no clue how American natives refer to their ships. Africa... complicated. A lot of the languages there have been destroyed.
: Re: Second Art Look: Player Base Concepting.
: chemical_art September 18, 2016, 04:06:20 PM
Bloody [darn] the art always gets better.
: Re: Second Art Look: Player Base Concepting.
: x4000 September 19, 2016, 12:06:12 PM
I hope that each race maintains an art theme.

Of course!  Goodness. :D

The main problem is that the humans were always more generic, and we don't want to do that for them.  The spire and AI and zenith had the most interesting individual styles.  The neinzul kinda did but also were a bit hard to follow in some ways.  The human stuff was a bit on the boring side compared to the others, so trying to be less generic is a goal.
: Re: Second Art Look: Player Base Concepting.
: x4000 September 19, 2016, 12:17:00 PM
As to putting this on the blog: http://arcengames.com/ai-war-ii-art-diary-player-base-concept-work/

Good idea!
: Re: Second Art Look: Player Base Concepting.
: Cinth September 19, 2016, 12:19:40 PM
 :D
: Re: Second Art Look: Player Base Concepting.
: Zanthra September 23, 2016, 05:07:27 PM
As to putting this on the blog: http://arcengames.com/ai-war-ii-art-diary-player-base-concept-work/

Good idea!

Puppet Gen. Hammond: Sergeant, make it spin!
Puppet Sgt. Harriman: Spin? Sir.... it doesn't spin.
Puppet Gen. Hammond: What? It has to spin, it's round. Spinning is so much cooler than not spinning. I am the General, and I want it to spin! Now!

Hehe. Seriously though, it looks awesome!
: Re: Second Art Look: Player Base Concepting.
: x4000 September 26, 2016, 10:48:28 AM
What is that from?  It sounds really fun. :)
: Re: Second Art Look: Player Base Concepting.
: Draco18s September 26, 2016, 12:16:39 PM
One of the Stargate TV show's spoof episodes.
Ah, episode 200.  And here's a 'tube of the excerpt.
https://www.youtube.com/watch?v=g9XrrEaZ7Y4
: Re: Second Art Look: Player Base Concepting.
: x4000 September 26, 2016, 01:04:43 PM
Cool! :)
: Re: Second Art Look: Player Base Concepting.
: Draco18s September 26, 2016, 01:26:59 PM
And yes, the entire setup was for the last 10 seconds.  Very shaggy, that dog.