[ art / civ / cult / cyb / diy / drg / feels / layer / lit / λ / q / r / sci / sec / tech / w / zzz ] archive provided by lainchan.jp

lainchan archive - /cult/ - 5987



File: 1484731199736.png (1.01 MB, 300x225, matrix.gif)

No.5987

Hello lains.

I hope this is the right board.
I am trying to work on a map for a game that has a cyberspace setting, the game itself is far from cyberspace stuff so its an artistic thing.
I would like to ask for inspirational reference material.
I already got the usual stuff, such as transparent colored grids of various configurations, moving binary code and a bunch of other assorted crap.
As for my capabilities i am using a q3 based engine, which some of you are probably familiar with so i can make stuff that moves and pulsates and whatnot.

  No.6023

File: 1484924121118-0.png (4.99 MB, 200x113, 1432599578099.png)

File: 1484924121118-1.png (324.94 KB, 200x164, a2604a1f760abe243071dd2f72fd4ed8.jpg)

File: 1484924121118-2.png (6.32 KB, 200x125, neuromancer_29.gif)

Could you have a New Retro Wave level that's all grids and wireframes and neon, and a Seapunk level that's all saturated teal, dolphins and pyramids?

  No.6024

File: 1484924576633-0.png (218.49 KB, 200x150, kevin-heckart-0061.jpeg)

File: 1484924576634-1.png (1.06 MB, 200x150, seapunk.jpg)

File: 1484924576634-2.png (85.82 KB, 200x174, Cp4uu4lVUAA1kQ3.jpg)


  No.6040

File: 1485023982532-0.png (969.3 KB, 200x134, 1463517643283.jpg)

File: 1485023982532-1.png (3.99 MB, 200x134, japannightcity.png)

File: 1485023982532-2.png (1.5 MB, 200x200, smile saint 1-heh.png)

>>5987
try neon, massive amounts of chromatic aberration, some shinyness/wetness as well as rain effects and night. also lots of power lines and dark back alleys.
maybe some sort of glitch effects.

  No.6129

Thanks for your input guys.
The thing i am making however is more abstract.
Like in those 80s and early 90s computer simulations.
>>6023
>Could you have a New Retro Wave level that's all grids and wireframes and neon, and a Seapunk level that's all saturated teal, dolphins and pyramids?

Wireframes ang grids are in it already.
Saturated color and abstract shapes are a good idea.
>>6040
>try neon, massive amounts of chromatic aberration, some shinyness/wetness as well as rain effects and night. also lots of power lines and dark back alleys.
maybe some sort of glitch effects.
Good sugestion about glowing things, shinyness and rain.
Since it is abstract it wont have any alleys or powerlines in a classical sense but i could do similar thing.

Much appreciated.

  No.6130

File: 1485270048372-0.png (2.64 MB, 200x200, 7c31e925827891.5634b5fde02e3.jpg)

File: 1485270048372-1.png (1.21 MB, 200x113, 12783736014437.570c539f88fa9.jpg)

File: 1485270048372-2.png (783.17 KB, 200x113, OGvcyEt22.jpg)


  No.6137

>>6023
>furry tron erotica
What the fuarrrk man?

  No.6139

>>6137
I included it as a sorbet, to clear the palate.

  No.6142

>>6139
so how do we clean what needs to be cleaned upon seeing that? I may never recover.

  No.6154

>>6142
Watch a bunch of Christeene and Shaye St. John videos and it won't seem so bad.

  No.6217

>>5987
which engine are you using?

  No.6252

>>6217
Its quake3 engine, but not the game.
Also sorry for delay, ill keep you posted with pics if you want.

  No.6880

File: 1489660048267.png (1.05 MB, 200x125, shot0000.jpg)

Hi lainons.

I finished the first version of my map but unfortunatly due to a minor technical error it turned out not fit for play but i am working on a new version.
I will release a working version this saturday hopefully.

Recently i took a great fancy in graphics and hope to find ways to make great cyb art.

Thank you for your suggestions, but there is still much i can do and i dont feel finished yet, so if you have anything cool keep going.
Also if anyone got some nice lainchan reference images, i could sneak in a few.

Also fuarrrk the automated reply detector.

  No.6882

>>6880
That looks pretty trippy, lainon. I like how the hall of mirrors effect looks with all the textures you've used too.
Looking forward to giving it a go.

  No.6885

>>6882
The hall of mirrors effect was a bug and for gameplay reasons im ditching most of the transparency for now.
Sorry to let you down there, but it will be damn trippy in any case.