User talk:Guido
So, ... uhm still alive? I'm almost too afarid to ask if you are still there .. and drawing wasterland flowers. Give us a sign if you are in the mood. --paradox-01 (talk) 01:03, 17 May 2015 (CEST)
Yes, I am still alive, and I have not given up on this project. Not that I have much time on my hands, to be honest, but at least I am managing to grind up Alex's original script of book 4, and start with some rough paneling.
Hopefully, you'll hear more from me. --Guido (Lone wolf mode ON)
- I'd like to help you out with your user space : since it's more than just one page, with linking and such, it gets messy rather easily.
- For now, just have a look at the changes I made... And check out THIS, too.
- geyser 19:44, 27 September 2006 (CEST)
- Ok...
- Guido
- USE THE PREVIEW BUTTON MORE.
- PLEASE.
- geyser 17:15, 25 November 2006 (CET)
- Sorry again for my sudden leaving on IRC. If you want to discuss, inform or so ever you can do via email because I don't look often into the forum pm section. :|
- Or, we exchange our ICQ/MSN addresses so I could join some conferences of you and geyser. What do you think?
- Paradox-01 21:43, 16 September 2007 (CEST)
- If you want to join the conversations between Serguei and me you are welcome. Point is, I have no idea on how things like IMMs work, and what should be done to allow small conference chats. Please, contact Geyser and see how grouped conversations can be arranged. My yahoo messenger ID is quite simple:[myrealname.myrealsurname].
- See you on later then.
Drawing tips
- Ok then, the time has arrived. (Hm, you are offline right now so I write it here.)
- You said you can help me out a bit with character drawings. And if you have time to do so take a look here.
- BTW, can you tell me how to create a good perspective? (The one right now is a mess.)
- Main (project) picture is the pure grey one.
- If you want to know the little context meaning of picture follow the link on the project site.
- A cover the a sub chapter... Well, I just want to do so.
- What do you think of the whole?
- Paradox-01 01:23, 7 October 2007 (CEST)
- What do you think of the whole?
- "A cover the a sub chapter"???
- geyser 14:23, 7 October 2007 (CEST)
- Perspective
- Perspective is basically the projection of a 3D world onto a 2D support (paper, computer screen, ...)
- For basic rules and limitations, as well as a few tutorials, see Wikipedia and links therein.
- (of course there are other tutorials than these, and Guido will have further tips)
- Apart from generalities, the major problem is with the aspect ratios of objects in a complex scene.
- One thing you can do is make a real scene by arranging real 3D objects in your room: boxes, bottles...
- Then you place your eye where the "camera" would be and instantly see the right scales and projections.
- Another thing you can do is find a photograph of the place you want to render (in your case, Frisco).
- HERE you can see the Golden Gate bridge and its general situation with respect to SF.
- (you can see that the land next to the bridge is basically naked, because it's rocky or whatever)
- HERE you can see it from up close, with the nearest building (Fort Point)and a few people.
- The biggest problem with your scene is that you want to show too much in a single shot: uncompatible view points.
- One problem is that the roadway is high above the ground level in the vicinity of the bridge,
- so if your camera is shooting horizontally at the warehouse door and the people in front of it,
- you may not be able to see the bridge itself, let alone the cars on it, in the same shot.
- so if your camera is shooting horizontally at the warehouse door and the people in front of it,
- The only building that's as close to the bridge as you suggest is apparently Fort Point
- (and as you can see, the roadway is clearly far above the fort)
- If the fort is not good enough, you could take a less extreme shot at the bridge, from a harbor district.
- The strait and the bridge over it will be seen in the distance (no cars, sorry), and there'll be warehouses.
- Of course Google Image may not have the perfect shot for your story (e.g., landfill), but it's a start.
- The strait and the bridge over it will be seen in the distance (no cars, sorry), and there'll be warehouses.
- Another thing you can do is split the drawing into a few different perspectives:
- a wide situation shot (e.g., closer to the bridge and cars, but focused on the faraway warehouses)
- a closer shot where you can see the warehouses and the vehicles, people standing, doors opening
- a final shot where you finally distinguish the features of the characters and other details...
- geyser 14:23, 7 October 2007 (CEST)
- Characters
- Not many tips except for practicing a whole lot more.
- Baggy clothes do a good job hiding the anatomy, but...
- the neck is much too thick; head's OK
- the left shoe should be in perspective
- the stylized eyes just don't work here
- (with realistic eyes she'd look great!)
- geyser 14:23, 7 October 2007 (CEST)
- > the neck is much too thick; head's OK
- I my opinion the whole body don't fit (so, the neck too). However, I minimized the head around 5%. Result: here.
- Because of the eyes, the right (a bit too small) hand and in aspect of practice I'm re-making the picture.
- > the left shoe should be in perspective
- Well, she is supposed to go.
- > Baggy clothes do a good job hiding the anatomy
- Baggy clothes are comfortable... ;)
- Talk about the scenes later.
- Paradox-01 18:45, 7 October 2007 (CEST)
- Talk about the scenes later.
Images
- As for the roughs : it might be a good idea not to upload some of them on the wiki.
- Because there's a lot of them and some of them you may want to dismiss pretty soon.
- Also because they can't be renamed, and names like "Kon face 1.jpg" are easily overloaded.
- (dunno, you could/should have called them "experimental" or something ^^)
- If you can get an FTP client, then hosting "exploration" on guido.oni2.net is optimal.
- Then again, thumbnailing and gallerying go so much faster with wiki-based images...
- ...yeah, leave them where they are, just try to pick more specific names.
- (I don't mean additional info on the face expression :
- just "Kon face study 1.jpg" instead of "Kon face 1.jpg")
- Commenting on those faces some time this week.
- geyser 13:59, 27 November 2006 (CET)
Acknowledged.
- guido 21:33, 29 November 2006 (CET)
- As for the node-related pictures (graphical replies to my talk page entries) :
- I definitely think your talk pages could/should be moved over to the Oni2 namespace
- as potential nodes of a story (or stories). Script, discussion, actual content.
- I definitely think your talk pages could/should be moved over to the Oni2 namespace
- Then the page and image names should be somewhat systematic (that will make linking easier).
- (something like Oni2:Node42 as the article name and Image:Oni2node42image1.jpg)
- (give or take a few spaces in the names ^^)
- geyser 13:59, 27 November 2006 (CET)
- (something like Oni2:Node42 as the article name and Image:Oni2node42image1.jpg)
We may do this, but how do you think we can organize a framework-page for these nodes? Of course you have my blessing.
The nodes we have been discussing so far are not linked each other in a linear way. Connection among nodes should be shown through something like a table or an input-output matrix... (I am sorry, I got carried away, please forget this one)
- guido 21:41, 29 November 2006 (CET)
If you have any idea, or you think you can handle it, you have my blessing, of course.
- guido 21:34, 29 November 2006 (CET)
- Indeed. This is no single, linear progression of events : it's all connected.
- But actually, I think there doesn't have to be a "framework-page" at all...
- About the double entry matrix : it's not as nice as a flowchart and wastes a lot of space.
- Just as a graph, it is likely to get unreadable past a hundred nodes or so.
- I'd say there's nothing wrong with nodes just linking to each other : no overview.
- (that's how gamebooks work, after all : every page is a "local graph" of sorts)
- Additionally, I think an up-to-date semi-automatic index page of existing nodes will do fine.
- (with descriptions and non-trivial link information transcluded from the nodes themselves)
- I may have to experiment a bit more with hoverbox captions and even graphs
- (if GraphViz produces nice-looking diagrams with default settings, why not?)
- If you're really bothered about the lack of flowchart support right now,
- I can have GraphViz installed. Do you want it? I'm not sure it'd be much more than a toy...
- We could render flowcharts of whole stories (large, messy graphs), or regions (vicinities of certain nodes).
- That would be a lot of work for no big benefit, though, keeping those graphs up-to-date...
- There's a good chance the graphs will end up unreadable pretty soon, though (I'm repeating myself).
- I'm glad to have "your blessing, of course", of course. ^^
- geyser 22:59, 30 November 2006 (CET)
- Oh, and there doesn't have to be a single storyline out there.
- Conflicting entities, contradictory events. Sequels, prequels, paraquels, whatnot.
- Definitely, no matrix can do the job properly. No global graph, either.
- Every story is best outlined in a textual way.
- Every link of a fancy graph can take the form of a sentence or paragraph,
- that will be more informative and less ambiguous than a flowchart.
- Yeah, something like storylines-in-progress.
- Not sure what we'll call them (tree pages?) but they'll definitely do the trick.
- Bottom line : screw flowcharts; plain-text "framework page"
- And that's it, off to sleep.
- geyser 22:59, 30 November 2006 (CET)
- On second thought, about those roughs (mostly those of Kon's face)
- If there's enough to comment on (or complain about) on a pic-per-pic basis,
- then of course we can issue those comments on the "image page" ov every pic.
- Then you can either overwrite the pic with a new version, or upload it with a suffix (e.g. "a", "b", ...)
- If you overwrite the old image, you can keep the old around on an external server.
- (and show it along with the new one, like I did for the tandem ride HERE)
- If the image is a new one, its page can inherit the old discussion and/or link to the old page.
- Global comments on a group of images should probably go in some global talk page.
- (same as for the "nodes", I think Mai's character study could/should go over to the Oni2 namespace)
- I understand "Kon" is a nice original touch, but in terms of Google hits it's about as ambiguous as Mai.
- So I'd just put it HERE, along with THIS. See you there.
- geyser 13:59, 27 November 2006 (CET)
I am the first one who should complain about my drawings. I am disappointed by what I manage to do these days. I lack the time, the concentration, and the sharp eye I used to have only half a year ago. Even when I find the time, all I get is just a fuzzy mess of sketches: each of them is just a clumsy reflection of what I've been aiming at. There has always been a gap between my hand and my imagination: today it seems larger than ever. It does not depend on the subject I am focusing on, it has to do with a personal state. I hope I will find a way through it. Sadly there's no one who can show it up to me.
- guido 21:32 29 November 2006 (CET)
- Take your time, man. And try using the eraser more ^^ << ACTUAL ADVICE
- Or listen to something else than NIN for a change ^^ << STUPID JOKE!!!
- geyser 22:59, 30 November 2006 (CET)
- re: tandem
- There's someone else how likes big bikes and black units. =) (taken from: Battle Angle Alita, Last Order 10) 1 2 3
- I found the analogy amusing, maybe you will get also this impression..
- The motorcycle might be thieved from Akira but I don't care^^
- His fight abilities "aren't bad" but more interesting is his ideology: he's mentioned as a hardcore anarchist and do not accept any hierarchy.
- That's the point where the analogy ends. In Truth Number Zero Mukade is an idealist, fighting for general human values and development in society. Zekka's interest lies in his personal freedom only. I overestimate this in state of my euphoria^^
- Paradox-01 18:15, 28 October 2007 (CET)
also tsutomu nihei has a penchant for dark suits and nasty bikes... check biomega, scanlations are available here [1]
- Guido 15:30, 4 November 2007 (CET)
- It's perfect for getting nightmares, hehe. Now I've a better imagination of extremely negative alienated Daodan beings. It was also quite inspirational, thanks.
- ps: The girls name is Ion and she adepted to the virus. So she has a dark side inside her - reminds me a bit on the iON/NO!-thread.
- Heck, this is getting cluttered...
- "In Truth Number Zero Mukade is an idealist, fighting for general human values and development in society."
- That's not quite true. If it's the Old Mukade you're referring to, his altruistic ways are far from obvious.
- And as for the New Mukade, he's increasingly alienated, even if he was a rational altruist to start with...
- I guess you can draw a parallel between Zekka and the Old Mukade in his early years as a freelance assassin.
- "The girls name is Ion and she adepted to the virus. So she has a dark side inside her" Gotta have a look.
- geyser 18:18, 11 November 2007 (CET)
@Paradox: I am happy you liked Biomega. Nihei has been one of my fav artists so far. Despite his knowledge about anathomy and such is a bit questionable, I think he enjoys the rare gift of creating deep, unforgettable athmospheres, and developing a unique imaginery. As Geyser told you - in truth number zero - Mukade is a name referring to two *separate* characters. The former draws close to the original concept of oldman and he represents the linking agent between the past order and the birth of Phoenix. The latter is the crafty ninja we all loved (or feared) in Oni. He is fundamentally what you get after a deadly combo of Hasegawa's researches , oldman's brain engrams, and a trial subject with daodan implanted.
- guido 21:47, 13 November 2007 (CET)
- Will you be discontinuing THIS as announced?
- (Practically, should we terminate the links to that blog?)
- geyser 17:14, 27 November 2006 (CET)
- I feel sick, I feel depressed, I hate all I do. and all I know to do in such times is to be self-destructive.
- Apart from that, I got no comments. and noticed how the access counter has been idle for long, too long.
- Anyway I am not going to close the oni2blog for a while (a couple of months at least). In any case I am intended to find a substitute for it.
- Maybe it is time to reconsider the idea of getting an Oni2.net account...
- guido 21:17 29 November 2006 (CET)
- Welcome to the "disgustipation" club. This is what you get when you "get creative"...
- (I used to have bipolar disorder a lot, and as you know I wouldn't call myself "cured")
- On the subject of self-desctruction, late reply to you :
- if earth has become an evil place because of people, and we cannot escape it, what can we do?
- If we are confined in a place for all our life, and everything is getting worse, what shall we do?
- Quoting Seal, "no we're never gonna survive, unless we get a little crazy"... So true.
- Those for whom REM sleep is not enough have to freak out in a way or another to "deal" with reality.
- Practically, there are people who take chemicals and go to shrinks, and those who ought to. Like me. ^^
- And then your only hope is to be your own shrink, to take some distance with respect to your craze.
- That's when you have a chance to come up with a "way through" that doesn't destroy you completely.
- (I didn't realize you were quoting Reznor, not Frost, with that sig of yours...)
- Nice work, Guido. This is becoming an agony column. Or group therapy. Or something...
- You're always welcome on oni2.net. Alloc's contact info is on the main page of the server.
- Hope that helps. Expect a mail either before, during, or after this weekend ^^
- geyser 22:59, 30 November 2006 (CET)
- Oh, BTW : seen "No one lives forever#Killer quote"?
- "Well, admitting you have a problem is the first step, I suppose. - I like to think so."
- Rather fitting to the private hells of a few people I know...
- geyser 22:59, 30 November 2006 (CET)
- guido
- I like the Black ops Konoko!
- EdT 04:11, 1 April 2007 (CEST)
Great pic (rendezvous). Ssg 20:48, 20 December 2007 (CET) Thank you, Ssg. As you already know I won't be active for quite a long while. However don't think I am leaving the OC community with no artists! Someone else is going to take my place, younger but surely talented and with new fresh ideas. Guido 12:35, 22 December 2007
It's a pitty that you're leaving. Nevertheless, when you feel up to visit the community in the future, just drop by. As everyone you're always welcome.
Thank you for your contributions. Ssg 13:06, 22 December 2007 (CET)
I also enjoy your contributions, Guido, and don't be so hard on yourself. Some people love everything they do, even when it's crappy. You, on the other hand, are very talented, so at least try to find a happy medium where you have some pride in your work. :-)
Hope to see you around again when it is not a burden on your schedule, and check "Talk:Images#Konoko_V_Art" for my response to your last post. My "art" is meager and amateurish, but I would be honored to provide anything that can be fodder for a true artist. --Iritscen 21:37, 25 March 2008 (CET)
Thank you Iritscen. Hold on, some important deadlines are coming close for me. The end of my phd might be either painful or worthless mentioning, but I hold real hopes that I will be able to move back to Planet Oni after then.