Upcoming Skins and Shader Maps #2

Post about creating and skinning models here
GregDearman
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Re: Upcoming Skins and Shader Maps #2

Post by GregDearman »

GustavoMX930' wrote:
Fransoo773 wrote:You know just as well as I do that Josh's graphics have become barely distinguishable from Gustavo's crap.
Thank you sir. Now just stop, Josh is better than you.
I'd hate to compliment him but Gustavo's work is pretty decent to be fair
Fransoo773
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Re: Upcoming Skins and Shader Maps #2

Post by Fransoo773 »

Very classy August, post a private message just to try and raise a little hell for other people that should not be involved. Classic MXS forums stuff right here, at least I respect you for admitting you got carried away at points, of course I do the same damn thing all the time, as everyone does, and I apologize as well. So I'm done with just sounding like a lunatic, I've gone to this much of an extent to show you guys what I mean so it's clear I'm not just randomly dishing out hate.

This is basically identical to what I was taught in my graphics course. If every edge is protruded from a design, then left on it's own, there shouldn't be more than a couple obvious directions (give or take a couple degrees since there's some angles that are very similar). Here's my disclaimer: I'm not saying I know everything, and that my stuff is all perfect, this is just simply what I was taught and the easiest examples I could find since I already had my designs on my computer.

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(Obviously I left out logos and numbers for each of them, they're separate from the graphics kit, so their edges didn't need to be protruded.)

As you can see, there's no defined flow to Gustavo and Josh's graphics, which in my book is a no go. Of course this is just what I'm taught, I'm sure you two may have learned differently.
However in my examples, for each plastic piece/section, there's usually 2 easily definable directions.
To me the ultimate point is just that if you look at the protruded edges alone, the top two look fairly "random", and there's not much relation between them, see what I meant by random triangles?

I'm also supposed to be doing homework right now, so I don't have time to look it over much, I just wanted to prove that I've got some logic and I'm not just trying to hold a grudge because I think it's fun. I'm the kind of person that loves making enemies, so I hope this clarifies some things. I'm sorry I let my personal teachings of basic design elements get in the way, I now realize that what I've been taught is correct isn't necessarily universally correct.
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KTM57
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Re: Upcoming Skins and Shader Maps #2

Post by KTM57 »

You picked and chose pretty well. Those graphics of yours have 2 or 3 shapes, and you drew a line through one of Gustavo's gradients.
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Re: Upcoming Skins and Shader Maps #2

Post by sapelgas431 »

You've picked one of the worst designs by Gustavo. (sry)
Most of them have the right flow and feel good.
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Re: Upcoming Skins and Shader Maps #2

Post by mxs4crf »

I personally finished the Villo's KXF MEC version
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Re: Upcoming Skins and Shader Maps #2

Post by Boblob801 »

I guess this means there work is more like art then graphic design. It looks good and people like it so whats the problem? Sure it doesn't follow the two thirds rule or the empty space things you get taught in graphic design. That stuff is only basic guidelines to get you started. If you can go against all those "rules" and still make a good looking design then it's either art or the guidelines are just that.... Guidelines
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Re: Upcoming Skins and Shader Maps #2

Post by GustavoMX930' »

In my defense, my PC burnt saturday so i lost all of my PSDs, but in my opinion, Mine and Josh's graphics are what almost everyone likes so we keep doing them because we are sure that a lot of people will like it. Fancy graphics are what people buy, take Ryan Prentice from Intrinzic Graphix as example, his graphics doesnt flow at all but people get it cause it looks sick, same as Josh's graphics.
I'm pretty sure my point is invalid but i felt like i needed to post this
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Re: Upcoming Skins and Shader Maps #2

Post by Fransoo773 »

I picked the two most recent of mine, and the most recent of Gustavo and Josh.
And yes August mine are minimal, but most of mine are. Again, never said I was perfect, I'm just trying to prove my point. You do see it, no?
I disagree respectfully to you though Boblob, yes art is supposed to push limits, but there are things that just simply make sense to make a good looking design when it comes to applying graphics to any sort of object, as compared to sketching random shapes. Directions/lines are pleasing to the eyes, especially when they're on motocross plastics that have many dips and cut offs, those long streaks of flow allow the bike to look more pleasing. The other thing is it's important to create shapes that have relations to other shapes along the design, but if there's just a bunch of random lines scribbled all over the place how if your eye going to move smoothly across the graphic? It's not, it gets confused and lost in all the different directions.

It's also standard in many other things. If you've ever seen an air show, you'll see lots of stunt planes flying in formation, they don't say "Hey look at all these random planes flying around". Same with dance, if there's groups they almost always move in rows, and represent specific lines that go across them, they don't usually spend any length of time in a dance number just running around going in random places (compare a rave to a contemporary dance number, they're totally different right? Well, guess which one is considered more of an art… Probably contemporary).
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Re: Upcoming Skins and Shader Maps #2

Post by m121c »

99% of the motocross community doesn't look at like that Ben, hell atleast a quarter of them are homeschooled you think they care about principles of design? I'm not a fan of random shit either but hey if it sells it sells. Look at Thor gear, 90% of their gear is brush city with random shit plastered all over the gear with really bright shiny colors, but that don't mean shit to the average racer they will still buy it.
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Re: Upcoming Skins and Shader Maps #2

Post by T-RIDER »

A lot of my lines follow the lines of the bike, which is a lot, but I'd consider it an organised chaos. There are a lot of artists and designers out that do and don't follow that 2 direction rule, hence why it's so opinion based. I also have other designs that fit that 'rule. I understand most of what you're saying apart from the implication that nothing your're saying is the right or wrong way but yet I'm doing it apparently the wrong way.

I'll stick to making money off my ''12 year old kid'' designs while I go to study at the best design school/university in the country and you can stick to your graphic design course.
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Re: Upcoming Skins and Shader Maps #2

Post by Boblob801 »

Fransoo773 wrote:I disagree respectfully to you though Boblob, yes art is supposed to push limits, but there are things that just simply make sense to make a good looking design when it comes to applying graphics to any sort of object, as compared to sketching random shapes. Directions/lines are pleasing to the eyes, especially when they're on motocross plastics that have many dips and cut offs, those long streaks of flow allow the bike to look more pleasing. The other thing is it's important to create shapes that have relations to other shapes along the design, but if there's just a bunch of random lines scribbled all over the place how if your eye going to move smoothly across the graphic? It's not, it gets confused and lost in all the different directions.
If we are just talking about Josh's kits then my eyes believe they're flowing. All the lines (bar those on the fork guards) all flow in a relative direction. But that is subject to opinion. I understand were you're coming from but they flow better then you're making out.
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KTM57
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Re: Upcoming Skins and Shader Maps #2

Post by KTM57 »

You can't compare apples to oranges. Your unfinished design with two lines will obviously have less lines than a fully rendered design that is meant to be busier. If you were to actually finish your Suzuki, draw all of the lines, then make them long enough to intersect like you did with Josh's and Gustavo's, you'd see that you're just backpeddling. At this point, you're trying to push the fact that minimalism is less complex than that which is not minimalist.

Josh's designs have a lot of unity with the colors and triangles, IMO.
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Scotty226
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Re: Upcoming Skins and Shader Maps #2

Post by Scotty226 »

I thought flow meant linking the design from the tip of the front mudguard through to the end of the back mudguard, which Josh does very well. However on Bens latest 2 designs i can't see that at all :|
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honda boy 326
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Re: Upcoming Skins and Shader Maps #2

Post by honda boy 326 »

Can we stop the arguing please, all of you make good, clean graphics. Everyone has their own style, either it's making sure the bike flows well, or using the line and triangle method, both of them can look amazing. It's what the designer wants to make.

Ben- You make graphics that flow really nice, and simple and it looks really good, If you're comfortable with making that style graphics, then keep doing it. Your bike's are really nice and i hope to see a lot more from you.

Josh and Gustavo- You guy's make graphics that use lines, triangle, and other shapes to make the bike look good, and you succeed in doing so, I like both of your bike's. They look nice, clean, and can attract positive attention. You guys know how to make graphics look good by using that style, so keep doing, people like it.

All of you are amazing graphic artist, I respect all of you equally. Some of the best skins/graphics I've ever seen have come from you guy's. If you keep doing what you're doing, you're only going to improve, and make the graphics looking better and better each time. So can we please stop fighting, this thread was made to show some sick skins, and it's hard to look at them when we have you three going off on each other. Can we all be friends again?
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Re: Upcoming Skins and Shader Maps #2

Post by Boblob801 »

honda boy 326 wrote:SPEWWWWWW
.......Wrap it up kid.
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