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Sponk
March 25 2013, 04:42:49 AM
Creative mercs of New Eden!

We are looking for the best DUST 514 fan art! Show us your talent by following these rules and win great prizes:

Official DUST 514 Fan Art Competition rules:

Entrants must be at least 13 years old
Entries must be in GIF, PNG, or JPG file format
Entries must depict a suitable art that is suitable for DUST 514 // EVE Online universe (Images (http://dust514.com/media/screenshots/), Videos (http://dust514.com/media/videos/))
Entries must be made by Entrant exclusively for this contest
Entries may not use any watermarks or distinguishing artist marks (such as signatures)
Entrants may submit only one piece of fan art
Entrants must use only one character on their PSN account to enter the competition. Using multiple PSN accounts/characters will result in disqualification.
Online (digital art) entries only, hard copies are not accepted

How to enter:

Contest is open from 3.23.2013 00:01 GMT until 4.13.2013 23:59 GMT
Simply provide a link to the competition forum thread (https://forums.dust514.com/default.aspx?g=posts&t=65208&find=unread) with your entry before 4.13.2013 23:59 GMT. Posts that donít include link to an image in the thread will be removed.

Prizes:

First prize: Wacom Intuos5 Touch L Graphics Tablet
Second: Samsung B750 Series 27-Inch Screen LED Monitor
Third: Graphics card: Nvidia GeForce GTX 670

Competition winners will be announced on 19th of April on this very thread and on DUST 514 website featuring the winners.

Good luck! We are looking forward to your creations!

Lallante
March 25 2013, 02:32:37 PM
I will be submitting my erotic dust fan fiction diorama entitled "squad broken"

Jack bubu
March 25 2013, 04:13:42 PM
50 shades of TANKS ?

Mike deVoid
March 25 2013, 04:19:30 PM
Some of the colour schemes on the maps are pretty much all 50 shades of grey.

Sponk
March 25 2013, 11:36:49 PM
50 shades of TANKS ?

http://i.imgur.com/pWzfNOcl.jpg

Nu11u5
March 26 2013, 02:17:10 PM
I will be submitting my erotic dust fan fiction diorama entitled "squad broken"

I really wish I took a screen shot of it. About this time last year CCP had a prelaunch website for the Dust beta that was just a splash with different in-universe quote on it each day. One of them was referring to some Gallente general's military memoir titled "Squad Broken".

Jack bubu
April 14 2013, 04:28:11 PM
So the contest is now closed and some entries are actually really good.
here are my favs.
http://s1335.photobucket.com/user/ozarow/media/chosen2_zps7ae64766.jpg.html
http://img18.imageshack.us/img18/9151/concoursdustfinal.jpg
http://imageshack.us/photo/my-images/28/b7dust514contest.jpg/
http://hughebdy.deviantart.com/art/Dust-514-364728479?q=gallery%3AHughEbdy%2F35071219&qo=0
http://jitters44.indi-d.com/temp/dust514ashland.png
http://paladin-rinon.deviantart.com/art/Dust-514-fanart-competition-entry-364946842
http://fulcrumfxl.deviantart.com/art/Dark-Drop-514-365369832
http://dl.eve-files.com/media/1304/Ambush_%28Tahir_Maru%29.png
http://inallsrsns.net/assets/Uploads/Art/lingD514artcomp.png
http://jovianghosts.deviantart.com/art/CaldariPrimeTime-365505958?q=gallery%3Ajovianghosts&qo=0
http://s1287.photobucket.com/user/Owen_Roberts/media/RAISING2_zpsc7990dc6.jpg.html

Ophichius
April 14 2013, 06:03:36 PM
Problem with the whole concept is that Dust doesn't have a distinctive visual theme. It's an incredibly generic-looking future sci-fi environment. Hard to come up with visually distinctive fanart when the game itself lacks visual distinction.

Something of a pity coming from CCP, as Eve ship designs are quite distinctive.

-O

Nu11u5
April 14 2013, 06:06:09 PM
Probably a result of outsourcing design to China, but people will still eat it up.

Loire
April 14 2013, 08:10:51 PM
Problem with the whole concept is that Dust doesn't have a distinctive visual theme. It's an incredibly generic-looking future sci-fi environment. Hard to come up with visually distinctive fanart when the game itself lacks visual distinction.

Something of a pity coming from CCP, as Eve ship designs are quite distinctive.

-O

I disagree. The game has a distinct visual aspect to it, it's just not fully developed yet. Look at this piece here:

http://fc07.deviantart.net/fs70/i/2013/103/0/a/dust_514_by_hughebdy-d615ean.jpg

That's both Dust now and what Dust can be.

http://paladin-rinon.deviantart.com/art/Dust-514-fanart-competition-entry-364946842

This one as well displays a big part of what's going to set Dust apart. The attention to detail. The accurate Nebula that gives you a sense of place, the titan wreck that gives you a sense of reason.

It's easy to say: "Oh look assault rifles, tanks, dune buggy vehicles. So not original." But when you get into it, these are all integral things you'll find in any shooter. Dust takes these integral things and makes them it's own. Does it do it perfectly? Definitely not. I want to see laser rifle light shows just like in EVE. But we're getting there.

Ophichius
April 15 2013, 01:51:25 AM
I disagree. The game has a distinct visual aspect to it, it's just not fully developed yet. Look at this piece here:

http://fc07.deviantart.net/fs70/i/2013/103/0/a/dust_514_by_hughebdy-d615ean.jpg

That's both Dust now and what Dust can be.

http://paladin-rinon.deviantart.com/art/Dust-514-fanart-competition-entry-364946842

This one as well displays a big part of what's going to set Dust apart. The attention to detail. The accurate Nebula that gives you a sense of place, the titan wreck that gives you a sense of reason.

It's easy to say: "Oh look assault rifles, tanks, dune buggy vehicles. So not original." But when you get into it, these are all integral things you'll find in any shooter. Dust takes these integral things and makes them it's own. Does it do it perfectly? Definitely not. I want to see laser rifle light shows just like in EVE. But we're getting there.

No it really doesn't have a distinct visual flair. Dust features bland, largely identical silhouettes, an extremely monotone color palette, drab and uninteresting architecture, and gun designs which lack any sort of visual flair or style. With all of history to pick from, they appear to have drawn all their tank designs from a school of thought which is informed neither by modern MBT design, nor by any sense of historical design. And yet, freeing themselves from the shackles of realism and historical design they didn't bother to explore other options, such as multi-limbed or hovering tanks. Either of which would allow them to create far more unique and memorable outlines and silhouettes.

Armor designs have poor to no readability, being essentially bland chunks of washed-out color, separated by randomly placed patches of darker hues. Just take a look at this:

http://2.bp.blogspot.com/-VxTdnmZrwww/T1KpdysheEI/AAAAAAAACQA/Lsp0ZUn_7zo/s1600/DUST+514+Concept+Art+%2813%29.jpg

Nearly identical silhouettes, bland 'future tech' styling consisting of hundreds of pointless wingdings and widgets pasted on top of bland, visually indistinct base forms. The only armor that has any sort of even semi-distinctive silhouette resolution is the Amarr armor, due to the heavily built up shoulders and the 3/4 wraparound armored kilt.

Every aspect of the mechanical design in Dust suffers from doohickeys and widgets syndrome. Primitive, blocky outlines created with no thought to basic composition, and then encrusted with minute details.

Take a look at this pistol for instance:

http://2.bp.blogspot.com/-hP_NE0oZMm8/T1KpsQyliqI/AAAAAAAACQg/Q2q_QicCRQM/s1600/DUST+514+Concept+Art+%2817%29.jpg

Doohickeys goddamn everywhere, and that peculiar randomly-placed 45 degree beveling that so many terrible artists rely on to convey 'future' without any purpose or meaning. A trait which repeats in the design of the levels.

The weapons in game, like the rest of the models, are terrible primitive geometry coated with visually crowded and unappealing textures. All of which leads to poor contrast and terrible visual clarity. As an exercise, attempt to rapidly (< 0.5s) identify the faction and armor type (scout, assault, heavy, logistic) of each of the armors in the following pictures:


http://1.bp.blogspot.com/-5FbyJu-iBgo/T3uLCSZaxMI/AAAAAAAACdg/QcZx1GPKwcQ/s1600/DUST514_GP_Screen03.jpg
http://4.bp.blogspot.com/-19CJ5Ov0YaI/T1KnycvGp0I/AAAAAAAACPI/vMq5msAG1aU/s1600/DUST+514+Screenshot+%288%29.jpg
http://4.bp.blogspot.com/-glwp5PbwJDY/T1KnMf-QF9I/AAAAAAAACN4/Z_6EfdyJNHE/s1600/DUST+514+Screenshot+%2814%29.jpg
http://4.bp.blogspot.com/-Fx7PdFAGkN4/T1Km_o69_fI/AAAAAAAACNo/mbC8wRDoTFs/s1600/DUST+514+Screenshot+%2812%29.jpg
http://2.bp.blogspot.com/-vWl_elkJ2NQ/T3uKwqgYDII/AAAAAAAACdI/6ksKFy41BVI/s1600/DUST514_04_smaller.jpg


For a good example of how CCP should be approaching this problem, read this (http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf) whitepaper by Valve, discussing amongst other things the lighting, texturing, and modelling techniques used to create strong, rapidly identifiable silhouettes and designs for Team Fortress 2. While some of the techniques are specific to the visual style TF2 uses, many of them are globally applicable to any discussion of visual design for games.

-O

Sponk
April 15 2013, 02:08:56 AM
I really like the brutalist designs of the buildings though.

Ophichius
April 15 2013, 03:43:01 AM
I really like the brutalist designs of the buildings though.

Except it's not really brutalist. It's like someone took a brutalist building and then tried to dress it up fancy. Which is you know, exactly the opposite of brutalism.

That said, if they want to do brutalist/pseudo-brutalist architecture, that's not an inherent problem so long as the preserve the readability of the combat. Unfortunately as it stands right now readability is a mess. Theoretically a pseudo-brutalist environment would actually help target recognition due to a mostly monochrome, light background. It would be fairly easy to silhouette against, and would mean one could rely on strong silhouette design and smart light placement to carry a lot of the visual load.

Unfortunately, their silhouette design is miserable. They also appear to have made the horrid decision to use color filters, which leaches contrast out of the game and leaves a visually muddled environment.

-O

Loire
April 15 2013, 03:45:03 AM
We're going to have to agree to disagree O. You just pointed out two things I find great about Dust then followed it up with a game whose visual style I detest. The fact that your brought up the Amarr pistol as "bad" astounds me but there's no account for personal taste.

e.: You're talking from a design background obviously. Just like I don;t give two flying fucks about the bevel angle of the new Iphone, I won't pay any attention to the 45 degree bevel on the pistol. When I look at that gun here's my thought process in order of importance:
1) That's clearly a side-arm
2) That's clearly Amarr
3) That's kind of cool how they maintain the Amarrian character by sticking to the gold plates with some sort of ornate inscription or design.

It look's like a distinctive gun with a touch of EVE lore. Nothing about it screams unusable or inappropriate so why the fuck does the bevel or the silhouette matter?

Also are there any military shooters you can name that fit your idealized visual style?

Sponk
April 15 2013, 04:29:21 AM
I really like the brutalist designs of the buildings though.

Except it's not really brutalist. It's like someone took a brutalist building and then tried to dress it up fancy. Which is you know, exactly the opposite of brutalism.

I didn't know you were a brutalist hipster, O.

http://upload.wikimedia.org/wikipedia/commons/6/64/Buffalo_City_Court_Building.JPG

If that's not brutalist, it's certainly brutalistesque.

Ophichius
April 15 2013, 04:49:09 AM
We're going to have to agree to disagree O. You just pointed out two things I find great about Dust then followed it up with a game whose visual style I detest. The fact that your brought up the Amarr pistol as "bad" astounds me but there's no account for personal taste.

e.: You're talking from a design background obviously. Just like I don;t give two flying fucks about the bevel angle of the new Iphone, I won't pay any attention to the 45 degree bevel on the pistol. When I look at that gun here's my thought process in order of importance:
1) That's clearly a side-arm
2) That's clearly Amarr
3) That's kind of cool how they maintain the Amarrian character by sticking to the gold plates with some sort of ornate inscription or design.

It look's like a distinctive gun with a touch of EVE lore. Nothing about it screams unusable or inappropriate so why the fuck does the bevel or the silhouette matter?

Also are there any military shooters you can name that fit your idealized visual style?

Which two things do you enjoy that I pointed out? I'm honestly not sure.

And I wasn't talking about TF's visual style so much as the readability. Read the whitepaper (or hell, watch the video (https://www.youtube.com/watch?v=sIikwDbZTCI) based on the whitepaper) to see what I mean about silhouette readability. They make a lot of good points about the effects of lighting, internal and silhouette lines on character readability in fast situations. Even if you personally don't like TF2's style, you should pay attention to the techniques they use because they can be applied across a wide variety of visual styles.

The bevel bitching was a minor point. The more major point I didn't make was that the gun is completely unusable and features diametrically opposed behavior. The loading system is overcomplicated and nonsensical, as it appears to be inline behind the barrel. It really doesn't matter -what- the gun fires, it's a stupid design. If it's a traditional cartridge-feeder, then the magazines are either intended to be horizontal magazines, in which case they should be located above the barrel, as in the FN P90 Herstal, or they should be vertical feed magazines and located in the grip, as in most modern automatics. The presence of an external hammer and beaver tail grip are also suggestive of a cartridge-feeding design. If it is intended as a battery-fed energy weapon, the feed mechanism is overly mechanically complex and presents multiple points of failure compared to simply sliding the battery home in the grip, or having a straight-in socket on the weapon. Moving to the sides, the controls are all oddly located, shaped, and often hidden in the myriad of horizontal projections which would serve no purpose but to hang up on a holster during a draw. There are also a number of exposed springs and small parts which would be dust and grime sensitive, and should be fully enclosed. In general the gun has too many separate pieces, too many moving parts, and (assuming it is a conventional automatic) an overcomplicated slide/frame mating system. (As a fun excercise, try to identify which portions of the gun recoil during firing and which don't, then try to figure out how they do it without smashing into some other part of the gun. It makes no sense.) Oh, and it's also massively front-heavy. That gun would be a real bitch to handle with a sharply-raked grip and that much mass low and forward. You're basically trying to move a fairly long class three lever, as the center of gravity is significantly beyond the index finger. Pointing it rapidly would be a bitch, and the barrel is set so high that it cannot possibly benefit from the usual reason to make such a design (low barrel inline with the center of the wrist, which removes muzzle flip as force is transmitted straight backwards into the arm.)

The design of the armor is terrible, which is a pity because it would be possible to add fairly small touches to the armor which vastly increase the readability of the suits while preserving or even improving on the feeling of armor types belonging to a specific race. If you black out the silhouettes of the armor, it is nearly impossible to tell which race a particular silhouette belongs to, let alone what class of armor it is. Simple visual cues can dramatically improve that. For example, Caldari ships often feature spiky clusters of antennae. It would be trivial to add a small (1-head high) vertically-oriented antenna mast to the shoulder region of Caldari suits, vary the exact height/thickness/profile of the antenna by suit type and you've added a single relatively small object which instantly distinguishes Caldari suits at range, even in poor lighting. Varying suit geometry also works. Amarr suits could be based on the heavy design shown, very solid-looking, not too broad or tall, but with a blocky, massive build courtesy of the sloping shoulders and 3/4 armor kilt. Make Gallente suits more organic and curved, with a broad, stumpy look. A helmet far wider than tall, with a flat, sloped crown similar to a turretless MBT, barrel-like torso, and stumpy, wide legs. Make Minmatar armor look more like industrial equipment, take design cues from modern-day exoskeletons, with the majority of the machinery lying along a single axis parallel to the long bones of the limbs instead of wrapped around the limb. Blocky, squared-off forms and an integrated cockpit-style torso with a fixed canopy over the head instead of movable helmet would lend more distinctive visual flair.

Fairly easy changes which would lend each faction a distinctive appearance and make battlefield identification under non-optimal conditions much smoother. They also need to use larger swatches of single faction-dominant colors, rather than the jumbled and muddled mess they currently have.

As for modern shooters with the features I listed, nope. None extant. Visual design in games is a pile of shit for the most part. Though in the case of the modern military shooter genre it's less of a pile of shit and more of an open seeping wound into which someone has poured several pints of diarrhea.




I really like the brutalist designs of the buildings though.

Except it's not really brutalist. It's like someone took a brutalist building and then tried to dress it up fancy. Which is you know, exactly the opposite of brutalism.

I didn't know you were a brutalist hipster, O.

http://upload.wikimedia.org/wikipedia/commons/6/64/Buffalo_City_Court_Building.JPG

If that's not brutalist, it's certainly brutalistesque.

Contrast the relatively minor use of angled space with the much more prominent use of vertical and horizontal linear forms against Dust's massive reliance on 45 degree slopes, with relatively minor use of orthogonal planes. Also note the far more intricate entryway designs in Dust compared to the utterly practical rectangular slots that most brutalist buildings have for entrances. Hence why I said it's a dressed-up brutalist building.

-O

Rakshasa The Cat
April 15 2013, 07:17:54 AM
Team Fortress?... damn no wonder you don't like DUST's art style.

Especially the part about adding an antenna to the caldari suit, this game isn't going for the typical FPS-style easy-to-distinguish enemy/friend. When we're on the battlefield the meaning is it should look like it could really be how the equipment would look in real life / eve world.

Every weapon in the game are basically the core of the weapon as it would look assuming the (sci-fi) physics and tech, with very functional exterior with race-specific feel to it.

The dropsuits look like dropsuits would look if the tech existed, with visually differentiating features only when that actually makes sense. E.g. the suits that are powered / shield have backpacks of some size while the new gallente (armor tanked) one shown in the latest vids doesn't.

Ophichius
April 15 2013, 07:43:05 AM
Team Fortress?... damn no wonder you don't like DUST's art style.

Especially the part about adding an antenna to the caldari suit, this game isn't going for the typical FPS-style easy-to-distinguish enemy/friend. When we're on the battlefield the meaning is it should look like it could really be how the equipment would look in real life / eve world.

Every weapon in the game are basically the core of the weapon as it would look assuming the (sci-fi) physics and tech, with very functional exterior with race-specific feel to it.

The dropsuits look like dropsuits would look if the tech existed, with visually differentiating features only when that actually makes sense. E.g. the suits that are powered / shield have backpacks of some size while the new gallente (armor tanked) one shown in the latest vids doesn't.

*sigh* You're missing the point, but okay. Let's say you want to turn this into Arma 3. In that case the designs are completely fucked the other direction. Landscape design is still retardedly impractical, suit and gear designs are now wildly impractical in that they're too observable. Hard to differentiate at range, but easily observable. They're glossy, have glowing bits all over them, lack any sort of dedicated disruptive patterning, and are generally enormously visible. The dozens of tiny armor plates strapped all over would be maintenance nightmares and introduce serious issues with lucky strikes passing between plates to strike the wearer. Assuming significant use of powered assists (i.e. that this actually is power armor), the more realistic design would be heavy central plating across the entire torso, a two-part clamshell design split down the left and right sides of the body (statistically least likely direction to take a round from, and also protected by the arms to some extent depending on stance and strike angle.) Given the lack of optical passthroughs on the helmets one must assume a completely sensor-based heads-up display inside the helmet, at which point having a separately mobile helmet becomes a liability, a weak point in the armor envelope and additional mass to torque against the vertebrae in the event of a severe acceleration event. Extending the torso plating up and over the head as a single smoothly-formed plate would provide spinal support, remove weak points and unnecessary wear points, and improve cranial protection. To protect against strikes on the relatively hard to protect hip joints one would effectively need to put an armored skirt around the entire waist/hip region.

Weapons design wouldn't be the elaborate, overly ornate and fiddly designs shown, but simple, minimum-maintenance, minimum-complexity designs. No decorations, no frills, no fiddly bits. Clear, simple, exposed controls grouped for easy access and use.

Tank designs would tend towards current generation MBTs with low-profile turrets and hulls, armored side skirts, active defense systems, reactive armor plating, single tread loops, and sophisticated sensor systems. Shielding and drones for recon/telemetry would likely be included, as would some level of self-repair capability.

Buildings could be brutalist, but would tend much more towards real brutalism. Stark and uncompromising efficiency with no human frills.

You also need to re-read what I wrote about TF2's rendering technology and silhouette recognition. I linked to the technical whitepaper on the rendering tech for a specific reason, and I've already stated multiple times that the core concept of silhouette enhancement and improvements to the lighting model to make edges stand out are the key things to take away from that paper, not the style/aesthetics of TF2.

-O

Resi
April 15 2013, 09:42:30 AM
I agree with Ophicius, Dust should look like TF2.

But seriously, a lot of what he's saying is making sense, things will improve if the game starts looking like the trailers in the next build but Dust will still probably be a fairly visually uninteresting and muddled game.

definatelynotKKassandra
April 15 2013, 10:46:02 AM
Plus, even after that paper Valve then went and added hats and shit that completely undid all that work.