Ratwise
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| Joined: 17 Oct 2012 |
| Total Posts: 364 |
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| 13 Jun 2013 08:33 AM |
So a lot of people are asking me how to "build good." There are not many tricks that you can just instantly pick up that would make you a better builder than everyone else. I'm making this guide for the things in building that people might not notice but are important. These tips are what make a place inspirational and outstanding compared to others.
1. Balance (of detail and other things) That sounds odd, but it is important to keep balance in detail. You don't want to have a plain wall and then some extremely detailed flooring next to it. Yet again, you do want to create emphasis for certain parts of your place that you want to be noticed more than others. To keep a balance of detail, make sure that everything is almost equally fine in bricks unless you're aiming for an emphasis such as a statue, car, etc. Different colors than the rest of the place also help with emphasis, but that will be discussed later. It's okay to have an extremely detailed flooring as long as you have a wall that has just as much details. Personally, floors and walls shouldn't even have that much detail because the place would look like everything is just jumbled up.
A BAD example of balance of detail: http://www.roblox.com/Ruined-renovations-place?id=102644056 -This place has way too much detail going on the floor and walls, making other areas look ridiculous when trying to pull off balance.
A GOOD example of balance of detail: http://www.roblox.com/The-Wind-2-3-3-Ridable-Ship-place?id=19138404 -Although the place lacks detail (and that's why it may be criticized by elites), it does show an amazing amount of balance throughout the place. Notice how the emphasis of this place is the house because the different colors and slightly more detail makes it pop out more than the rest of the place.
2. Style of Building There is an extreme excess of people making innovative ways to build. Taking a commonly used style such as brick meshes against a wall to make a brick wall is very bland and repetitive because of the number of people that have done that before. It's hard to define a "style" of building, but it can best be described as the manner of how people manipulate bricks, meshes, textures, and ambience to create inspiration in a place.
A GOOD example of a unique building style: Silentswords and Owen0202's "WIJ" style of building. Although they have started that style before WIJ, take a look at places such as http://www.roblox.com/WIJ-Main-Headquarters-first-WIJ-place-place?id=129491. Notice how Silent uses inverted studs on the top of surfaces and uses white translucent glass all over his place.
A BAD example of a building style: Zusik's Metro http://www.roblox.com/Metro-Read-the-description-please-place?id=117835727. I don't want to throw Zusik under the bus because he really is a good builder and his place isn't exactly done, but the style he uses is bland and overused. The brick wall, the ceiling tiles, and the futuristic methods of building are all commonly used by many other people. Don't get me wrong, there are plenty of better aspects of the place, but for the purpose of this tutorial I will only mention the negative parts of style.
Another GOOD example of a unique building style: I don't want to toot my own horn, but I demonstrate innovative ways of building. My hand sculptures are built by a method of small messily CFramed bricks forming a giant magnificent form. Then, my other places show a sense of surrealism (which is not as common as other themes).
3. Atmosphere This category is fairly straightforward. Adding a fog and ambiance to reflect the mood of your place is helpful. Dynamic lighting can be used a lot, as well. If you want to create a more cinematic feel, you'd have extremely dark shadows with bright lights everywhere. If you want to have a mellow or calm theme, you'd have slightly tinted green or blue lights surrounding your place. Make sure to stick with a color scheme. Monochromatic places are nice if you want to emphasize a mood. Here's a list of good color schemes:
-Warm colors (Red, yellow, orange)
-Cool colors (Blue, violet, green)
-Analogous colors: Colors that are close on the color wheel (Red-violet-blue) (Yellow-green)
-Monochromatic Gray (White, gray, black)
Here's a list of color schemes that would be difficult to pull off but still work just as well:
-Complimentary (Yellow-Violet, Orange-Blue, Red-Green, Pink-Lime)
-Primary colors (Red-Blue-Yellow)
I hope this tutorial even somewhat helped. I may be inaccurate at some points, but overall it should be good for people learning to build better.
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Ratwise
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| Joined: 17 Oct 2012 |
| Total Posts: 364 |
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| 13 Jun 2013 08:35 AM |
| For the style of building, I meant to say there is an extremely *lack* of people making innovative styles. |
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| 13 Jun 2013 08:53 AM |
Your work is beautiful. I love the madhatters place.
I think the reason people lack in style is simply from the lag created when trying to make beautiful things. Take your place for example , it is extremely beautiful and well detailed but wouldn't be good for a playable game with lots of action going on. Unless the whole game was within the cofines of that room.
It is a true struggle between detail and functionality , Luckily roblox understands this and is trying hard to close this gap.
Great stuff Ratwise , thanks for the information.
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| 13 Jun 2013 10:00 AM |
I couldn't disagree more with Number 2. A "bad" style of building is no style of building at all- having block-by-block walls one moment and then swapping to a texture system the next for what would be the same thing is bad, not using something that a lot of other builders do already. I should state here that another key mistake is repetitiveness, but that only applies to distinct markings like a crack in a block (as in damaged, like it was hit with a hammer) appearing every twenty studs.
As well, regarding Number 3, there are reasons to use multiple colors without a predefined scheme. What you want is consistency in your color palette- if you're going to use all of the colors, keep using all of them. Don't suddenly go from brightly colored worlds to dull brown, green, and grey.
I dare say that while I personally liked the "Bad" example you gave with Number 1, I find the rationality to be undisputable.
I hope I didn't come off as rude or offensive, but I had to voice my opinions, being that I follow the building philosophy of consistency. |
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Ratwise
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| Joined: 17 Oct 2012 |
| Total Posts: 364 |
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| 13 Jun 2013 12:38 PM |
| It didn't come off rude. As I said, "I may be inaccurate at some points, but overall it should be good for people learning to build better." |
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