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Fellow Time Traveler 04/15/2020 (Wed) 02:12:08 No.536
Aesthetics thread Missing files >>1594
Edited last time by GOAT on 06/29/2021 (Tue) 13:42:48.
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I just got this. It's a neat little book of 3D artwork from 1997 and is the source for the Jurgen Ziewe images in the thread (most of them, at least). It's worth a buy if you come across it and like that style of art.
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I spent way too much money and got Metalheart with the CD included only to find out that the ISO I got from archive.org is the same one from the book so that's midly upsetting. It's a great book with a lot of truly beautiful art, definitely inspiring for my /agdg/ adventures. If you want to check it out you can get the CD from the first and second books here: https://archive.org/details/metalheart
>>2070 actually that link only has a partial list of the files, here's the full ISO rip from my copy: https://www.mediafire.com/file/bsfiektwnhc8j24/Metalheart_is_Digital.iso/file
>>2070 >>2071 This is great, thanks anon. scans when
>>2070 Nice nips
>>2074 I don't know a way of getting scans in without destroying the book's spine, and it's something I'd really rather keep for myself for the future. I paid about $60 burgerbux for it which is way too much but I think it will be worth it.
>>2079 That's perfectly understandable. If you do ever find a way to take decent quality photos/scans please do share them.
>>1151 I love this kind of skeuomorphic art style. I hope to do something that can properly emulate it one day.
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These are conceptual images prior to the construction of some stadium or something. I wish they were bigger.
>>2163 >I wish they were bigger. Try running them through waifu2x
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>>2164 Upscaling is definitely an option, but I meant bigger right from the start. Images that weren't considered small back then seem almost tiny now.
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Some Windows XP desktop images.
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>>2169 I have Bliss scanned at 600DPI. Remember this was medium format film. I bet it could be scanned at a much higher resolution too but even at 600DPI you'll see stuff you hadn't seen before. It is a large 2.37MB file, you have been warned.
>>2173 I have a whopping TIFF file of it in the same dimensions that's too big to post here, but this should be good for the people who don't have it. Thanks.
>>2174 No problem. Is there anywhere we could get that TIFF file?
>>2176 Nice. Thanks.
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I have come to the realization that I am madly in love with the metal heart aesthetic and I want to replicate it using modern web technology. Aside from the obvious (don't use XHR panels, don't use flat iPhone buttons/symbols), how can I do this? There are a few archival sites I've found that discuss old aesthetics, but there doesn't seem to be any demand for people to make websites like this, and thus there are no tutorials. I basically want to take standard CSS and make it look like everything on the page is made of molten metal, mercury, and other types of machinery. How can I do this without just loading a shit tonne of PNG images for frames, borders, etc.? I know that a lot of the animated and interactive websites I remember fondly were made with Adobe Flash, which isn't supported anymore - but surely there must be some way to replicate the look and feel of them, right? Here are some resources I found which catalogue old aesthetics, so I'm at least contributing something: https://www.webdesignmuseum.org/ https://yewtu.be/channel/UCLdCQ9kNutdT7rCF6ZOrFNg https://yewtu.be/watch?v=V1we3O42ZWI (pic related) https://www.webdesignmuseum.org/gallery/realityslip-2003 (pic related) https://cari.institute/aesthetics/metalheart https://aesthetics.fandom.com/wiki/Aesthetics_Wiki (this one seemed surprisingly robust considering it's a Fandom wiki - make sure you have your script blockers disabled)
>>2186 >How can I do this without just loading a shit tonne of PNG images Your picrel looks like it's mostly made up of prefab assets, which makes sense since scaling was less of a concern back then. Gradients and single pixel borders seem integral to the look. CSS is turing complete so the answer is basically 'learn CSS' though there may be a performance impact of generating this design in real time.
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>>2186 I hate to break it to you but you'll most likely be using PNGs for everything, including borders because CSS borders are very basic unless you nest <div> elements to "stack" different colored borders which is a very very bad idea. A few observations I can make from the websites you posted: >the entire page is designed like an image, with pixel perfect placement and sizing of elements (forget about responsiveness and "mobile" layouts) >images are kept to a minimum so they don't clash with the overall design and side/background graphics >images that do get posted have the same colors as the website theme, this is quite autistic but it works in the favor of the overall aesthetic >layouts are not minimal, but not overly complex either, it's a very delicate balance >who cares about the content? I'm looking at cool graphics! Good luck trying to replicate Metalheart, try to be as authentic as possible.
>>2190 >prefab assets I can live with that. Vector images or large PNGs should be functional for most screen resolutions, and shouldn't be too much data since they'd just be simple gradients. >CSS animations I toyed around with those a bit and they seem promising. I'll probably have to use that for most of the animations themselves, with minor adjustments to get unique movement instead of using the default movement curve. >>2192 >stacking divs Nah. My personal website only uses a bit of that to make layout work: at the deepest, it's page wrapper, section wrapper, content wrapper, content. I'll need to spend time thinking about colour schemes and how to make things look glassy or embossed. This kind of creative stuff doesn't come easily to me.
>>2195 You can achieve gradients with CSS, do not waste PNGs on that. Definitely make use of vectors if you can, but a properly compressed PNG will do most of the time.
>>1984 I ended up buying it too, I like how it explains the process behind making the images, will definitely be helpful for me in the future
>>2199 Yeah, I also found those parts informative and was thinking of trying out the programs it mentioned in a virtual machine at some point. I also found it interesting how even his depictions of virtual reality are reminiscent of the descriptions of higher realities he gave in his two OBE books.
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It could just be me being dumb, but apparently there's an image program called JWildfire which makes metalheart fractal images and has a lot of config options. https://jwildfire.overwhale.com/ I stumbled onto this in the napchan magazine thread and was impressed by pics related. I'm going to try tinkering with this and making something distinct.
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I was doing some portfolio stuff and by accident i did something similar to mid-00's cellshading when i was doing some improvised small apartment interior and had to tweak parameters in this new render program. Simple basic colour palette, "shallow" textures pasted indiscriminately around and the key, thick black outlines around most stuff. The advanced lighting also happens to help a lot although it is not baked as it should be "supposedly". In the second one i tried to "cartoonize" the sky like some games did but i might have to re-check my references to nail it better next time.
>>2207 Looks incredible
>>2206 I remember you. Why don't you post the rest of your pictures? I really liked them. >>2207 I feel like I'm looking at a real photo, except there are outlines... Kinda weird but nice to look at.
>>2207 I find these pictures very pleasing. They remind me of some of the better indie games I've seen in the last decade; neat use of a 3D art style and 3D technology. >>2211 >I remember you. Why don't you post the rest of your pictures? I hate to disappoint after all this time, but I really only have like three or four metalheart pictures. You must have me conflated with someone else.
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>>2259 >I hate to disappoint after all this time, but I really only have like three or four metalheart pictures. No worries, here's the whole set of JWildfire renders. They were initially posted on sleepychan and I saved them.
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I find the metal texture interesting on the one with the orange background.
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Some aesthetics I found with a font on github
hello there, i'm new on the messageboard :) we are currently working on some metalheart visuals with a friend of mine, and i would have been curious to have some feedback on it. please feel free to give any tips or critics.
>>2410 Nice work, I especially like #2 and #4 as they're the most authentic looking. #1 is a little too modern, #3 is nice but I'm not sure if it counts as metalheart. >we Who?
>>2410 I like the second one, and I normally don't like the metalheart look.
>>2411 thank you! i appreciate the feedback a lot. and yeah, we use the "metalheart" term but there's actually a shit-ton of various references we're working with so, yeah, probably goes further the borders of metalheart. as for the >who? , it's Mike Sunday, graphic designer and creative director from Toronto, CA. nice lad!
>>2410 While none of them are bad art, they don't really remind me of the original metalheart. The original metalheart usually has overtones of metalic colors, and undertones of one of the different colors of tempered steel. Blue, cyan, and purple are common. Pic 1 - looks to photogenic, doesn't have the CGI render look of the 00s Pic 2 - color scheme looks too retrowave and the palmtrees give it an organic feel, whereas metalart has a very synthetic, space, futurist look to it. Pic 3 - has a hand sketched look to it, not the high contrast CGI render look Pic 4 - looks the closest but looks washed out All of them seem to lack the grids, text, and every-other-line blinds effects. Hard edges are also lacking
>>2427 Super useful post. I've been looking fore something like this for a while.

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