Thanks, it is a mining colony after all
Thanks, such words to describe the stereotypical sci-fi city
It's just about how people use to and often still fantasize futuristic cities. Of course, for the Earth's case, it would undoubtedly never be like that but still
Thanks, it's all in the lack of color
Thanks a lot
They're great aren't they?
I still do make 'futuristic cities' and there really is no one way to post a CJ. The variety and uniqueness of a given idea is what makes a CJ. But an FYI as well, the majority of my images are all just a collection of scenes in SC4, including Polaris.
Thanks, I've never really seen the film before but thanks anyway! And yep, ME:TMW episodes take hours, sometimes weeks considering that most updates might come with a new set of buildings that I have to make before hand. It's great you appreciate it
Cool! I'm a real fan of sci-fi related stuff, if isn't already obvious Btw thanks!
Lol haha yeah, no monolith, just a massive alien temple?
Thanks, I'm not one to allow my quality of work to slide
Thanks so much! It's great of you to say all that and I'm quite the fan of Mass Effect, so the recreations are just something I like to do (as well as side stories). My earlier works used to be functional, and I stressed about it quite a bit then. Now, they're largely static and aesthetic-centric. Sorry to disappoint
Thanks, great of you to stop by
Mass Effect: The Milky Way
. Out of my collection of City Journals, story plots and themed images, ME:TMW's images are by far one of my heaviest applications of Photoshop editing, requiring post-game editing to add visual effects you cannot typically insert in the game itself. Visual effects such as lasers, holography, miscellaneous signage (That are pasted on BATs that are not my own), color filters, lens flaring, light alteration, graphic correction, cloud layering, saturation alteration and other such effects that are essential to give the images the feel and atmosphere you get from the actual Mass Effect series. And before I began BATing for the CJ
, numerous elements such as the Kodiak Shuttle and Reaper ships were mostly photoshopped as there were no other ways of getting them into the pics.
Photoshopping has become one of ME:TMW's primary assets, and without it, would lose its special ability to present various atmospheres and environments, that allow you to immerse youself in a world unlike our own -- that also doesn't stick to the traditional Earthy, above-ground environments that SC4 is bound by.
So when you tear the editing away from the actual image, you can let the naked images run and show you how it would look without the special post-game editing. They're not as remarkable without their respective effects which give you a sense of being immersed in pollution, underwater scenery or a gaseous alien atmosphere.
Here are some samples of ME:TMW images that are edited, and then shown naked.
Episode #22 | Fire in the Sky
This is an image of Kanaze, ravaged and polluted by dirty industry. When naked, the image looks far cleaner than its edited counterpart. Hardly a good representation of what the Tizo District would really look like.
Episode #17 | Underwater Secret
The underwater episode that when deep into Salacia's vast planet-wide ocean. Without the editing, it feels nothing more like an above-ground coral reef, if that ever made any sense. Also notice the station is gone. Yeah, at the time, I photoshopped since GMax was failing to export it completely
Episode #13 | Fall of the Protheans
The Prothean Colony on Eden Prime in Pre-human colonization times, minus the Reaper annihalation.
Episode #10 | The Delta Research Team
An image of the surface of Tosal Nym, stripped of any dust storm clouds.
Episode #36 | Blood Pack Comms
Without the color filtering, the atmosphere of Tarith as opposed to the first is less alien, without the greenish-blue hue to paint the picture of a chlorinated atmosphere.
Episodes #31 #32 #33 | Origins: John Shepard, Kaidan Alenko, Kasumi Goto
In order of image - Kaidan Alenko, John Shepard, Kasumi Goto
Without photo editing, the saturation of said images can be either too high or to low than they should be to set a certain mood. In Origins: Kaidan Alenko, the orchard image requires light alterations and color filtering with adjustments to its saturation to create a bright sunset atmosphere. In Origins: John Shepard, New York's GM building is given a brighter profile and holograms are featured on the sides of towers to create a busy, futuristic urban setting. While in Origins: Kasumi Goto, the Umeda tower, which is orginally quite a striking and rather saturated light navy blue, is reduced to a more desaturated and calmer image minus the overwhelming colors in what is supposed to be a neutral setting.
These are just some examples. That's all for now, come stop by again at Random & Random for anything new! Expect some more Sci-Fi related images as I've been watching a particularly interesting modern remake of a classic Pre-millenia sci-fi film.