[QUOTE=Ducksink;42027978]learning some new ways to paint
[IMG]http://th07.deviantart.net/fs70/PRE/f/2013/242/b/e/rhino_fun__by_ducksink-d6keexu.png[/IMG][/QUOTE]
I like it, looks like a more realistic version of some kind of tribal mask
[QUOTE=bunguer;42027736]
[img]http://i.imgur.com/uC3o69X.png[/img]
[/QUOTE]
[QUOTE=Tovip;42029241]That run cycle has always looked pretty stiff to me, maybe if you moved the shoulders along with the arms?[/QUOTE]
You should make her hair bounce around or something.
And also... customizable hair and hats == $$$
[IMG]https://dl.dropboxusercontent.com/u/34397004/Node/Screenshotss.png[/IMG]
Might be a screenshot.
[img]https://dl.dropboxusercontent.com/u/49067800/Old%20man%20face.PNG[/img]
Randomly busted out my tablet today.
I need to really grind it out with my tablet. I've never really gotten the hang of it.
[QUOTE=bunguer;42027736][img]http://i.imgur.com/1iIYCAT.jpg[/img]
Another possible next scenario, this one is all about about pirates and sea.
And some other in-game content:
[img]http://i.cubeupload.com/V5rT9w.gif[/img]
Magnet powerup
[img]http://i.imgur.com/uC3o69X.png[/img]
Common item drop, the color tells how rare it is
[img]http://i.imgur.com/NzBdHwN.png[/img]
Redesigned character; we reworked the current character since it's the basis for the following chars, we fixed various proportion issues and changed clothing style.[/QUOTE]
It seems like all of your concept art looks miles better than the models and textures you put ingame, it has a lot more atmosphere and style, it really gives a feel to what the mood is supposed to be while the models I think are kind of bland. Like on the bear boss or whatever, in the concept he looked like an intimidating enemy with character, while ingame he kind of just looks like a large enemy. And the wood totem thing, in the concept it looked really nice while ingame it was covered in spikes I think? It took away from the design of it. Just my input, not trying to bash it, it looks good but I think it could look better (i'd play it)
[QUOTE=ollie;42022285]I designed a modernish house, but it looks very bland.
What elements can I add and improve to make it more 'alive'?
[IMG]http://puu.sh/4eSeZ.jpg[/IMG][/QUOTE]
this somehow oddly reminds me of something out of a 90s cartoon
Great feedback and critics, will look into what you said and discuss with the team!
About the concept art being different from in-game, this is a quite complex topic but I think I can shine some light into this, it may also be useful knowledge for those who work in mobile games or intend to. Concept art is usually the perfect representation of something, but unfortunately, due to the artists ability or even technological restrictions (mobile devices) some of the stuff is very hard to replicate. In mobile games for instance, although we are starting to do see some really cool stuff, there are still some strong limitations, we can't even use any lights at all in our game, and we must have transparency to a minimum due to shader performance issues. It's really no wonder most beautiful 3d games are made by big studios (>50), since most of them have a large team of artists that can spend a lot of time on each asset and really push it to the limits. But this concept art vs in-game "issue" is also nothing new, in N64 games, you could see this really well, remember Zelda models? :v: This is not an excuse of course, one should be able to make a good looking game even with strong limitations - it's more something that concept artists should take into consideration when working in game projects and when the concept art is not exactly replicated.
With that said, I truly appreciate all the feedback I get here, since I know that to stand a chance in the market we must be good, with a small or a big team, it's the end product that matters. So every critic matters and we discuss it internally (we are currently discussing some camera issues actually!)
For those that didn't see what the bear model looks like versus the concept: [url=http://i.imgur.com/1iPcjk0.jpg?1]concept art[/url] [url=http://i.imgur.com/WnLkkyo.png]model[/url]
The details that were lost, were hands/feets, scar and other small details. This were choices made on purpose, since in-game, the model is far enough and the focus in on the bear's body/face/wheels and not on the hands and feet.
I don't usually post textures, but since it may be relevant in this case, for those interested, all textures are hand-painted from scratch and this is the totem obstacle thing:
[img]http://i.imgur.com/qOJ1q5Q.png[/img]
This is 100% Size; 128x128 texture size - the problem arises in devices like tablets where the model can cover easily 400^2 pixels on the screen, and it must remain decent looking with such a small texture.
I do think this was the worst case of "concept art to model" though, but thanks to the critics it really improved from the first version imo.
[t]http://i.imgur.com/UNoG6d0.png[/t]
[sp]I don't even read comic books[/sp]
I draw myself too much.
[IMG]http://i.imgur.com/jAA1Vpg.png[/IMG]
[i]IGN: Jukebox Hero was Activision's surprise to us all! 11/10, it's okay/[/i]
[QUOTE=bunguer;42036280]Great feedback and critics, will look into what you said and discuss with the team!
About the concept art being different from in-game, this is a quite complex topic but I think I can shine some light into this, it may also be useful knowledge for those who work in mobile games or intend to. Concept art is usually the perfect representation of something, but unfortunately, due to the artists ability or even technological restrictions (mobile devices) some of the stuff is very hard to replicate. In mobile games for instance, although we are starting to do see some really cool stuff, there are still some strong limitations, we can't even use any lights at all in our game, and we must have transparency to a minimum due to shader performance issues. It's really no wonder most beautiful 3d games are made by big studios (>50), since most of them have a large team of artists that can spend a lot of time on each asset and really push it to the limits. But this concept art vs in-game "issue" is also nothing new, in N64 games, you could see this really well, remember Zelda models? :v: This is not an excuse of course, one should be able to make a good looking game even with strong limitations - it's more something that concept artists should take into consideration when working in game projects and when the concept art is not exactly replicated.
With that said, I truly appreciate all the feedback I get here, since I know that to stand a chance in the market we must be good, with a small or a big team, it's the end product that matters. So every critic matters and we discuss it internally (we are currently discussing some camera issues actually!)
For those that didn't see what the bear model looks like versus the concept: [URL="http://i.imgur.com/1iPcjk0.jpg?1"]concept art[/URL] [URL="http://i.imgur.com/WnLkkyo.png"]model[/URL]
The details that were lost, were hands/feets, scar and other small details. This were choices made on purpose, since in-game, the model is far enough and the focus in on the bear's body/face/wheels and not on the hands and feet.
I don't usually post textures, but since it may be relevant in this case, for those interested, all textures are hand-painted from scratch and this is the totem obstacle thing:
[IMG]http://i.imgur.com/qOJ1q5Q.png[/IMG]
This is 100% Size; 128x128 texture size - the problem arises in devices like tablets where the model can cover easily 400^2 pixels on the screen, and it must remain decent looking with such a small texture.
I do think this was the worst case of "concept art to model" though, but thanks to the critics it really improved from the first version imo.[/QUOTE]
Is there any reason why the colors differ so much from the concept art to the final models also? Is it for clearer identification of them? I've noticed, especially on the bear, that it kind of loses it's intimidation factor from going to a sort of dark mysterious bear to a bright one. And this could all be the lighting on it in the concept art which isnt really possible in the game which does this also. I worry that the scenes you've posted may suffer from this too, the colors in the concept art I think are perfect to set the mood, and it would be a shame to lose that atmosphere because of color changes. I find it great that you guy's take criticism and feedback positively, most groups or people almost find it offensive to point out what could be improved .
[editline]ilovemyself[/editline]
the concept art for the bear, almost has a disney-esque villain characteristic to it, which I love, and gives it a lot more character with the head that just sort of blends in with his round hunched body, the underbite and the spike/cloth behind him that goes above him like some sort of evil indication that everyone is familiar with, while the model just sort of lacks all of these distinguished features that make it really stand out as a character which sort of makes it forgettable, just a bear on some logs. This is just an example, I know that the bear is final (?) but I think if with every concept losing a lot of the details which make it great, just even the silhouette of it, i'm afraid that the game will look just sort of, well, bland.
[QUOTE=Vonwilbur;42037705]Is there any reason why the colors differ so much from the concept art to the final models also? Is it for clearer identification of them? I've noticed, especially on the bear, that it kind of loses it's intimidation factor from going to a sort of dark mysterious bear to a bright one. And this could all be the lighting on it in the concept art which isnt really possible in the game which does this also. I worry that the scenes you've posted may suffer from this too, the colors in the concept art I think are perfect to set the mood, and it would be a shame to lose that atmosphere because of color changes. I find it great that you guy's take criticism and feedback positively, most groups or people almost find it offensive to point out what could be improved .[/QUOTE]
You are mostly correct on the colors, we paint the lightning in the textures so we must use some sort of color palette to make it seem like everything fits together, lightning effects like strong shadows are mostly impossible to achieve, unless everything uses that same style too and everything is static. Which is pretty much impossible in this type of game.
I can actually give an example of what I mean with color palette and lightning:
[t]http://i.imgur.com/YybDRB7.png[/t]
Here the lightning is more or less correct, but the colors were picked from the concept art, can you notice how terrible and out of place it looks?(to make it clear, this is not exactly a concept problem, but it's the way things are set up) It would look nice with the lightning from the concept, but then there's that problem.
[t]http://i.imgur.com/TF2riMJ.png[/t]
This is the adjusted version, colors were hand picked to fit the scenario and still stand out. From popular opinion, this seemed to receive good feedback although it deviates a bit from the original concept.
I worry about the scenarios too, and we will do our best to make it fit everything and still remain that same look. Our biggest concern is having no actual lightning and lack of transparency, which makes things like fog and other atmospheric things really really tough to pull.
[QUOTE=bunguer;42037844]You are mostly correct on the colors, we paint the lightning in the textures so we must use some sort of color palette to make it seem like everything fits together, lightning effects like strong shadows are mostly impossible to achieve, unless everything uses that same style too and everything is static. Which is pretty much impossible in this type of game.
I can actually give an example of what I mean with color palette and lightning:
[t]http://i.imgur.com/YybDRB7.png[/t]
Here the lightning is more or less correct, but the colors were picked from the concept art, can you notice how terrible and out of place it looks? It would look nice with the lightning from the concept, but then there's that problem.
[t]http://i.imgur.com/TF2riMJ.png[/t]
This is the adjusted version, colors were hand picked to fit the scenario and still stand out. From popular opinion, this seemed to receive good feedback although it deviates a bit from the original concept.
I worry about the scenarios too, and we will do our best to make it fit everything and still remain that same look. Our biggest concern is having no actual lightning and lack of transparency, which makes things like fog and other atmospheric things really really tough to pull.[/QUOTE]
If you had some sort of canopy or shade-cloth above the bear (like some sort of royal extravagance) you could darken the bear a lot to create that ominous mood without it looking inconsistent with the lighting of the world
[QUOTE=Vonwilbur;42035646]concept art looks miles better than the models and textures you put ingame[/QUOTE]
This applies to everything pretty much, including AAA titles, the biggest budget films and what have you.
I do agree that stuff like the totem pole deviated so much that it was pointless to paint a concept in the first place, but he's already gotten that and similar crit I believe.
I just started a course in sketching and I feel that my drawing ability has greatly improved.
It's not much, but I'd say this is the best drawing I've ever done. Don't mind the text, I put that there to humor a friend. :v:
[thumb]http://imageshack.us/a/img802/4811/06gy.jpg[/thumb]
The design is not my own concept, it's intended to be a female Charr (Guild Wars 2).
[QUOTE=Maloof?;42037972]If you had some sort of canopy or shade-cloth above the bear (like some sort of royal extravagance) you could darken the bear a lot to create that ominous mood without it looking inconsistent with the lighting of the world[/QUOTE]
It's not a bad suggestion per say, but it could turn out to be quite time consuming and risky :v:, for instance, adding geometry would require changes in the UV Map and that kind of thing is really bothersome because besides having to adjust the uvmap it would require repaints on the texture, and then you would have problems with animation because some of the current animations would not look well and some may even break. Those kind of things are better when drawn in the original concept art, because after it's made into a 3d model it's a lot more time consuming to make changes.
This is that kind of thing of where you must draw the line somewhere and stop improving a piece and move to the next one, most assets can always be improved, and some will be better than others, but with so many assets to be done it's important to manage the time carefully.
Does anyone know some good tutorials on how to paint fur?
I made a small album of some of my drawings, and would like some criticism:
The drawings are in order of progression, the first is about 2 years old, last one is 4-6 months old (please excuse the shitty camera quality)
[thumb]http://i.imgur.com/8eFq2lE.jpg[/thumb]
[thumb]http://i.imgur.com/iDtpRiG.jpg[/thumb]
[thumb]http://i.imgur.com/Kavevov.jpg[/thumb]
[thumb]http://i.imgur.com/RnzrY6L.jpg[/thumb]
[thumb]http://i.imgur.com/Qedc6Qy.jpg[/thumb]
[thumb]http://i.imgur.com/lGwpspL.jpg[/thumb]
[thumb]http://i.imgur.com/iKRhn6I.jpg[/thumb]
[thumb]http://i.imgur.com/ibFLznk.jpg[/thumb]
[thumb]http://i.imgur.com/HzBEb8j.jpg[/thumb]
(imagine this one has a pitch dark background)
Recently, I hit a stub. I don't know what to work on improving anymore (I am obviously not that good at a lot of things). Any advice on what I should work on most?
[img]https://dl.dropboxusercontent.com/u/46196310/ART/SCAN0336.jpg[/img]
You wouldn't believe what I used as inspiration for this.
[URL="https://dl.dropboxusercontent.com/u/46196310/ART/horsehead.png"](Hint hint)[/URL]
[QUOTE=Jorori;42044235][img]https://dl.dropboxusercontent.com/u/46196310/ART/SCAN0336.jpg[/img]
You wouldn't believe what I used as inspiration for this.
[URL="https://dl.dropboxusercontent.com/u/46196310/ART/horsehead.png"](Hint hint)[/URL][/QUOTE]
I would like to see that "creature" with some colors and shadows.
[QUOTE=bunguer;42041150]It's not a bad suggestion per say, but it could turn out to be quite time consuming and risky :v:, for instance, adding geometry would require changes in the UV Map and that kind of thing is really bothersome because besides having to adjust the uvmap it would require repaints on the texture, and then you would have problems with animation because some of the current animations would not look well and some may even break. Those kind of things are better when drawn in the original concept art, because after it's made into a 3d model it's a lot more time consuming to make changes.
This is that kind of thing of where you must draw the line somewhere and stop improving a piece and move to the next one, most assets can always be improved, and some will be better than others, but with so many assets to be done it's important to manage the time carefully.[/QUOTE]
It's more something to keep in mind for future designs.
In any sort of video game or film project you'll be working heavily with smoke and mirrors - your job is to create illusions. You're constantly held back by technical limitations. For me, a lot of the fun challenge is figuring out ways to create the effect I want while staying within these restrictions - it's about being really imaginative and inventive. If you can't make it, fake it
[QUOTE=Maloof?;42047689]It's more something to keep in mind for future designs.
In any sort of video game or film project you'll be working heavily with smoke and mirrors - your job is to create illusions. You're constantly held back by technical limitations. For me, a lot of the fun challenge is figuring out ways to create the effect I want while staying within these restrictions - it's about being really imaginative and inventive. If you can't make it, fake it[/QUOTE]
I 100% agree with what you said and I always appreciate the feedback/suggestions. It's both fun and challenging to tackle these problems, but sometimes it can get frustrating when you have to deviate so much from the concept :v:
The great thing about receiving feedback and pushing the boundaries is when you look back and see how much better things are, the current scenario I feel it could be better and probably will be the weakest from the 4-5 that we'll do, but it had a rough development with many changes and a lot of freestyle (it was made before having a concept artist), we still managed to pull some interesting tricks and remain a good frame rate.
I'm not sure if it's interesting to anyone to show progress pics, but this was the game just 2 months ago:
[t]http://i.imgur.com/JtzcGn8.png[/t]
And after some iterations and lots of tricks we reached the current stage,
[t]http://i.imgur.com/SjAzvOO.png[/t]
(This is also a small update, new item drop, this time it's an uncommon item, the background color tells how rare an item is)
[editline]2nd September 2013[/editline]
[QUOTE=GastricTank;42045988][img]http://31.media.tumblr.com/ca84db7f577dd8a95c2a49bc0bc9dfef/tumblr_msgebtEVqK1rcaoyro1_400.png[/img]
cutie patootie alert[/QUOTE]
I like your characters designs, do you usually have a background story or something to guide their style?
First piece of art I'm proud to show off, based off the poster
Source:[IMG]http://broadwaytour.net/img/wicked_gershwin_theatre1.jpg[/IMG]
Art:[IMG_thumb]http://i.imgur.com/VbJOJ2P.png[/IMG_thumb]
[QUOTE=bunguer;42048063]
I like your characters designs, do you usually have a background story or something to guide their style?[/QUOTE]
[url="http://images.wikia.com/nintendo/en/images/0/0d/Miriel_(Fire_Emblem_Awakening).png"]Ain't my character.[/url]
But yeah, all of my characters have some kind of story to them.
When I have to style a person, I find one or two features about them and exaggerate it. A good example would be [url="https://dl.dropboxusercontent.com/u/67144542/Drawings/changes.png"]me and my pal[/url]. I like eating and have massive baby face, and my friend has a huge nose and endless chins. So I went with making me a pudgy shortstack and making my friend a tall, pencil-necked donkus. For fun, I also usually exempt a facial feature to make the characters more distinguishable from another, like how I am missing a nose, my friend is missing his eyes, or how my dad lacks a mouth.
But those are for humans. For my little OCs of indeterminate species, while they all have similar body structure, they all have different hues of skin and some superpower of sorts that determines their outfits, and little backstories that determines their personalities. The monsters and creatures are just random things I shit out through brainstorming, like the Boxing Squid and the Bomb Spider.
[QUOTE=bunguer;42048063]
[t]http://i.imgur.com/JtzcGn8.png[/t]
[t]http://i.imgur.com/SjAzvOO.png[/t]
[/QUOTE]
This really highlights how unpleasent your camera angle is, the previous one is SO much more appealing
[QUOTE=Mio Akiyama;42048109]First piece of art I'm proud to show off, based off the poster
Source:[IMG]http://broadwaytour.net/img/wicked_gershwin_theatre1.jpg[/IMG]
Art:[IMG_thumb]http://i.imgur.com/VbJOJ2P.png[/IMG_thumb][/QUOTE]
I wouldn't go calling that your "art"
Because it really isn't
Art is subjective
[QUOTE=Mio Akiyama;42048282]Art is subjective[/QUOTE]
If you're going for a fine-art conceptual piece of work that deals with ideas of appropriation of existing work then sure, it counts as art
If you're trying to go down a more commercial and mainstream 'look at what I have made' avenue then what you've done lacks the originality that people tend to value, the originality that shows that you have proficient technical and conceptual artistic skills and the originality that will prevent things like copyright claims
Copying other people's work can great for practice but if this sort of thing is to be released commercially and outside of the fine-art world then you're going to run into trouble
[editline]2nd September 2013[/editline]
[QUOTE=MakoSkyDub;42048177]This really highlights how unpleasent your camera angle is, the previous one is SO much more appealing
[/QUOTE]
I agree - from a gameplay standpoint it's 100x better
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