[QUOTE=GNJF;40445507][img]http://i.imgur.com/L50gJeQl.png[/img]
I want to print this on a t-shirt, any thing I should improve on?[/QUOTE]
The text manipulations on the bottom are really difficult to read, will be even more so on a shirt.
[img]http://i.imgur.com/qET19qH.png[/img]
[QUOTE=The Vman;40434915]Finished this up for my character design class.
[img]http://i.imgur.com/dGODjzN.jpg[/img]
Actually thinking I might start up a webcomic, I really like the fiction I came up with for this guy.[/QUOTE]
dude this guy is cool as hell, you should totally do a webcomic :) then we can do crossovers ;D ;D
Speaking of comics, here's the most recent page of mine (click on it for the rest of them)
[url=http://www.dullahan-comic.com/][img]http://www.dullahan-comic.com/wp-content/uploads/2013/04/01-08.jpg[/img][/url]
[QUOTE=TH89;40448427]dude this guy is cool as hell, you should totally do a webcomic :) then we can do crossovers ;D ;D
Speaking of comics, here's the most recent page of mine (click on it for the rest of them)
[url=http://www.dullahan-comic.com/][img]http://www.dullahan-comic.com/wp-content/uploads/2013/04/01-08.jpg[/img][/url][/QUOTE]
Awesome, I didn't know there was a Galactopticon comic.
Your art's great, I love how appealing you make the characters.
[QUOTE=TH89;40448427]dude this guy is cool as hell, you should totally do a webcomic :) then we can do crossovers ;D ;D[/QUOTE]
Sure thing bby ;)
[QUOTE=The Vman;40448656]Sure thing bby ;)[/QUOTE]
Hey Vman, I was wondering, whatever happened to your sketchbook thread? I really enjoyed your art of this guy
[IMG]http://i.imgur.com/zqj0OP2.jpg[/IMG]
His clothing is really awesome, did you ever do anything more with him?
[QUOTE=J. F. Christ;40442404]Continuing the trend. Here's a ton of inspiration:
[url]http://imgur.com/a/GPlx4[/url][/QUOTE]
All SF bgs?
There's always some guy doing some ludicrous dance or something like why the fuck would you be doing that during a fight
perfect example
[img]http://i.imgur.com/6TEKENJ.gif[/img] :v:
Some gorgeous ones in there though
[QUOTE=ScreamingGerbil;40445879]Tried to draw something on my phone.
[img]https://dl.dropboxusercontent.com/u/1835520/idrawthings/derp.jpg[/img]
Spot on facial anatomy 11\10 it's ok.[/QUOTE]
I assume Francis Bacon was your style ref?
[img]http://i.imgur.com/AAKOW3M.png[/img]
Still working on this
Adding people makes a world of difference to an environment...
The scaling of the foreground guy is a big off (?)
I'm a big fan of that village thing though. Very neat design. Reminds me of those past-future places like Star Wars.
[QUOTE=salmonmarine;40450427][IMG]http://i.imgur.com/AAKOW3M.png[/IMG]
Still working on this
Adding people makes a world of difference to an environment...[/QUOTE]
Lookin good!
It feels pretty under-exposed though - far too dark for a mostly clear day
[editline]28th April 2013[/editline]
Oh! I did a quick paintover of it a few days ago. It was quick and rough and really not finished. I didn't manage to do the entire image, only parts
Remember I'm still not that great at colour myself! But I pushed some blues into the exposed shadows (faces that are in shadow but can see the sky) because the only light hitting them was the blue light from the sky. Sometimes I didn't have to pick a blue hue at all - simply painting a near-grey colour beside a saturated red made the grey appear to be blue.
Faces that were partly in shadow I made more saturated. I'm not sure how truly accurate that is, but I saw in some photos that the highlighted parts of red rocks were slightly whiter and less saturated; sort of washed-out.
[IMG]https://dl.dropboxusercontent.com/u/83454840/Images/Paintover Salmon1.jpg[/IMG]
Again, it's [B]far[/B] from perfect, but hopefully it gives you an idea of how spinning the colour wheel a bit can make your image a bit more dynamic in terms of colour. I'd love to see other people's critiques and opinions. Don't take what I've done as gospel etc etc
[editline]28th April 2013[/editline]
Also ignore the vagueness of the rock forms themselves; I'm still far from being able to paint rocks good
[QUOTE=Maloof?;40450591]Lookin good!
It feels pretty under-exposed though - far too dark for a mostly clear day
[editline]28th April 2013[/editline]
Oh! I did a quick paintover of it a few days ago. It was quick and rough and really not finished. I didn't manage to do the entire image, only parts
Remember I'm still not that great at colour myself! But I pushed some blues into the exposed shadows (faces that are in shadow but can see the sky) because the only light hitting them was the blue light from the sky. Sometimes I didn't have to pick a blue hue at all - simply painting a near-grey colour beside a saturated red made the grey appear to be blue.
Faces that were partly in shadow I made more saturated. I'm not sure how truly accurate that is, but I saw in some photos that the highlighted parts of red rocks were slightly whiter and less saturated; sort of washed-out.
[IMG]https://dl.dropboxusercontent.com/u/83454840/Images/Paintover Salmon1.jpg[/IMG]
Again, it's [B]far[/B] from perfect, but hopefully it gives you an idea of how spinning the colour wheel a bit can make your image a bit more dynamic in terms of colour. I'd love to see other people's critiques and opinions. Don't take what I've done as gospel etc etc
[editline]28th April 2013[/editline]
Also ignore the vagueness of the rock forms themselves; I'm still far from being able to paint rocks good[/QUOTE]
How fun! Thanks, that's incredibly insightful.
[QUOTE=NanoSquid;40449882]Hey Vman, I was wondering, whatever happened to your sketchbook thread? I really enjoyed your art of this guy
[IMG]http://i.imgur.com/zqj0OP2.jpg[/IMG]
His clothing is really awesome, did you ever do anything more with him?[/QUOTE]
I haven't bumped it in ages, been too preoccupied with school.
As for him, sadly, the game that was a concept for was killed, we've had to completely change game concepts twice.
These are really inspirational!
I'll be working on some drawings in the next couple of days and I'll post some stuff when I've finished them.
here's an old drawing that I'm fond of.
[IMG]http://24.media.tumblr.com/tumblr_m9q74q7a9F1rfvgmpo1_1280.jpg[/IMG]
that's 3 years old.
[img]http://i.imgur.com/6Pf2ZPV.jpg[/img]
[QUOTE=MakoSkyDub;40450282]All SF bgs?
There's always some guy doing some ludicrous dance or something like why the fuck would you be doing that during a fight
perfect example
[img]http://i.imgur.com/6TEKENJ.gif[/img] :v:
Some gorgeous ones in there though
I assume Francis Bacon was your style ref?[/QUOTE]
I actually had no idea who Francis Bacon was until now so I looked up his stuff on google. My doodle wasn't done from a reference of any kind but I can see what you meant.
A photostudy I did just over a week ago. Tried to turn it into something more relevant to my current design project (but I know I won't submit it due to the fact that it's obviously very similar to the reference photo)
[IMG]http://fc06.deviantart.net/fs71/f/2013/118/e/d/water_treatment___altered_photostudy__unfinished__by_zacharyhogan-d63b240.jpg[/IMG]
[editline]28th April 2013[/editline]
Some smoothing of gradients and imported photos to give textures and it would be nearly done. I don't think I'll be finishing it though
[editline]28th April 2013[/editline]
Reference photo
[t]http://fc01.deviantart.net/fs71/i/2012/268/c/b/castles___004_satzvey_by_thalija_stock-d5fuenp.jpg[/t]
[URL="http://thalija-stock.deviantart.com/art/castle-004-Satzvey-328943797"]From here[/URL]
Holy crap that's the last time I use my netbook screen to hold my colour photo references - it looked spot on when I had the photo on my netbook and the painting on my calibrated CRT
I like very much how at one point this thread was almost nothing but photostudies and now everyone has kinda moved away from that into their own stuff
shout to you Mal you've been at it for years :v:
[QUOTE=ScreamingGerbil;40451551]I actually had no idea who Francis Bacon was until now so I looked up his stuff on google. My doodle wasn't done from a reference of any kind but I can see what you meant.[/QUOTE]
Really? That's pretty surprising, it looks very derivative. Study his portraits anyway they're great
[QUOTE=MakoSkyDub;40452396]I like very much how at one point this thread was almost nothing but photostudies and now everyone has kinda moved away from that into their own stuff
shout to you Mal you've been at it for years :v:
[/QUOTE]
Haha, yeah after 5-6 weeks of almost nothing but value paintings I tried to do some colours a couple of weeks back and it looked awful, so I needed a bit of a value study to get back in the game
This project is both a blessing and a curse, fighting to a deadline means I'm forcing myself to adapt and learn new things to speed up working but at the same time its the only thing I've been working on as of late. :suicide:
i've a few more characters to design but im thinking fuck it, i'll take a break by painting some city scapes.
[IMG]https://lh3.googleusercontent.com/-K-RT_nsh32Q/UXz8NY_l65I/AAAAAAAABPg/JG4uxDWThgY/s800/Nana_Profile.jpg[/IMG]
city scrapes
[QUOTE=Biscuit-Boy;40453054]city scrapes[/QUOTE]
I see no city nor any device that would facilitate exfoliation of a surface are u trickin me
come to England, we've lots of cities that need a good scraping.
a rough version of a scene I have to animate
[media]http://www.youtube.com/watch?v=xSgSZfhvGx4[/media]
The first gunshots when the muzzle is still practically pointed at the ground look pretty weird, and I'm not exactly sure where the guy is meant to be looking.
[QUOTE=Gunsmith;40452780][IMG]https://lh3.googleusercontent.com/-K-RT_nsh32Q/UXz8NY_l65I/AAAAAAAABPg/JG4uxDWThgY/s800/Nana_Profile.jpg[/IMG][/QUOTE]
So.. this Grandshift game, is it a hot anime-themed racing game?
[IMG]http://i.imgur.com/Lrgnhgs.png[/IMG]
Not the kind of art I ever have done... Felt a bit weird today, hm.
I like the expression and what you're trying to do, colours are neat as well. Just needs a composition that isn't dead center and find some harmony between the forms, or try to pull them apart from eachother even more.
Sort of reminds me of grunge.
[t]https://dl.dropboxusercontent.com/u/3655193/GrungeDavidCarson.jpg[/t]
[QUOTE=rikimaru6811;40453532]So.. this Grandshift game, is it a hot anime-themed racing game?[/QUOTE]
Grandshift is a theoretical game design/method of thinking focused on efficiency/clever design. It openingly opposes the traditional industry standard of pissing money all over the place and whining when their dumb fuck game design doesn't sell 10 million copies to "Break even"
I've been working in the gaming business for several years now between 2 studios (currently talking to my 3rd), I've not had major positions in them but they've been respectable, I've itched to become a lead game designer for a while now and every time I've sat in a board meeting I've been dumbfounded at the amount of circle jerking involved when it comes to getting shit done. My first studio was tasked with making a racing game based on a licensed series, constantly we were fucked around by the license holders sticking their faces in and arguing with us over the stupidest things such as "the yellow in the backing of the DHL sponsor boards" or "one of the drivers not looking happy enough" despite the fact he was a miserable git in every tv interview ever. being on a 12 month dev cycle didn't help matters either especially when too many cooks spoil the broth and often that meant more meetings, more circle jerking, wasted time and money flushed down the toilet. I could go on and on as to how the current model is broken, OK so its not like this is most studios but having spoken to many people its not far from the norm in publisher owned houses.
At the other end of the spectrum are the indies, often indie devs are seen as out of pocket studios focusing on small titles (most notably mobile *spit*) without much in terms of budget. Kickstarter and crowd funding is changing that but the effects wont be felt for several years to come + unless the model is changed then small budgets of £3 million wont do jack shit, remember budget in gaming refers to cost of operating as well as some materialistic items such as software, in AA/AAA loony land it often means licencing costs as well as outsourcing asset construction to render farms based in western Europe/China and even then you have to waste time dealing with them as often then not they'll get it wrong.
Grandshift was is an example of how a deep game can be designed and made with a team of <30 people without outsourcing asset creation. that's a lot of work for 30 people normally but this model focuses on cutting out the middle man and having the studio head effectively be creative lead/producer/lead designer etc. that means having someone who knows about every aspect of game design/construction to effectively design every aspect of it, from visual design/back end right down to the smallest details of efficient texture mapping and item modelling. In short it means effectively burning someone out but the project is focused with less things to go wrong.
Without going into too much detail of of Grandshift's design (the GDD is getting onto 140 pages without a script in sight) let me give you an example.
The studio decides to make a racing game based on a Female racing driver and they have a tight budget, ordinarily a meeting is called between the creative lead (CL) and the concept artists (CA), the CL gives a brief of what he wants and then off CA go to work, a week later they've 4 designs, another meeting with the CL and its discussed, the CL in not 100% happy with the design so the CA go off and refine it, another few weeks pass and the CL is happy and signs off on it to be passed onto the 3D Artists (3DA) who then have to make the character in 3D, it then has to be UVW mapped and textured before being passed onto the Animators (A) who then have to rig the character with a skeletal structure which then has to be animated for various actions/scenarios.
In the land of the delusional this is fine however this is what actually happens, The A are having problems animating the model and speak to the 3DA to make changes, the 3DA then has to refine the model for smother animation which means making a new texture map, it starts taking too long so they go to the CA to change the design to make it easier for them to work with, CA goes back to CL and CL gets fucked off as he has to compromise his vision, more meetings and about a month later the character is created, it now resembles nothing like the CL envisioned but "it'll do" a month later the licencing board have a problem with one of the advertisers on the racing drivers suit being wrong and needs to be adjusted, hence more meetings, more fixes more stress all whilst being accompanied by the sweet rattling of money around the u-bend.
In Grandshifts Model/thinking method the CL goes off and starts from the top and works his way down like so.
he researches various types of racing, knowing hes on a budget he cant afford to make it realistic as real costs in regards to texture work/animation/licensing, a style is needed so he looks at whats available, Eastern visual design is an accepted art style, still conforms to human anatomy and has an established audience, it doesn't use much in terms of texture work and is visually bright and stands out. licencing is out of the question so either no name brands reality or science fiction is is order, racers are pretty picky so either go all in or whacked out, he doesn't have the cash for a realistic handling model which makes whacked out science fiction all the more appealing, he still wants the racing audience so a semi real racing game is needed as opposed to a wacky kart based racer. he still needs to design the lead character so he researches various racing attire. he doesn't have to worry too much about making it real but he needs to think of how it will be made, the visual style can hide working with complex textures/materials but he still needs to think of the modelers/animators, replacing certain parts of the character with a flat Strauss shader would make it easier for the modeler to map and incorporating deliberate UVW seams into the design means the model can be easily adjusted with a transform cage (max term) to suit other characters in the same uniform, animators wouldn't have to worry about breaking the texture mapping as the Strauss shader in key areas would allow flexibility, and even if it did break (because no system is fool proof) the base models design means it can be easily remapped with additional polygons if needed.
and thus after a week of planning/scribbling the CL comes up with a design.
[IMG]https://lh6.googleusercontent.com/-zNRjjC17_U8/UXz974hWiHI/AAAAAAAABRg/FiDjR_NpGtQ/s912/Grandshift%2520ID%252001%2520Racing%2520Suit_F.jpg[/IMG]
however there is a catch, with each character essentially being the same model, how does he make them unique? by modelling a different head on each one however he goes further then that and incorporates colour schemes based on the characters hes envisioned and even adds identifying marks such as team and driver names, And over the weekend he comes up with 3 characters.
[IMG]https://lh5.googleusercontent.com/-cff1nWbkJvw/UX1hk5oMMXI/AAAAAAAABSA/5-BhqXSPMic/s912/suits.jpg[/IMG]
essentially shaving months off development. In short I want to be lead dev and GS is a demonstration of my abilities as well as level of thinking, failing that I could just kick start the fucker as it was designed to be cheap.
*edit*
wow did i type that much? :suicide:
[QUOTE=Gunsmith;40455897]The studio decides to make a racing game based on a Female racing driver and they have a tight budget, ordinarily a meeting is called between the creative lead (CL) and the concept artists (CA), the CL gives a brief of what he wants and then off CA go to work, a week later they've 4 designs, another meeting with the CL and its discussed, the CL in not 100% happy with the design so the CA go off and refine it, another few weeks pass and the CL is happy and signs off on it to be passed onto the 3D Artists (3DA) who then have to make the character in 3D, it then has to be UVW mapped and textured before being passed onto the Animators (A) who then have to rig the character with a skeletal structure which then has to be animated for various actions/scenarios.
In the land of the delusional this is fine however this is what actually happens, The A are having problems animating the model and speak to the 3DA to make changes, the 3DA then has to refine the model for smother animation which means making a new texture map, it starts taking too long so they go to the CA to change the design to make it easier for them to work with, CA goes back to CL and CL gets fucked off as he has to compromise his vision, more meetings and about a month later the character is created, it now resembles nothing like the CL envisioned but "it'll do" a month later the licencing board have a problem with one of the advertisers on the racing drivers suit being wrong and needs to be adjusted, hence more meetings, more fixes more stress all whilst being accompanied by the sweet rattling of money around the u-bend. [/QUOTE]
You appear to be trying to reinvent the wheel here, most 3d modellers have a comprehensive understanding of concept art development and rigging and the majority of the time they're the ones that do it, they can knock up concepts in a few nights given a correct and thorough understanding of their art direction.
These studios you work at seem to be pretty shit, no offence.
[editline]28th April 2013[/editline]
You also seem to have a vendetta against designers instead of the studio.
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