• Creative Work That Doesn't Deserve A Thread
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[IMG]http://i.imgur.com/geRinbY.png8[/IMG] N'other one... "They Rise"
[IMG]http://puu.sh/2IYJb.jpg[/IMG] Tried to do some cloud landscape, what do you think? Clouds are way harder to paint that i thought
[I]Don't[/I] use that brush for grass, otherwise I like it - a bit [url=http://instantrimshot.com/]plain[/url] though.
[QUOTE=Gunsmith;40455897]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.[/QUOTE] codemasters f1. calling it [QUOTE=Gunsmith;40455897]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[/QUOTE] i don't know how much experience you have with independent development but this isn't really true... like, at all i can think of a tonne of successful indie games that have not been made in a way you've described. the thing with going independent is you have to have a hot as shit idea that's very original because otherwise, without the budget, you're screwed. i can see your explanation of indie devs/budgets being true for people with shit ideas, but if you've actually made something decent then what you've described shouldn't be an issue for example, jonatan sonderstrom or whatever his name is made like 40 games for free before he hit the nail on the head with hotline miami. he went to a publisher with it and made a tonne of money. he had a budget of $0 and made it all off his own back with a team, not counting the musicians, of literally 2. it paid off because the game was solid again, [URL="http://www.routinegame.com"]routine[/URL] and [URL="http://www.ether-game.com"]ether one[/URL] have both been made by teams of around 4-6 people, straight out of the UCLAN game design MA, and they've both been funded by various grants because their games are so bloody good and because they know how to market and network effectively. they had budgets of, again, $0, and yet look what they've made. the grants those games have gotten only amount to like $200-400,000 so you sniffing your nose at $3mil is just ridiculous and spitting at mobile games, whether that's a joke or not, is really childish and short-sited
[IMG]http://i.imgur.com/c0zLrzX.png[/IMG] ._. damn I lost my style. I kinda lost everything. Why am I posting pre-pubertal art.
[QUOTE=Bobie;40454238][img]http://25.media.tumblr.com/86da33b852bebd1f2e6476597571a096/tumblr_mlyzkaozCt1so25d8o1_1280.jpg[/img][/QUOTE] it does look cool but i'm not getting too much atmosphere from this. i can't really feel the light source and the lighting in general is boring.
[QUOTE=ChestyMcGee;40457878] i don't know how much experience you have with independent development but this isn't really true... like, at all[/QUOTE] my bad, I should have been clearer on the indie subject, but you're right its not all like that, there are exceptions. one thing I'm not doing though is arguing with you over my opinions on mobile/social sector, I don't like them and I have my reasons and even though I've tipped this thread off the tracks a little I will not be responsible for a full on Derail.
[QUOTE=Gunsmith;40458545]my bad, I should have been clearer on the indie subject, but you're right its not all like that, there are exceptions. one thing I'm not doing though is arguing with you over my opinions on mobile/social sector, I don't like them and I have my reasons and even though I've tipped this thread off the tracks a little I will not be responsible for a full on Derail.[/QUOTE] what reason can there be for hating mobile/social (god forbid, casual) other than being snobbish
Zynga
[QUOTE=Eltro102;40458701]what reason can there be for hating mobile/social (god forbid, casual) other than being snobbish[/QUOTE] I think in terms of developing I'd much prefer to do something that has some serious narrative substance, but I value storytelling a hell of a lot But in terms of playing games, casual is fine. I have clocked more hours of online pool than I care to admit
if infinity blade taught me anything its that mobile games can be amazing
Quick little doodle.. [img]http://i.imgur.com/AVoHCkU.jpg[/img]
[QUOTE=Gunsmith;40455897]wow did i type that much?[/QUOTE] Okay. Still hot :v:
making a bit of progress on this Samus [img]https://dl.dropboxusercontent.com/u/1925002/stuffs/johnstamus.png[/img]
There is something that keeps bothering me about that helmet's shapes but I can't put my finger on it for some reason.. Check that forehead again.
fuuucckk while doing a touch-up to fix that I accidentally saved over my psd with a lower-res version.. oh well
[QUOTE=Headcrab54;40462761]fuuucckk while doing a touch-up to fix that I accidentally saved over my psd with a lower-res version.. oh well[/QUOTE] I did that with that 3-part desert sci fi painting I posted a couple of pages back Accidentally saved over my 3500px wide master copy with a 900px wide web copy =[
Ctrl+alt+shift+s save for web master race [editline]29th April 2013[/editline] [QUOTE=Headcrab54;40462650]making a bit of progress on this Samus [img]https://dl.dropboxusercontent.com/u/1925002/stuffs/johnstamus.png[/img][/QUOTE] I am in love with the design and render of the helmet, especially the visor, but with the current design it feels very "no-neck"ish to me, and while I want to trust your anatomy it still feels like it could use a lift up several inches if not more.
this is why I love feedback, I always get really bad cases of tunnelvision and tend to be unable to spot my own mistakes. Thanks guys! I adjusted the neck a little bit and it definitely looks more natural
well i got my hands on paint tool sai, now i just have to practice with my tablet [IMG]http://i.imgur.com/7oq4eXd.jpg[/IMG]
[QUOTE=Headcrab54;40462650]making a bit of progress on this Samus [img]https://dl.dropboxusercontent.com/u/1925002/stuffs/johnstamus.png[/img][/QUOTE] The hair flowing out the top looks strange and unnatural. Maybe you should try drawing it tied back into a ponytail?
afro
She looks like a cyborg watercolour implement [QUOTE=Maloof?;40462799]I did that with that 3-part desert sci fi painting I posted a couple of pages back Accidentally saved over my 3500px wide master copy with a 900px wide web copy =[[/QUOTE] Not to disparage, but considering your art doesn't usually have a high level of finish (in the rendering sense) do you ever really need dimensions as big as 3500px?
[QUOTE=MakoSkyDub;40463992]She looks like a cyborg watercolour implement Not to disparage, but considering your art doesn't usually have a high level of finish (in the rendering sense) do you ever really need dimensions as big as 3500px?[/QUOTE] I guess it's just a habit I've gotten into given that despite not pushing the rendering I still print them as part of my coursework, and it's better to have sharp strokes than blurry low dpi strokes :v:
[QUOTE=MakoSkyDub;40463992]Not to disparage, but considering your art doesn't usually have a high level of finish (in the rendering sense) do you ever really need dimensions as big as 3500px?[/QUOTE] it doesn't really matter whether you detail the piece or not - it's just good practice because whenever you scale something down to an internet standard, say 1200 across, the brushes sharpen nicely and the repetitive nature of digital brushstrokes aren't as obvious. working as small as you're planning to publish is never a good idea [editline]29th April 2013[/editline] also you never know when you might need to print something or use it for a bigger project
I don't work the same size as I post my stuff here, but 3500 still seems a bit extravagant to me Guess I'm just stingy [editline]29th April 2013[/editline] This also factors in [img]http://i.imgur.com/csMkXe6.jpg[/img] :v:
When you want to print at 50cm to 100cm wide at 300dpi, 3500px is still too low
But of course, I have that problem daily, nay, hourly [editline]29th April 2013[/editline] It's a constant hassle being made to print metre-wide pictures so often, honestly
Mine are always lower than 1200 wide :v:
Mako you'd best try to pick up an external HDD low space or not. If you scavenge around hard enough there are some decent deals out there. I got myself a 3TB external drive for $70 once upon a time. Although if you're able extra internal drives do just as well and are about the same cost.
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