[QUOTE=V_Buns;49870173][IMG]http://puu.sh/nvfgJ/3d1c5f3d58.png[/IMG]
drew a friend's character[/QUOTE]
She needs hairy armpits.
When I get home I'm gonna add some details to make the place seem a bit more lived in - hanging fruit, posters on the walls, more stains and scratches etc. What else should I add?
[img]http://i.imgur.com/NTzptHc.jpg[/img]
[img]http://i.imgur.com/LG99qZG.jpg[/img]
[QUOTE=salmonmarine;49870437]When I get home I'm gonna add some details to make the place seem a bit more lived in - hanging fruit, posters on the walls, more stains and scratches etc. What else should I add?[/QUOTE]
In the sleeping quarters - does there have to be two extra torpedo's lying on the ground?
It seems like those would get in the way.
Considering the year, you could definitely make a poster featuring a pin-up girl, or a classic muscle car.
I would consider adding a magazine on one of the beds.
Smoked cigarettes butts littering the floor maybe?
[QUOTE=salmonmarine;49870437]When I get home I'm gonna add some details to make the place seem a bit more lived in - hanging fruit, posters on the walls, more stains and scratches etc. What else should I add?
[img]http://i.imgur.com/NTzptHc.jpg[/img]
[img]http://i.imgur.com/LG99qZG.jpg[/img][/QUOTE]
If you're gonna use that emblem, you should add some mud and scuff marks to the bottom of the hull :v:.
[QUOTE=Glock Samson;49870524]In the sleeping quarters - does there have to be two extra torpedo's lying on the ground?
It seems like those would get in the way.
Considering the year, you could definitely make a poster featuring a pin-up girl, or a classic muscle car.
I would consider adding a magazine on one of the beds.
Smoked cigarettes butts littering the floor maybe?[/QUOTE]
Thanks for the feedback! There's some good ideas there - but I will defend the torpedoes in the crew quarters - if you watch Das Boot part of the reason the crew is so enthusiastic to attack convoys is that they get more living space as they launch torpedoes. The cigarettes and magazines are good ideas though
[QUOTE=salmonmarine;49870562]Thanks for the feedback! There's some good ideas there - but I will defend the torpedoes in the crew quarters - if you watch Das Boot part of the reason the crew is so enthusiastic to attack convoys is that they get more living space as they launch torpedoes. The cigarettes and magazines are good ideas though[/QUOTE]
I need to see Das Boot, I know its a classic.
Fair enough on the torpedos then, I can see it.
What are some good resources for digital painting?
[T]http://i.imgur.com/oyoxyrZ.png[/T]
Card game I'm working on.
[QUOTE=T.F.W.O.;49870674]What are some good resources for digital painting?[/QUOTE]
ctrlpaint.net is your new bible
[editline]5th March 2016[/editline]
Drafting a graphic novel that I'm really keen to share with you guys when I can. It's gonna be a pretty significant project - I'm looking forward to really getting into it and having a clear goal to work towards!
Here's a short story I wrote to warm up today. Maybe resize your window so it doesn't read like a ridiculously wide billboard
[I]The dog kicked the door open and howled. A small German family blinked, and stared, astonished. The wife was the first to react. She reacted poorly. The dog re-reacted poorly. Frankly, everybody could have handled it a lot better.
These duels to the death aren’t uncommon in 22nd Century Germany. The rise of Kaiser Trumplebottom shook the country out of what had been a long, prosperous and (some may claim), decidedly ethical post-War slumber. But tides turn (thrice daily now, due to Moon II), leaders fall, and the zeitgeist conveniently fades from one form to the next.
The Russian Method returned to the scientific world. Shipments of bells, pet food and assorted canines flooded into New Berlin. The Academy De Genetic hummed in the dark, wet nights, trucks rumbling in and out. Police files show complaints from neighbours about howls and growls, snuffles and scratches. As the reports decrease, a new trend appears - complaints of men shouting, men with deep, guttural voices. Men speaking a language that nobody could identify. Men roaring into the night. And then the alarms sounded.
Newspapers around the world read ‘Werewolves in Berlin’, or ‘Pavlov’s Puppies’, but no headline could do the chaos justice. Elizabeth XI raised the Atlantic Wall from the depths of the Channel. The City of Madagascar burned it’s ports. From Vatican Island the Pope broadcast an address suggesting that Germany was paying for its sins, that the creatures that prowled the streets was God’s way of reminding them of the persecution of generations passed, (even though there is only One True God and obviously it’s not the Jewish one, I mean I’m the Pope what did you expect?). This was, incidentally, the first documented appearance of a papal ‘lol’.
[/I]
Been doing some texturing.
[img_thumb]http://i.imgur.com/AlCohEg.png[/img_thumb]
[img_thumb]http://i.imgur.com/k7F995w.png[/img_thumb]
[img_thumb]http://i.imgur.com/ToJwQXZ.png[/img_thumb]
Can any of you recommend any tutorials on making textures? I figured out how to UV unwrap something, but I don't know much about actually making the texture in Photoshop or something.
[editline]-[/editline]
Whoops, thought this was the digital art thread.
[QUOTE=ElectricSquid;49874708]Can any of you recommend any tutorials on making textures? I figured out how to UV unwrap something, but I don't know much about actually making the texture in Photoshop or something.
[editline]-[/editline]
Whoops, thought this was the digital art thread.[/QUOTE]
What step are you at with texturing? Have you attempted any or are you just trying to start now for the first time?
Universitys who have Games Art Design courses will often have a youtube channel with some sort of bootcamp or tutorial playlist that might be helpful. I cant link you to anything good for texturing specifically as I just kind of picked it up through my education.
A good thing to do though is start looking at which workflow you want to learn. Difuse, specular, normal and gloss is pretty old, but still in heavy use in the mobile games sector. PBR (Physical Based Rendering) which works with albedo, roughness, metalness and normal (specular where appropriate), is now the industry standard. The difference between the 2 is a difference in how the creator makes maps appropriate for calculating light information in different ways.
Just bought a surface book and I'm getting into sketching, here's my first ever sketch of my hand
[thumb]http://i.imgur.com/h8JxIvx.png[/thumb]
Any c&c or some links to some good resources?
It's far easier and more effective to start out on paper with a pencil. With regards to your drawing, you've sort of drawn what you saw at a component level but not on a whole-thing level. To see what I mean by this, position your hand so that it looks like your picture - you can't. This is also partially due to I suspect you moving your hand while you were drawing, altering the perspective as you go so you've lost track of the way it's facing etc.
In summary, start with pencil, keep the big picture in mind, and take your time (I'd probs spend an hour or so)
[QUOTE=Mr cake fingers;49877536]What step are you at with texturing? Have you attempted any or are you just trying to start now for the first time?
Universitys who have Games Art Design courses will often have a youtube channel with some sort of bootcamp or tutorial playlist that might be helpful. I cant link you to anything good for texturing specifically as I just kind of picked it up through my education.
A good thing to do though is start looking at which workflow you want to learn. Difuse, specular, normal and gloss is pretty old, but still in heavy use in the mobile games sector. PBR (Physical Based Rendering) which works with albedo, roughness, metalness and normal (specular where appropriate), is now the industry standard. The difference between the 2 is a difference in how the creator makes maps appropriate for calculating light information in different ways.[/QUOTE]
I'm between the two you mentioned - I've technically textured some things before, but they were extremely basic, like flat colours and simple designs, simple geometry, etc. such as this thing I made for a tabletop scene:
[t]http://i.imgur.com/sqR5jvM.png[/t]
As you can see it's not that great, and something like a gun or character or even really anything that's not a flat colour is beyond me.
As for traditional vs. PBR, I'm open to either. Blender Cycles uses the traditional setup, I think (but I've heard you can set up nodes to do PBR?), as well as Unity which I'm considering getting into, but I'd also like to be familiar with PBR so that I'm not lagging behind where the industry seems to be heading.
[IMG]http://i.imgur.com/VfCN18T.jpg[/IMG]
the dorks the dorks cannot be corked the dorks obama is keeping the dorks uncorcked the dorks the dorks the dorks it is dork dork dorkthe dorks the dorks cannot be corked the dorks obama is keeping the dorks uncorcked the dorks the dorks the dorks it is dork dork dorkthe dorks the dorks cannot be corked the dorks obama is keeping the dorks uncorcked the dorks the dorks the dorks it is dork dork dorkthe dorks the dorks cannot be corked the dorks obama is keeping the dorks uncorcked the dorks the dorks the dorks it is dork dork dorkthe dorks the dorks cannot be corked the dorks obama is keeping the dorks uncorcked the dorks the dorks the dorks it is dork dork dorkthe dorks the dorks cannot be corked the dorks obama is keeping the dorks uncorcked the dorks the dorks the dorks it is dork dork dorkthe dorks the dorks cannot be corked the dorks obama is keeping the dorks uncorcked the dorks the dorks the dorks it is dork dork dorkthe dorks the dorks cannot be corked the dorks obama is keeping the dorks uncorcked the dorks the dorks the dorks it is dork dork dorkthe dorks the dorks cannot be corked the dorks obama is keeping the dorks uncorcked the dorks the dorks the dorks it is dork dork dorkthe dorks the dorks cannot be corked the dorks obama is keeping the dorks uncorcked the dorks the dorks the dorks it is dork dork dorkthe dorks the dorks cannot be corked the dorks obama is keeping the dorks uncorcked the dorks the dorks the dorks it is dork dork dorkthe dorks the dorks cannot be corked the dorks obama is keeping the dorks uncorcked the dorks the dorks the dorks it is dork dork dorkthe dorks the dorks cannot be corked the dorks obama is keeping the dorks uncorcked the dorks the dorks the dorks it is dork dork dorkthe dorks the dorks cannot be corked the dorks obama is keeping the dorks uncorcked the dorks the dorks the dorks it is dork dork dorkthe dorks the dorks cannot be corked the dorks obama is keeping the dorks uncorcked the dorks the dorks the dorks it is dork dork dorkthe dorks the dorks cannot be corked the dorks obama is keeping the dorks uncorcked the dorks the dorks the dorks it is dork dork dorkthe dorks the dorks cannot be corked the dorks obama is keeping the dorks uncorcked the dorks the dorks the dorks it is dork dork dorkthe dorks the dorks cannot be corked the dorks obama is keeping the dorks uncorcked the dorks the dorks the dorks it is dork dork dorkthe dorks the dorks cannot be corked the dorks obama is keeping the dorks uncorcked the dorks the dorks the dorks it is dork dork dorkthe dorks the dorks cannot be corked the dorks obama is keeping the dorks uncorcked the dorks the dorks the dorks it is dork dork dork dorkdorkdorkdorkdorkdorkdorkdorkdorkdorkdorkdorkdorkdorkdorkdorkdorkdorkdorkdorkdorkdorkdorkdorkdorkdorkdorkdorkdorkdork
Took another sketch and relined and added some flat colors in SAI
[t]http://i.imgur.com/iaTNKVr.png[/t]
the vector capabilities are nice to work with.
Also, I liked the head design enough to make it my new icon. :v:
Anatomically speaking his legs are a bit too short. Arms at your sides come about halfway down the thigh, if not rarely just a bit more. Definitely shouldn't be able to reach to your knees though.
[QUOTE=Biscuit-Boy;49882791]Anatomically speaking his legs are a bit too short. Arms at your sides come about halfway down the thigh, if not rarely just a bit more. Definitely shouldn't be able to reach to your knees though.[/QUOTE]
Yeah, after the fact I know the anatomy's somewhat off... I'm definitely working on it, though I felt a little less constrained since the character's meant to be a robot with meat parts based on human DNA.
The legs are mechanical, I just covered the upper parts where I'd have drawn servos and hydraulic rams with a cloth-style cowling material for keeping with the whole "man-like-robot" feel.
I'll definitely redraw this guy at some point, though, and work on improving the anatomy.
The important thing to consider is that proportions are just as important to cyborgs- evolution has given bipeds specific proportions for a reason- something trying to walk with different ratios of limb size is not going to be as efficient, which is why any cyborg or humanoid robot is still going be very similar to a human in that regard.
But as with anything in the art, improvement will come naturally as long as you don't intentionally avoid the specific aspect that needs it.
[img]http://i.imgur.com/VrJyHyD.png[/img]
Small dose of paintey practice.
[QUOTE=Biscuit-Boy;49882791]Anatomically speaking his legs are a bit too short. Arms at your sides come about halfway down the thigh, if not rarely just a bit more. Definitely shouldn't be able to reach to your knees though.[/QUOTE]
Legs are wee short, but the arms are huge as well. In that pose, they should reach the waist. I think they are the bigger contributor to the issue, personally.
Proportions can be a pain to get it right, and it is for the best to sketch up the proportions well before starting to work on the linework, colours, etc.
[QUOTE=Hiruty;49878263]Just bought a surface book and I'm getting into sketching, here's my first ever sketch of my hand
[thumb]http://i.imgur.com/h8JxIvx.png[/thumb]
Any c&c or some links to some good resources?[/QUOTE]
Too elaborate for sketch, perhaps? The index finger looks shriveled up, and thumb looks bit twisted.
Personally, I suggest to sketch the shape rather than the outlines.
[T]https://my.mixtape.moe/awwazk.jpg[/T]
Some 40k thing I did with a dip pen and ink. They're kinda hard to draw with right imo.
Sorry for the camera quality, the thing was made on a A1 sheet
A WIP mock-up. Problem is I have [i]no[/i] idea what to do for the background.
[t]http://i.imgur.com/bEQu5KK.png[/t]
well to be honest, c falcs is ridiculously low on the cover. shouldn't he be pretty much centre line or at least on the lower third to hold the most attention?
Quick Dark Souls concept study sketch thingy..
[IMG]https://dl.dropboxusercontent.com/u/49828537/Art/sketches/ddd.png[/IMG]
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