Hello!
I'll be posting 2D illustrations/studies here as well as low poly prop modelling. I'm an absolute beginner to maya and 3d modelling, so critiques are
valuable to me and
extremely appreciated. I'll be starting with simple prop scenes and later move to more complicated objects.
You can follow/contact me here, I stream from time to time.
Portfolio:
https://www.corynbriere.com/Twitter:
https://twitter.com/SpyteStreamsemail: corynbriere@gmail.com
Twitch: /MsSpyte
Replies
Next object — a pot.
----
I finished the pot and a little guide for making textures seamless using smart objects. This can improve workflow when you have multiple textures on one psd.
This city has persisted despite inhospitable conditions, partially sheltered by the cliffs and sustained by fishing. Merchants that brave the cold arrive by boat, and oft trade for exotic animal parts endemic to this region.
Changed money bowl to a sword (artifact), added characters to the cloth, changed scroll to include an inked portrait and 'history' text. Gannon suggested adding a dragon head in place of the swirl, hopefully this is simple enough.
A shrine to an acclaimed war leader who defended the early settlers. His surviving blood line is considered equal to noble houses; descendants continue his legacy by training new fighters and occupying the city's defence council.
Door Progress.
Reworked tileable wood.
Basic lighting, not sure if I want to clean up the lineart, or jump into cleanup and colour, since the forms are mostly there.
Testing out different colour palettes for this illustration. I'll probably go with top-left, since green/yellow can be perceived as 'pestilence'.
Pixel art game —
Enemy wolf run, hit and recover
Enemy Bat - idle and death
Player Run
Player idle after time
Mushroom hop, after player jumps on it for height (interacteable).
Environmental filler concepts.
Caves (left) - filled with small spirits, primitives
Forest (right) - has all the conventionally appropriate critters
Spora Acanthus - pushing the values further, adding in a viney floor is helping to push perspective. Also in the process of changing thick leaves into a thinner variety. Changed spores and flower, as per Gannon's suggestion.
This looks more messy than the previous post, but here i'm only concerned with overall look and props.
More finished assets (except bottom left piece and bottom right candles.
Whew.
Nearly finalized glow worm (12 frames). This will appear in great numbers in the demo.
Almost finished Worm Cave Tilemap.
Mechanics and NPC concepts
Jelly Fish Movement Concept
Overly complex after-death ani — enemy dies, spirit leaves corrupted body, corruption attempts retrieval
Really enjoying the work that's in the thread, keep it up!
Carry on!
Key Destroyed (pickup)
Master Key Destroy (pickup)
NPC
Crystal obstacle
It will look like this in game.
Rendering out the wood here for the chest concept art, the wall part is in progress, looks a bit cluttered visually.