[EDIT-- many of the links of the first page are gone but i've replaced most later on in the thread]
Howdy howdy everybody. Been meaning to put my stuff up to public scorn for a while here, and now I'm finally getting around to it. I'm all 2D, at least for now, and of that most of my stuff is divided between photoshop rendering exercises, figure studies, and robotzzz. I won't inundate you with my entire artistic output up to this point, just enough to make you sick and not want to come back
Though I would totally post some 1st grade crayon drawings if I had copies.
crits always welcome.
a little love for Marvin, the paranoid android from Hitchhiker's Guide. Rest of the body isn't as clean as the head-- someday I'll fix that.
1 hour sketch of a faceted alien-ish helm. Pretty happy with this one considering the time involved.
it's Malevolo, the fortune-telling circus bot!
some figure work-- top half are all 5 minute volumetric studies, bottom is a 30 minute value study.
photoshop rendering studies. I'll tell you what materials I vainly tried to render if you ask nicely.
...and last but not least, some self portraits. Manage to look butt ugly and slightly cross-eyed in the second one, and the third one I'm still working on. And no that's not my real facial hair, but a man can dream, can't he?
Replies
haha, it looks good, and you have a very solid body of stuff so far, I look forward to seeing how you progress.
I'm going to go ahead and assume the latest portrait is the most accurate in terms of likeness as well?
I'm also curious, if you don't mind sharing, how long you spent on each portrait on average?
Not quite ready for the uglification and freckles yet.
Oh, and no worries, the mustache is definitely coming back. As it's the icing on the cake, I need to make sure I hit everything else first.
Anyway, I'm interested to hear what anyone has to say about this if you're out there.
-wake
These are some of the shots I did for a story about a person rediscovering their imagination. I had about 20 scenes thumbnailed out and went on to render some of them. The concept/story isn't anything to write home about and as a whole it's pretty disjointed, but I was happy with how trippy some of it turned out.
Cheers:
i like the first version of ur selfp best, i dont think the more refined versions added anything new to it. my suggestion would be to be more thoughtful of your brush strokes initially, so u dont go back and refine them so much.
as for the story, one idea to present progression is a shift in color intensity/hue, contrast, dramatic composition/lighting etc. i think composition is the main thing u should pay attention to here, and in all the other work here. it should be the premier factor leading ur hand and my eyes through each piece...
Also, good point about the color shifting-- I had considered that in one of the pieces, though I should have taken the time to apply it more consistently throughout. I'll post that when I get home.
Always more room to improve
Anyway, here's that color shot I mentioned earlier Shotgun, as well as a quick concept that I did:
also, just finished this one before bed:
The 25 hour super self-portrait extravaganza and the sit-down that I had with Ryan are certainly paying off; my drawing time on portraits has dropped dramatically, even if the quality hasn't really changed. Color still owns my face tho, and probably will for many years to come, but I think I can deal with that...
So anyway, the beautiful Yvonne:
personally I think it's better in black and white, but then you miss her red lips and cheeks *sigh*
Anyway, here's a few recent things I've done. Take a look.
Time for a great big art dump.
Most of the time I'm super picky about what gets posted on polycount, so I need to just post the good, bad and the ugly here to help me keep everything in proper perspective. (I'm not going to post the REAL garbage of course, just the tolerably bad )
So yeah, this is all stuff from the last year, mostly personal work but also some stuff for small time games that I worked on that never went anywhere. It should be roughly chronological, the opening stuff dating from about this time last year and the newest stuff from the last month or so.
These next four are some concepts for those small games I mentioned earlier. And no, I had nothing to do with the name "Chromatactix" thankfully.
Also while I'm on the topic, here's a video of another game I worked on, though this time I was a lot more involved-- I designed the game, did the UI (yeah I know it's rough-- this game was only intended as a proof of concept so I didn't go very far on alot of the assets) and rendered most everything else besides a few of the ships, so even as just a proof of concept I'm pretty happy with it.
The first video is from very early on when we only had 1 ship type, the second is pretty close to where we stopped. Also, the ships move kinda wonky because when we capped this video all 4 players were early AIs instead of human players.
[ame=http://www.youtube.com/watch?v=1B84ATL4rf0]Video 1[/ame]
[ame=http://www.youtube.com/watch?v=jr0rLEDiT8U]Video 2[/ame]
These next two I did for my ill-conceived blog which thankfully no one ever read. (nor ever will.. I'll get around to destroying all evidence of its existence once I finally get a real website up ) But yeah, I was writing about the Dr. Mercer character as well as how the Elizabeth character doesn't really work in Dead Space, so I did these as visual aids.
oh, and my header was far more fecal sounding than I meant it to be. Apologies
Here's the full progression for the next piece. All told it took me about 4 hours, working from reference. (Please ignore the cauliflower ear )
The rest of this is pretty much from the last 2 months. Later I'll get around to scanning and posting the anatomical studies in pencil I've also been doing recently. Oh, and the Famas WIP sadly was lost to time when my hard-drive went up in flames (note to self, don't name the C: drive 'Icarus'), though I'll get around to starting it up again soon. I need to get back into modeling before I forget everything I've started to learn.
These are from the 40k inspired portraits that I posted about in the P&P thread.. It's another project that needs more attention than its getting
I owe Makkon for this one as I started it from one of his pieces in the concept thread
The anatomy was going nowhere on this one so i cut it in half, mirrored it and went for the freaky look. Turned out ok in the end.
So there you have it, my life from the last 12 months in paintings. I'm interested to hear from you guys.
Anyway, here's a new one I just did for the concept thread:
Also, I just need to get to a new page on this thread so I don't have to wait 5 minutes for all the pictures to load every time...
Gives me a boost to keep going and improving my work.
Out of interest have you studied anywhere for anything games or art related? Or are you self taught?
The game stuff is self-taught. I spent some time during undergrad playtesting, and I spent the year after I graduated on rendering and to put together a team of coders. The game clip was our first shot to see if we could do it, and we're now working on a new project, though the coders are building the engine so it'll take a while before I really get involved
So yeah, the short answer is a little bit of both
Keep working dude. :thumbup:
a quick one to get the juices flowing again.
anyway, this one was a blast to work on, even if it did take all day. I may still screw around with the collar and cigarette, but if I do that's for a later day.
On an informative note, this one took about 2 hours and was started from a great paint by gauss in the concept tag thread. Having a palette already down to work from made it go a lot faster.
And yeah, I think this is my first ever paint that has the potential to cause me nightmares.
So far I'm really happy with the result. In a few days a may come back and tweak it a little more, but I'm basically calling it done.
Cheers:
[edit] just realized this set is backwards... funny how that turns out.
u really know how to get shape into ur drawings, and then refine it really good
A few months back I started working on some detailed anatomy studies of the skull. I haven't worked on them for a while, but digging this stuff out and scanning it makes we want to finish. That and I've been watching some of the Massive Black videos and realized that I don't have nearly as strong an understanding of anatomy as I need to.
For reference, each one of these skulls is about an inch and a half tall. The first one makes me laugh as it shows I haven't worked with pencil in a while-- it took about three studies before I start to clean it up.
what a beautiful game.
Hear, hear! I replay it at least once a year!
Nice work, man.
r u into pixelart by any chance? Id love to see some of those fully finnished with a interesting colour pallette and pixel art stuf like dithering
@lampekap-- it took some work, but I'm happier with it the 2nd time around. As for pixel art, I've dabbled but haven't really done any finished work. It's such a reductive process it's a bit intimidating, but at some point I'll definitely dive in.
@bounchfx-- word. thanks.
@Szark-- hehehe, Hexen was probably more important to me than Doom. I've put a lot of hours into that game, all well worth it
@DarkStar-- yeah I was pleasantly surprised on that one. Looks like I may actually be learning something with all this drawing...
Anyway, here's more fun. Messing around with just 2 tones this time.