Tip: you can look up what the values of those patches are (eg what the sRGB color value should be for each color patch) - they're on wikipedia. Draw a big splodge over the top of each patch on a new layer in photoshop and you can easily see how close you are to what the value should be for each color patch.
Thanks a lot for posting it, there is a lot of great concept stuff on there to draw from. Also I darkened the shadows a bit. Just added a power of (set to 5) between the constant clamp and the divide in the lighting setup. Gives me a lot more control over the shadow darkness Will try and find some time to fix the shotgun…
What Donavonyoung said. Also its good practice (if you're rusty with anatomy, or even if you're not) to try do some anatomy drawings of your character's body type before going deeper into the sculpt. It'll save you hours of frustration later when you've sculpted your model at a high subdivision and realise it isnt looking…
I am not totally content with the boots on the original concept so I am looking to create something a little more 'medieval' looking. Here is a group of concept drawings from the Fable art book for inspiration. I am also considering giving him some raggedy looking trousers rather than the shorts he has on in the concept.
Sooooooo... This is what i'm currently working on - an unfinished sketch with a combined elements of photos and my drawings. I'm trying to combine a machine mechanism with something like a transparent skin. Exactly, most of these details will be changed, but it represents my idea. I'm heavily inspired by Hans Giger. I hope…
i dont know if you can do it that way, you can zoom the planet to take up your whole screen then press t to drop it down flat, then draw on it in 2.5 d and use the ` key (next to the 1 key) to slide the canvas around go to document menu and change the size to what ever rez you want
Had the opportunity to do a little actual life drawing for the first time in a few years, and eesh... i'm r-r-rusty. Not that i was ever fantastic at it, but i think some more sessions are definitely warranted. The majority of the session was made up of relative quickies, like 3 min poses. Here's a handful of the more…
well, swizzleing the channels can lead to optimisations in draw and memory depending on the engine, not sure if object works with self shadowing and other fancy normal based effects . companies are alway wary of change as usually engines are over more than one project and to change all the normal maps in the middle just to…
hey, I like the bulky guy's face, especially with the paintover. If you lack the drive to become an artist why don't you recruit some? Your drawings are better than the typical designer/programmer stick figure art, so you can give a concept artist a good base to work off of that will stay true to your vision.
Finally, I find something sensible in this thread *Draws a sigh of relief* And had I such a good idea for a game, I would've gone ahead and designed it. Just give me more Mass effect (the good ones) and TES (Minus that darned mmorpg and everything before Morrowind which I didn't play) all around and I'm pleased :3