It must be for you, because i only saw spots, and fat brush strokes i fail to identify as real forms. It's worse than to have blindness, or seeing everything blurry. That brown/dark shape under her arm, is supossed to be a hand? and where are the folds of the clothes? what is she carrying? I think it could be a matter of…
Muzz, i know, for that reason i commented massive black. But understand, that the work posted as example is not his best work and not a good reference to follow, at least for me. that's all. I talked a few times about concepts for production, and concepts to make ideas (sketchs better said)... so why the hell do you talk…
@Blaizer: I kinda rushed that image, so forgive the white space. The three paintings all look pretty similarly detailed when you shrink them down. But when you blow them up, all three of them have totally different levels of detail and refinement. I used a rembrandt instead of the picasso because I have a lot of his…
Team Fortress 2 comes very close to this; the environments aren't very detailed for a modern game and it has broad, visible brush strokes. Characters, on the other hand are sharp and detailed. The result is that your eye is drawn towards the important things. Mirror's Edge is another example... Gears and UT3 are the exact…
That work you posted ZacD, is called "ciencia y caridad", "Science and Charity". Is a common work we study at our schools hehe, and was criticized by the terrible disproportions in the whole painting (like the size of the bed, the hand of the ill woman, etc. etc.) plus composition errors. The are also perspective…
I'm not dismissing any work.. i just said i don't like that kind of blurry drawings, i hate them beacuse i don't appreciate a shit hehe. It's a matter of tastes, i just have my preferences :) , heh open mind you say... why do you play some games and not others? it's the same. TF2 concepts are very detailed, not blurry...…
My point exactly! But Blaizer calls any abstractification 'unfinished'. For example, the game doesn't have wood grains. Sand is just a stretch of orange. Hair is just a blob of brown and stubble is a blob of grey. Those are all abstractifications - the game is more Sargent than Bourguereau - but it is all the better for it!
Blazier have you tried painting in that style with real paint I mean? The Guassian Blur effect is really hard to do with real paint and keep those perfect edges that fade in and out. These artist are trying their best to paint only what they see and ignore what their brain is telling them is there. It's pretty hard to do.…
Well, same thing again : depends! If you work for a client, chances are you would need to provide something sharper. But maybe not! It's not Hollywood-factoryesque everywhere. It also depends on who the client is. If its for uneducated fat execs, they wont have a clue hence you would have to do something very "one to one".…
Muzz yeah and then again, it depends on the production. If a team works well from "dirty" stuff and produces quality art and or assets, there is no point in polishing things to an uberclean state. It worries me a little when I hear artists say that some stuff has to be done one way more than another (read: I feel like…