Show and discuss progress on anything here for feedback (upload finished work to your journals)
Work in progress
Weeks work
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This weeks progress oco2007-05-09 07:26:07
looking good, I really like the overall feel of the painting. Very delicate use of colour and tone... maybe too delicate in spots? not sure if it would be improved, but I would be interested to see a version with stronger colour is some areas. I also think the outline on the nose, forehead and top of the chin are probably not helping the delicate nature of the whole piece and could be knocked back or better yet removed completely.
all up very good piece.
ps. the ear is excellent!
Thanks for the reply John, must say I was inspired by the 'Alien' link you directed me to. Very different to my own style but I was impressed by the skins. The ear is really the pride of the piece so far! the nose has recieve the same treatment - the eye and lips are yet to be tackled. Been working alot on my techniques to get real depth in to my pictures, often leave things looking flat, especially ears, noses etc. Ill have the finished piece up soon hopefully! I know what you mean about the outline, being tosing up whether I should have it or not. See what you think...
At first I thought he got a bit lost in the background but Its growing on me, well spotted.
- Took a look at your portfolio, you have very clean, strong line work. Have you done much technical drawing?
This is it, finished the eyes and lips. Thanks for the critique john, getting rid of the outline really adds that extra bit of realism I think. Now Ill have to look at intensifying the colours as a bit of an experiment! Trying to pioneer
a realistic stuble technique, only a touch ontop of his head but I think it adds to the pic as a whole.
Total work time 4-5hrs
MUCH improved with the removal of the line work there - looks like there is still a faint line, is that right? if you decide that the face edge is too undefined try darkening the background in that area. Just a small increase in tone will make a huge difference.
Good luck with the stubble. It's looking like 3day growth more than fresh shaved at the moment (just an obversation rather than criticism) I suspect that working light hairs on a dark base might work better for the 3day growth look. Might also be a choice feature to create a custom brush for... food for thought.
re:tech drawing, I'm sort of an engineer trapped in an artists body I guess (or the other way around?). I even did a year of engineering at Uni. So that probably does explain my general approach and artistic thought process. It is probably only due to a few cruel twists of fate that I didn't become an industrial designer.
Ha, I ask the question because I too have the anal retention of a drafts men, studied tech drawing for a couple of years. Very particular about my line work. Every Line!
Got excited this afternoon and decided to give him a body, to convey a bit more of the picture in my head. This whole piece is inspired by the book Slaughter House 5 - by Kurt Vonnegut. He's an old bastard but the book is one of my favourites
- The stubble i speak of is just the little bit on the top of his head - not much to speak of at the moment but a custom brush is exactly what im working on, combined with a few blurs and layer effects.
Hey frostblade, Linda isn't it? Thankyou for your kind words. I can see what you mean about the head, I have tried to oversize the head, hands and feet to give him a very underweight look but the head is a little to big.
my problem being that
with the layers Im working on I cant really change its size easily till a bit later on in the process.. So you'll have to wait untill its a little more complete before I downsize!
heres an update. Worked a little on the hands and feet
oco2006-12-03 19:47:37
Cheers John, Thats exactly what I after. Going for something at the other end of the spectrum. Working from black, alot of movement. Much more animated character but I still aim to handle it with subtlety. Want my pics to be more engaging then flashy. Thats the aim at least. (...ill have to produce some flashy works all the same, just to give some substance to my position - Im not just jealous!)
was trying to think think think of where this man could be. Played around with a few ideas and nothing grabbed me. Then it hit me - Electric Light Orchestra! - good conductor! might name him copper. so the subtle approach my be a little bit lost but I'm happy with the direction its headed.. 4 light bulbs done - another 10000000000 or so to go
heres an update
Got the back drop coming together and Im a happy guy. The idea is to have him in front of some old peeling wall paper - because he's a poor little fella. The wall paper is will depict the young buddha, who lived as a wealthy prince. A little bit of a juxtaposition. Ill try explain this better at a later date...
decided to change the whole expression of his stance. Shift the shoulders up a bit and added the left arm with a nervous hand picking at the wall. Wanted to make him look alot less comfortable. I hope you like the changes because I think I'm beyond the point of no return now. Still need to work a bit on the face to get the expression I wont. not much tho. Still a fair amount of work left to go on the singlet and body
Low Poly 500 tri's
Hey everyone i just finished my low poly model, it was lots of fun i cant wait to start the next one. Feel free to reply, i mainly posted it up here just so you all can see what im doing.
500 tri's
1 x 512 texture
software: maya, photoshop
Laters
Thomas
P.s Its gonna be fun to animate, i love realtime game art yay!!!!!!!!!!
First, is that an Atomic logo on his shirt? @:-)
Any chance we could see the wireframe? I'm not sure what area you're specifically aiming for (or perhaps you're just tackling the whole kit 'n' kaboodle) but the texture could benefit from some additional shading. Just some more diverse tones over the skin could make it stand out a little better. The colouring is just a little flat, and could be easily fixed with some darker darks. Seeing you're restricting yourself polygon wise, you want to make the most of your texture.
Keep it up @:-)
Hey Brain,
The logo on his shirt was not meant to be anything, i actually screwed up the unwrap by only unwrapping half the shirt, causing whatever i did one side to duplicate on the other, so i ended up doing that simple logo.
The reason for modeling this guy was simply for fun, its not my best work, but that doesn?t matter to me because it was just for fun. I also love the challenge of really low poly and trying to push it as far as possible to still try and portray the overall shape and color of the character etc.
Thanks for the advice, in my next post ill try to demonstrate some more intense texture work, in a low poly range of 500-1000 tri?s.
all the best.
Getting back on the dead horse (sketchbook?)
Im going through a period of severe lack of motivation, not having any artwork since, well i cant remember. So I decided to kick my ass tonight and try a quick self portriat.
Im hoping to make this a sketchbook of sorts, to keep me motived (So if I havent posted anyhting in here feel free to kick me in the ass!)
So yeah....
Just something small and quick, about 30mins or so.
Enjoyed it too so I want to make more smaller projects like SPs to begin with.
Tapioka pudding environment, yum! just kidding, I know it's snow. The bottom half looks like it is an overcast day ('warm' shadows and no cast shadows) but it is a clear blue sky. Might be worth trying to model the forms with cool colours (the snow will reflect the sky colour) and adding some cast shadows and defining the core shadows in a more sharply might help too.
...and the horizon line is dividing the pic in half, generally a no-no as it doesn't help create a focus within the composition.
might be worth just trying some of the alts on thumbnail sized versions. That would allow you to play around with lighting etc quickly.
RTS Character Concept
Ok so done this guy for the unoffical challange. I just wanted to post this picture here so I can get feed back and keep going with it and make it much better
So please C&C, thanks
UniqueSnowFlake2006-11-25 08:58:20
Looks good. Things I noticed were:
- Forearms look disproportionate to upper-arms (they're too thick, imho).
- The left (or perhaps, his right) forearm doesn't really taper towards the wrist.
- The shape of the left (his right?) leg is a little... strange. I think the knee is too high (particularly when compared to the other leg).
Otherwise, it looks quite good. The background adds to the scene, but isn't busy enough to detract from the character.
Boy Robot
Working from start to finish in public on this one. C&C welcome.. Heres the raw sketch
This work is purely to increase and challenge my skills. Thats why I'm throwing it to the dogs to be dissected and criticised. I Normally work on grotesque, awkward characters and scenes. Trying for something ellegent and gentle with this. Thats largely the insperation for the work. Heres an update.
Robot? I liked the colours of the 2nd image more then that last update, nicely chromatic. Back of the head looks a little bizarre too, what happened to his ear in the last pic? Also his nostrils look flattened as well, hehe like micheal jacksons :P
I like the pose as well.
Keep it up, just doesnt look like a robot boy thats all (as far as the latest update goes).
yar, agreed, not obviously robot at the moment. As you are aiming for a less grotesque, more elegant image - The skin colours are little 'dirty'. Block in the shoulders (and background if you intend to have something other than stark white) with some loose colour/tone too so we can see what you intend do with them. That will help with our critiques too.
edit:
suddenly though of a someone that does great android stuff. They get a real plasticy feel to the skin with sharp highlights, might inspire and give some new direction
http://www.alien1452.com/
JohnN2006-11-24 21:39:54
Concept: Skateboarder
Oh well Sumea results are in and I'm feeling pretty sh*t about that
Anyways life goes on, here is Something I just finished off. Probably do a few more bit of detail... but you get the idea..
Only really starting to get more into concepting so any of you L337 concept artists out there give me some comments/crits on what I should be doing better..
At least you completed the competition task, and it was quite a demanding task at that. I think that is something to be proud of in its self. I also recommend that you don't just dismiss the project as a failure and move on. Review all the comments that the judges made (for all entries) and try to make sense of them. These people may well be part of the team that chooses who does/does not get hired in their companies, so understanding their point of view would obviously be very advantageous.
onto this piece - concept looks good in general.
The girl's pose is a little awkward, would be good to see them both 'striking a pose' with a little more attitude in general(they look a bit like they are posing for a photo that their mum is taking!).
Technically the line work could be working harder. Try using two distinct line weights, thicker for general shapes and thinner for describing details. I find photoshop and painter not so great for very clean, bold linework and have had very pleasing results using the brush tool in illustrator, might be worth your while doing some experimenting with a vector program for linework too.
Subtle psychological detail - if they were looking at us they would be more engaging.
hope that helps.
Thanks for the feed back
John I found it amusing with this comment:
"they look a bit like they are posing for a photo that their mum is taking!)"
because when I was doing it I was thinking about them being at a photoshoot.
But all your comments were very helpful thanks. I'll have to see about getting illustrator. All I've played around with is Photoshop.
arcane: Yes, how did you put that together you clever person you :)
Savarn ... doing the Portfolio thing
Please enjoy, these are are renders from the work I'm currently doing in a group project of the street level for a game. It's being built in Max for the Torque Game Engine. We'll have the single level demo available for download by the end of the year. So far it's taken a few months of planning/research/concept art and a few months of development to get it to this stage. All thoughts always welcomed.
panoramic render for skybox
Corner motel with fallen crane
Reverse angle looking out over the motel
This is an interior I was creating for the end of the level we are working on for this project, but alas we are not going to be able to include it in this first demo.
just as a point of interest, all of the shadows are in the textures so this scene could be lit by a single light.Savarn2006-11-12 20:39:22
well everything in the building is built in a "less is more" fashion. I was just keeping with the stark, clean, simple style we were using.
As for it not reaching the bottom, yes you're right, if it weren't for it being able to retract into the ceiling like it does, it wouldn't. I'm not saying you're wrong but just that it isn't meant to be a focus. I probably could have spent more polys on it if it were more of a focus, but the focus of the room is the body that will be lying on the table. As the room is rather tight also, not many people will be noticing the tray extractor unless they make an effor to look up.
nah that's cool man, I'm happy I got a response. I should really display some hydrolics or something on it anyhoo, but I didn't wanna spend too much time on it. I should put some kind of body in there really to suggest that's what the focus is on. Usually I do that with lighting but everything is just so brightly lit throughout this level (we were going to try and get all the white walls almost pulsing with light but we will have to experiment with that in Torque next year).
Ugly Burnt Warrior
Hi All,
I originally started working on this character for the modelling comp. Didn't get him done in time, but I decided to go back and finish him anyway since I need a good normal mapped character to put on my reel. I started working on the textures a couple of days ago. Still alot of work to do though.
Character
Was suppose to be the character for the Sumea Model Challenge, but I didn't even start it within the time span. Had an erge to finish it so here is the latest normal map of the body and arms. The whole model is almost completed as well. Comments and critisms are appriciated.
Dodgy specular map applied to it as well.codyalday2006-11-06 12:02:24
3 guns
i hope im right to post these here... considering the entire areas empty.
So hey guess what, im not dead! Just been having uni work swallow everything as per usual. Which is what these are, uni work. One of our classes focused around making a mod for UT2k4 over the length of the semester. Amongst other things like making a level (not really worth showing) i made guns, 3 of them in the end. Based on a steampunk theme. All models were to be used for a third person viewpoint, so fine detail wasnt incredibly necessary but im a perfectionist and often forgot that.
This was the first one i did, the design is 90% none of my doing. I just modelled, unwraped and textured it. I think its not a bad effort considering my general skill level, in particular i was worried for ages about the qaulity of the texture. All of the textures contain heavy photosourcing, this ones got the most original painted content of them all because its the first one i did and it was later it became more apparent the time constraints upon us and photosourcing was just a lot easier and faster.
Oh god, yeah i really hate this one. I had such a horrible time trying to design a crossbow that didnt look modern and logical. That and i was pressed for time and didnt get long to work on the texture at all, hence its horrible quality with allmost no edits in some sections. It also has a really excesive poly count, well you can see its faults for yourself :(
This one i actually quite like, its sorta the nice common ground. I didnt paint sections from scratch but i used my wacom for a lot of touch up work. I didnt spend ages doing shadowing or anything but the end result still looks pretty good. Also the models a cool 600ish tris, and the design i quite like. Its based upon merging the tommy gun with the stubby modern day SMG the PP-19 Bizon.
After being so silent for so long i felt like i should be posting something, however these arent necesairly the best examples of my skill at times. None the less id love to hear what people think of them.
ok well apparently i was late with this one sorry about that. Ummm the colours look photorealistic because the majority of the images started as photos for two reasons, im only now learning to paint digitally and two its a lot faster. It looks like wood because its a photo of wood, you then go and edit that so it kinda fits the context, like the wood on the shotguns the best example. Thats actually two different photos of wood, one had a heavier grain so i think i had it on the soft light blending mode above the other one. Then i fiddled with values like brightness and contrast, hue and saturation, colour balance etc. After that some burning on the parts that were going to be on the underside of the gun and dodging on the upper stuff. And some other messing around but basicaly if you do wanna work with photo-sourcing (the term used for when you start with an image of a photo to make your texture) youll have a solid ground to start with and then just play around with it and if things dont work out you just ctrl Z and try something else. Sorry i cant provide a in depth tutorial because each segment would have been created in a different way, something to which i still dont have a clear path for because i just play around with what i know untill im satisfied with how it looks.
Qantm students get to exhibit at GCAP
This year all the graduates from Qantm college will get to show off their work in front of all the delegates from the GCAP conference.
Should be great exposure for the guys there.
Concept Art sketchbook
Dear Friends,
Due to ongoing personal ambivalence and overwhelming public anonymity I have decided to start a 'sketchbook'.
My intention is to use this as an outlet to encourage my motivation and artistic development (y'know, keep me working hard at improving etc) so I would love to have your considered feed back. Don't hold back, I can take it!
Regards,
EtaCarinaeEtaCarinae2006-10-11 23:07:49
Here's a quick 'futuristic vehicle', I spent about 1 hour on it and built it up from a silhouette, adding marquees, semi-transparent drawing, glazes and erase back techniques.
I'm still struggling to dipict form and feel alot of this grey stuff I'm doing at the moment doesn't really jive. I mean, maybe i just feels a bit muddy.
Regards,
EtaCarinae
Dear Friends,
Here are a couple of environments of varying success.
This first one is probably the one I'm least happy with. It is a 'ruined shipyard' for C.A.org's environment of the week a couple of weeks ago.
I'm posting it because I think it demostrates the problems I'm trying to overcome with rendering light. You can see here I've got things lit from all different angles! Gotta work out the light source and stick to it.
This one is the fastest of these 3.
I did this in probably a half hour and I'm probably most pleased with it too. Really simple approach, 3 major elements (tunnel, platform, cloud.) and simple colour scheme. My wife reckons I should have had the character holding out his hand or something, I think she's probably right.
The platform in the foreground is a total Ryan Church rip off!
Incidently, this was done for a weekly sketch topic over at Design Studio Press forum. The place is quieter than a ghost town but a good spot if you're 2D and want a relaxed sketch group.
I need to work more on characters. I hardly have any in my folio! This one was done before the above rhino thing. But I think the rhino works heaps better!
I think I tend to overwork things sometimes. The other thing I'm trying to do since doing this is to avoid a predominance of mid-tones. I think that is the main reason this sketch looks so muddy. Also note there is no light falling on his left arm at all! I don't think that is right.
A couple more space vehicle sketches...
I like this first one. I was pretty 'lubricated' when I painted this. Woke up with a dim impression of having done some painting and was plesantly suprised when I found it. Using a couple of my custom brushes.
Studies
Making shapes in illustrator. I love illustrator. But don't get much of an excuse to use it at the moment.
Just trying to teach myself to layer paint in this bottom one. (I'm reliably informed it comes with practice).
You may have seen this in my launchpad gallery.
Dear Friends,
Well, for the past 5 months I have been working on storyboards for a TV animation (about 250 drawing last week, almost a reem of paper a month!) but now the real test begins for me. Today I returned to my 'regular job'. Business shirt, black leather shoes, the whole bit. I enjoy the job but compared to drawing all day... meh!
The question is 'am I going to be able to continue to practice enough to get 'good' whilst doing a soul destroying sales job 38 hrs a week?'
Stay tuned, the answer will become apparent.
In order to give myself the best possible chance (and to answer your question Bumskee)I'm endevouring to do the following;
1. Mornings; 30min studies. Randomly drawn subject from Vehicles, Heads and faces(male or female), Male/ female figure/ characters, environments, weapons, hands, feet.
2. Evenings; 30min studies (5min, 10min, 15min). Randomly drawn from a shoe, fruit/veg, simple household item.
3. Life drawing once a week.
4. keep a sketchbook.
I'll try to post as much of this as possible. I can assure you now, some of it is going to be terrible but if you like car accidents you might enjoy seeing some of my pretty ordinary drawings (and seeing them improve with time). Hey Bumskee, I take it my stuff reeks of needing studies? I don't doubt it.
Here are a couple of studies I have been doing recently. Crit the hell outta it!!!
Regards,
EtaCarinae
P.S. Hey JohnN, If we can pick this up and dump it in the other section I'll do it, otherwise here I stay. Thanks for caring enough to post a reply. I'd appreciate your feedback!
I'm sure if you p.m. or email souri, he will be able to relocate this thread for you.
keep posting, I'll crit when I have time (currently tying up loose ends for a trip to Melbourne *yay*)
seeing you are short on time I would suggest that you do some basic excercises too - they are quick to do and will allow you to really focus on technical skills and knowledge. I posted a sample of 'warm up' excercises for moonunit a while ago, but can't find the thread. it was just a page of basic volumes, spheres, boxes etc painted in grayscale. Didn't look very exciting but allowed me to practice perspective, tone, core&cast shadows, brush techniques and surface qualities... urrr, the point being... oh yeah, my 20 min warm up was used 100% examining and practicing these skills rather than 5 mins of deciding what to paint, 10 mins drafting it up and then only having 5 mins left to effectively practice.
anyway, food for thought.
Dear Friends,
Well, I'm doing alright on the drawing side but time has had to evaporate from some part of my life and it's ended up being the time I spend looking at forums like this and CA. Probably not such a bad trade off actually. It's better to be drawing than thinking about drawing!
Here is some of the stuff I've done as part of my 'regime' since my last post. Not so many morning studies. That's tended to be me flicking through e-books and reading Loomis rather than 30 min each day doing studies. But done a couple of nice evening studies and working in my sketchbook almost everyday, which has been a real hoot.
I know this isn't looking like much of a 'concept art sketchbook' but I've got some great advice from 2 great artists at Pandemic about some stuff to have in my folio so I'll try to post some of that stuff in the coming posts.
On that note, if there is any concept artists who can suggest what I should use as the core of my folio please let me know. If fact, anyone who wishes to make a suggestion, will be held in my good esteem forever.
Regards,
EtaCarinae
P.S. Nice one John. Your right, and I'm trying to incorporate a bit of this in my studies too. Cheers!
I like this guy with the suitcase.
Check out how bad the figure at the top is. Ugh!
For John (well actually for myself, but I had you in mind mate!)
Dodgy I know. From an excersize I found in a Loomis book. All this sketchbook stuff is drawn on the train which tends to crowded and bumpy.
Life drawing from week before last. Real problems with medium and line direction indicating form. I've pumped the levels on this so you can see it. My lines aren't really that confident.
These are the last drawings of the night. I just gave up and got loose after fussing around on the main drawing. I think the hand and foot are much better than the main event!
Same night, earlier on.
EtaCarinae2006-10-28 05:47:43
Hell! If Bumskee can do it, so can I!
(Except I can't.)
Evening studies.
Just could not get this thing to turn! No matter how I tried I couldn't get the left side to appear to be turning away and dropping back. What was I doing wrong?!
Didn't get this one finished, (note the shadow hasn't really been painted in) but still quite happy with it.
This weeks life drawing. Went for a bigger pad (A3) on a easel and used a polychroma blue pencil I picked up whilst working in animation and a dark blue prismacolour (great pencils!). Got a better handle on putting lines *across* the form, core shadow and drawing the eye. Still got a long way to go. Don't know what I'll do when life drawing shuts down over the christmas break...
How I spent my Friday night! Woot!
Problems with proportions but pretty happy with the depiction of light.
EtaCarinae2006-10-28 04:06:48
All looks good here :D
nice to see some life drawing being posted too. I got the same problem with christmas break in Adelaide, althoug hI think some groups here will only stop for a week of two, so not so bad.
the 'bumskee technique' pic aren't skiing their bums quite as well as bumskees' bums ski... I think I smurfed that sentence up! the pen sketches further up the page have quite a nice line quality to them though. It might be work trying the same process again but starting with a pen line drawing.
Dear JohnN,
Yeah, not a bad idea. I've got to do a few more characters so I'll give that a go this arvo if I don't run out of time.
Really the idea is not to try to be like bumskee, just to learn from him. The real challenge is to learn to look like myself (only better!).
Here's a few more I did last night in the same vein.
Regards,
EtaCarinae.
Dear Friends,
Can anyone tell me how to get the green and orange pencil out of this image? I'm using PS CS2 and have tried Levels, Curves, and various Contrast tweeks but the pencil line starts to break up at the same point the last of the colour is falling out! There has to be a way.
Regards,
EtaCarinae
don't use brightness/contrast - it is a simplifyed version of curves. Use curves instead.
...but, this technique might lose some of the fine line work when you remove the gray construction lines
for a more flexable, adaptable and probably accurate result:
1)darken black line work using levels.
2)select colour range, set selection preview to matte white, eye picking the black line work, use the + and - eye pickers and the slider bar to adjust selection to an appropriate result (previews live on the image)
3)make new layer and fill selected area with black
Sharpening the image at the start and/or end may help too. If the thick line work is looking too heavy or you are losing the thin line work do 2(+) versions, layer them on top of each other, mask out section of the top layer combining the best parts of both. If you are having problems seperating the colour out you could also try increasing the saturation levels before step 1.
Dear Friends,
Here's another character that I have just completed.
I'm afraid I let my training routine slip this week because of time, but I have a plan to overcome that next week. I'm also finding I want to use some of that time to do more finished work like this. My character folio was pretty anemic so hopefully this will beef it up a bit. Soon I'll have to do some character plans or orthos.
Thanks for the feedback Brain and John! I messed around with this one a bit to get it where it is.
1. Scanned it at 400 dpi.
2. G.Blured it 1 px.
3. Reduced noise (really pumped it to smooth off all the areas!)
4. Curved it.
5. Image sized back to 300 dpi.
6. Smart sharpened it.
Weird that it looks slightly grey. It doesn't look like that in photoshop!?
Probably not the simplest way but as I say, I was mucking around - experimenting. This technique did manage to smooth off all the jaggy's gave a more consistent line.
The folds of fabric around the wrist and ankles are 'puff flukes'. She's a paratrooper. These flukes catch the air when she's falling allowing her to control angle and rate of decent.
Regards,
EtaCarinae
Dear Friends,
Here's another character. After recieving some crits to 'amp it up' I started to work on this. Spent a lot of time wondering what 'amp it up' actually means and ended up settling for 'giving my level 1 character more money to spend on armour'. Also tried painting it. Hmm. Don't really like this and not even sure if it is finished but I think I've reached the limit of my skill for the time being. Working on something more complete like this is certainly good for your learning if nothing else!
I invite, Nay! I REQUEST crits on this painting!
Regards,
EtaCarinae
I still reckon her arm is too short, at least she can reach her holster now :P
Rufus Wainright's assassin is coming along, not finished yet I think (but when is ANY painting finished). As he/she/it is more or less monotone and lit with dull lighting, the elements a little dificult to read though. The line drawing is clearer regarding materials and details. I imaging 'amp-ing it up' on this piece might mean more dynamic pose, more exciting background/environ (something that will hint to the story and demeanour of this character) and more dynamic lighting.
Dear friends,
It's been about 6 weeks between drawings - that's no way to improve .
Here's a few things from before Xmas and two things I've done over the last 2 days. If anyone ever does a game based on shoes, i reckon I'm a 'shoe in' ... ahem.
Regards,
EtaCarinae
Almost a demo! No, just incremental saves.
Magneto from X-men 2. Various times... (10 min is best, never ceases to amaze me how hard I find proportions .)
This is a copy of something else. Not sure who did the original.
Here is the original. Again don't know who it is but they own the copyright.
And a 'copy' of Sparth that went it's own way.
Sparths original (copyright him!) ...AHHH, Sparth.
Hey EtaCarinae, I love your art! The lady with her arm out looks awesome; are you going to post a coloured version?
Also, I like your 'character's armour' pic as it reminds me of Samus' suit in Metroid Prime (GC). Did you have inspiration from that game by chance? :)
My only complaint is that it looks like the character is off-balance, even though in the coloured version you show with a shadow that the right foot is off the ground. It still gives me the impression that the character is falling over.
Oh and thanks JohnN for the tips for scanned line-art. I wrestle with the contrast and levels and am never satisfied with outcome. I'll try these tips out :)Skyla2007-02-11 05:09:50
David's art
here's a couple of characters in the very early stages.
this is sort of a knight in shining armor, inspired a bit by the soldiers from one of latest Lost Odyssey trailers.
started this one a bit earlier, cant remember who did the concept :( (whistle if you know)
hands are a bit small
more work soon
ultra late reply to SilentK: I use max and zbrush these days.
Decided to take a break from my sumea challenge entry to play with some of the new tools in Zbrush 3, and hopefully get back to the challenge with a fresh eye.
(base mesh for the curious)
the quality is a bit inconsistent due to my descovering spiffy new tools and brushes along the way :)
sketchbook - environments
I have been putting in some time working on quick environment visuals in the trusty sketch book recently. The aim has been to pump out a large volume 'high school english journal style'(27 piccies done so far) rather than getting hung up on details and creating masterpieces. Particular attention has been paid to process, perspective, composition and line quality.
The excercise was triggered off by a job application that required a small drawing test to a mock brief (didn't get the job, bummer).
Thats a shame about the job, the sketches are really nice im reading a book atm on drawing landscapes and citys that has stuff on perspective and composition. So its nice to see work similar to what im learning hopefully it will inspire me when i have some time to sit down and do sketches my self ^_^
Dear John,
These look great, lets see some more. I like the line weight to create seperation for distance. It looks a comic book style, you done any of that?
If you are into a good venue for sketches, drop into the design studio press forum. There is a sketch group there each week. It's a bit of a ghost town but the few that post are a fun encouraging group. And it's a different topic each week to keep you on your toes.
Incidently, what do you think was the problem with the job? Drawing or adherence to brief?
Regards,
EtaCarinaeEtaCarinae2006-10-09 21:06:13
thanks for the words guys :)
I hope you post some environments when you get around to practicing them Neffy. My 'time finding' technique was to draw in front of the evening telly. Maybe a time management technique that would work for you too!
Cheers for the dofus link JI. It was new to me and inspirational to browse through. Triggered off the 'birds eye view' scenes in this post.
Eta, haven't done any comic book stuff (this century at least). regarding the job - I understand the quality of my submission was fine, someone with more appropriate content in their portfolio got the gig in the end. Annoyingly the company obviously can't disclose what their up-comming project(s) are and hence can't say what content would have been more appropriate... frustrating.
...few more enviroments from my sketchbook for ya all to have a look at too.
Dear John,
Nyuk, nyuk, nyuk,the old "someone with more appropriate content in their portfolio" routine eh? I always think it would be interesting to see the work that got the job! but that of course is impossible to disclose as well.
I know these are just sketches but try paying a little closer attention to perspective. Amongst other nit-picky things the right hand roof in the middle sketch is off. It's your beautiful precise parallel line work that gives it away.
If you sketch in acurate persective, it'll be good practice for more finished work.
You prob already know this but if you don't...
To do this roof correctly, connect the diagonally opposite corners of the top facing surface of this rectangular building. Where they cross is the true center of the 'roof'. Then draw a line down from the center point to the vp your walls are going to. Follow it up and make this the apex of your roof.
Make sense? You probably already know this cause everything else looks pretty solid. I really like the top one.
Regards,
EtaCarinae
...and you guessed it, some more environments from my sketchbook.
That roof is a bit of a glaring oversite on my part isn't it Eta! It is amazing(or amazingly annoying, to be more precise) how I can miss measuring up such a major element and then overlook the error before inking it all in! On the whole I think the sketches are getting technically more accurate though, so the practice is working I think.
Looks great.. having said that, I have no idea about perspective. have you by any chance looked at Feng Zhu dvd on perspective? I had a quick look over the weekend, and I must say it was very inspiring.. lots of infos and it was frankly a little freaky to see someone work so quick with perspective.. Might be a good resource if you haven't looked at them.
Looking good john! cheers, Min
Yeah ditto to that! I'd love to see some colour or even some value.
Perspective is a funny thing. It's not really art! It's more akin to a table than to a drawing, in that it is a TOOL only. Once you learn the basic rules they just sit in the back of your brain waiting for you to need them. No one should feel intimidated by perspective. I think your sketches prove it John. Keep it up!
Regards,
EtaCarinae
Hey John these are looking really nice.
I would like to see a bit more lighting though, to emphesis space and depth in your image.
I did a paintover to show you what i mean-
http://www.sumea.com.au/sumeaforum/uploads/20061028_020005_Untitled-1_c…
*edit* I should have darkened the right hand end of the image as well, doh.
I reckon if you worked on your lighting you could really fly with your work :)
ps. Im envious of your perspective skills!
Makk2006-10-28 02:04:58
HOly Sh*t Makk, how much radiation do you have coming out of that hatch?! that can't be safe :p
Not sure if I agree with your execution, but sentiments taken on board and acted on. I have added the tweaked image with the original for easy comparison.
for anyone who is analysing the alterations: Easy changes to pick are cast light from hatch an darkening of some nearby shadows. Harder to pick, but helped greatly in create more depth - increase of colour saturation in the foreground and decrease in background and lightening the line work in the background.
this one is going in the portfolio me thinks.JohnN2006-10-28 03:50:13
Dear John,
Hey these look great man! I think I prefer the light and colour in the Sunday morning on. Yeah, the radiation coming out of Makk's is killer! You have to be careful of this. I think it's called radiosity (may be wrong). It indicates particals in the air which light is bouncing off. A better way to indicate light in a clear atmosphere may be to show shadow. For funs sake I did a real quick paint-over too. The main thing I wanted to show was;
1. using contrast to draw the eye
2. try to indicate the light source better by fixing shadows.
Don't get me wrong, the image is great, just check where your light source is and what it's falling on. Can't wait to see more!
Regards,
EtaCarinae
And thanks to all who did feedback for the colour studies. I have included the final version in my portfolio. The others look a bit underworked in comparison so I haven't included them (yet). Might still revisit the 'Sunday Morning' version and see if I can't make it worthy too.
editx2: yesterday afternoons and this mornings effort --
JohnN2006-11-02 21:31:12
No new colour characters (yet) Eta. and, no, sadly I am not in the games industry
I am currently making a big push to change this though with new/better portfolio work (hence regular posts here) and actively looking and applying for jobs worldwide.
---
The Black Knight -
I might even call this one a WIP, although I don't quite know what I am going to do with it next. Thinking about making the horse into a Unicorn too.
Dear John,
Nice work mate! This guy really pops off the background and the values make it really dynamic and not all muddied up like my grey stuff tends to be. I really like how you've rendered the light but maybe you've got the guy too small. I don't know but something seems a bit screwy with the proportions of the duo. It may be that the horses leg are short too, although that just makes him look like one of those mongolian ponies Ghengis Khan was so keen on. I'm sorry, that's probably not real helpful. Great tone though.
I noticed Creative Assembly England are looking for 2D at the moment, Sussex I think. Check the webpage. Also Pandemic has a sister company somewhere in the sticks of Canada that apparently takes on a lot of newbies. Can't remember the name but maybe someone else reading this can shed some light.
Regards,
EtaCarinae
Creative Assembly and Bioware - applications sent. I'm keeping an eye on about 5 industry sites so not many jobs are escpaing my attention. I've actually noticed a distince lack of interest from overseas companies though. Most applications I send don't even result with the company visiting my online folio - pretty frustrating, I might consider a slightly different plan of attack soon.
Latest addition to my folio -created in Painter, I am starting to get comfortable with some of the default Painter brushes, there are so many! but still have to default back ot photoshop for some stuff.
Man, I could swear that I posted this image in this thread a few days ago... If it is somewhere else on the forum let me know and i will delete the repeated post. It seems that too much work is making me lose my marbles!
so my (re?)post: I've been busy with graphics work in the new year, so busy in fact I have not done any illustration (apart from reskinning a mobile game, I guess that counts as illustrating- I might try to get permission to post some samples)so to keep things ticking over here I thought I might post an abandoned painting done late last year. It was my first attempt at modelling, then doing a paintover.
JohnN2007-02-01 05:21:30
Dump dump dump - 12/10/06
I'd started a dump thread a while back on polycount and never got around to doing the same here since the forums where in the transition period. Since everything's all shiney and new again, here's my sumea dump thread.
I do not make any gaurantees as to the quality or level of completeness of any of this work - in fact I can probably only gaurantee that it will all be quick lunch time / free time scribbles and dabs
COMMENCE DUMP!
bust 1
bust 2
cute sheepy sculpt wip1
cute sheepy sculpt wip2
Finished zug-zug
zug-zug timelapse .gif
J.I. Styles2006-10-12 00:38:46
The H mans work(hot)
Hello friends,
Third time works a charm! I think theres something up with forum, so I made a post at conceptart.org (thanks bumkee for helping me!) to display my artworks for the sumea competision(8)(eight) until its realy to post again(my password must of been broked)(so i made another), so I thought since people have been emailing me asking where my work went i coud show you!
http://conceptart.org/forums/showthread.php?t=77765Hazza12006-09-22 00:57:32
[QUOTE=Hazza1]On a side note, my art has been ripped down at everywhere except conceptart.org, so a big(large)thanks to the rulers of the website, it realy makes me happy that someone cares, enough to not rip my art down, I know it might be strange at times(owl), but its who I am, and I am realy happy someone can accept it for what it is!
On a side note, the administrator at sumea deleted my post, what a ovary(uterus) packing bitch(sorry i got mad)[/QUOTE]
Well, I'm the "ovary(uterus) packing bitch" you're referring to.
The reason why your post was deleted was because it wasn't a serious attempt for the challenge. If you wanna make a funny picture and post it here, that's fine. If you wanna start some religious furor, this is definately not the sort of site for it. But trying to enter it into the Sumea Challenge and then when it's not accepted because it's nothing more than a Character Studio skeleton with some primitives slapped on, surely that can't be too surprising.Souri2006-09-22 01:59:37
Hello friends,
I modeled allah with painstaiking attention to detail, I understand what your meaning is, but those shapes i used with eXtreme care and precicon to my designs, I think it turned out pretty food. What is wrong with it? Maybe you could offer some feedback (thanks john!)(feedback) so I can enter the sumea challenge (8)(eight) intime, I realy want to take Allah into the extreme and beyond(space)(time travel).
whats a furfue also, grandma thinks its a rodent but I wasnt sure, if so I dont realy like religious rodents either(no such thing as animal heaven)
Hazza12006-09-22 02:12:43
Are you serious?
I mean. Really? I honestly feel the disbelief that Simon Cowell from American idol would feel if someone auditioned at his show by making some noise out of their armpits and expects to get to the next round.
You honestly don't think there's anything wrong with entering that into the Sumea challenge?
Hello friends,
Sorry souri, I dont understand your meaning, it just came out like(blaberblaberblaber), I thought american idol was one of those gay makeover shoes, grandma thinks it is too. But feedback I can understand is more than welcome!
EDIT: I didnt mean to come across mean souri, I feel realy mean for saying you sounded like blaber(you should use shorter words)(like this), but if you like gay makeover shoes thats okay with me(honest).
Shika, my work isnt ment to be funny, I dont understand whats so funny either, I think that some people might be trying to down my spirit(still high)(by laughing at it). It realy disturbs me how sick people are(in the head) and mind, I wish I could understand why people laugh at my artworks, maybe its just who they are(just like feminists)(who like furry cupcake).Hazza12006-09-22 06:30:04
wow...just wow...oh and also, im pretty sure the people at concept art are just taking the piss out of you with their comments.congratulations(thanks), your a retard(disabled) with idiot(fool) smeared(spread) all over you like the kind of feces(sh*t) your art is made of.
souri, cant you just ban this peice of crap user?
Girl WIP
I've started drawing a picture, for practice and fun. The pose is based on Jessica Alba. I'm not really that great with shading or hair, so if anyone has some tips they'd be appreciated. Thanks!
~RJ
[img]http://img227.imageshack.us/img227/1400/lilywip1ht3.jpg[/img]
looks like a fine start Angel. I think you just need to keep plugging away at it!
If you are feeling a bit stuck with how to proceed... I think I would look at increasing the contrast between the light and shadow values on Jessica's face next and tightening up where these light and dark area are excatily.
http://www.sonypictures.com/movies/intotheblue/site/extras/wallpapers/i… I assume it's based on that one.
Looks like you want to change the light sources. Really hard to give tips if I don't know what style you're after.
Anyways, did a google search and found some of her pics like that hair on this http://www.journal.lv/blog/2006/01/31/jessica_alba_1 site
Yep, I used that one for the pose - she's so gorgeous. But obviously other than the line art, I've been changing things. I'm not sure what style I'm after either, this is mostly just for a bit of fun.. and to try and learn how to use photoshop. This is my 3rd picture in it and I'm liking it so far.
The shading and light sources thing is really hard for me as I'm not sure how to do it.. I've really just been guessing where to put the shading.
I figure the more I practice, the better I'll get.. and I'll learn where to place the highlights and shadows.
So anyway, this is what she looks like so far (although I haven't touched the shading on her face, I plan on coming back to it after I have a bit more practice).
[img]http://img76.imageshack.us/img76/4273/lilithrf8.jpg[/img]
I was also wondering, how do you figure out what style you want to paint? I like cartoony styles like the GTA one, or danger girls.. they just look so cool. I'd love to do something more realistic sometime, but I think I'll just learn the basics first.
With shadows, I've also just been using a 'soft light' layer in photoshop. Are there any better methods to use?
Thanks heaps :)
Best way to learn different styles is to get a few pieces in that style and copy them, all the time disecting what makes that style work. Why is that picture different from anything else? What are the major things, and what are the subtleties? Then try some of your own and compare. Keep working towards getting it nutted out. It's heapsa fun @:-)
On shadows, there's many methods. Straight colour picking, choosing the correct complimentary shadow colour and setting the brush to Multiply, working in greyscale first and then colourising, or whatever else someone uses out there. I'd definitely recommend reading in to some colour theory on how shadows work first, and then you'll understand how to get to the end result quicker.
Keep up the learning! And the piccie @:-D
I want to see some planes!
Not the aircraft type, but the ones that are in the beginning stages of a painting.
What you do is you paint in some nice big blocks of either light/midtone/shadow that make up the basic foundations of form of what you are trying to paint; Like sections of light and shadow.
Of course its all based on your lightsource (so know where your lights are coming from too and always keep them in mind!)
Here i did a guidline based on the pic your using...
[img]http://www.sumea.com.au/forum/attached/makk/20069810435_mmmalba.jpg[/img]
There is better advice on this on various tuts on the net, so might be good if you did some digging around.
Thanks heaps for the advice Makk! I've started to study colour theory and it's very interesting! It's helping me already, although I still have a long way to go.
So, I'm working on this guy sketch for a friend and I'm trying to do better shading - it's something that is way hard to get right. I keep re-doing it over and over again.
Anyway, here's a peek at where I've got so far. In this pic, I'm going to try and end up getting rid of the black line art some how.
I also really want to learn how to make nice eyes, but I'll get there. So much to learn! Thankfully it's 100% enjoyable.
[img]http://img181.imageshack.us/img181/6033/khortis6ug8.jpg[/img]
This one has more contrast and better defined shadows in it :)
I think I might have made much the same comment to moonunit regarding painting on white, but it is worth repeating: unless the area is intended to be 100% white in the final image, fill in some colour/tone on the white areas. This will allow you to judge neighbouring tones (especially the dark shadows on the side of the face in this example) with more accuracy.
Do you have the line work on a seperate layer? to incorporate the line work into the painting better you could try this - copy the line art, change its hue & tone to a dark skin skin tone, drop onto painting layer, turn off black line art layer, continue painting. this will allow the line art to be incorporated into the painting better. If you find you are losing the line work too much you can just repeat the process. Alternatively, lock the layer opacity and paint the black line work with an appropraite hue/tone and leave it sitting over the top.
I second Makk's comment about planes - that is very much something I look for when I am deciding what is light/dark
Thanks for the tips :)
I've redone the skin colouring and shading a million times now, but the good thing is that I'm starting to look at my paintings objectively - and I think one of my problems is facial structure - like if it was a real person, both cheeks would be different sizes/shapes or the eyes wouldn't line up properly.
Before, I used to just try to immitate the colours from various photo references, but now I'm learning a lot more about "why" there are different shades on a face - that people don't really have technicoloured skin. It's a really cool subject to learn about and it sure does have a fun learning curve (except when I get frustrated because it's not perfect).
Cheers :)
New Game: Spacer
In a job interview last week here in Melbourne the interviewer asked me if I'd programmed a Space Invader game before, to which I replied no. He then asked me how long I thought it would take me to program one, with the goal being to deliver a product ASAP. I replied, "A couple of days full-time".
So after getting home and having a bit of a think about it, I decided I would go for it and take the unspoken challenge. I now present you Spacer! A simple yet complete space invader game.
Download: [url]http://users.tpg.com.au/thesdale/folio/Spacer.zip[/url]
Code: [url]http://users.tpg.com.au/thesdale/folio/SpacerCode.zip[/url]
Dale
simple but good - great marketing device if you're submitting this to them :)
I realise it may be too late, or that it's simply finished and not to be touched again, but a bit of balancing to maximise the fun level may be a good idea.
- player speed faster (feels too limiting)
- multiple hits before game over (or no sense of achievement)
- pickup! If multiple hits is implemented, a pickup to +1 hit
At this point it's all about presentation -- with a few simple tweaks and additions it becomes fun and more game-like than a simple demo novelty. Great job on a speedy demo :)
I'm actually fixing some bugs in it now, so if there's any suggestions feel free to post them. :)
JI Styles:
When you say multiple hits before game over, what exactly do you mean? Player lives? There are currently player lives (but a bug in it sometimes cause the first hit to be game over). Or do you mean hitpoints for the player similar to the motherships? Also, player speed being shot speed or movement speed?
I'd say hit points similar to the mothership -- and maybe try upping speed for both movement and fire rate/shot speed. Hit points to make it more accessible (more achievement than punishment, greater sense of wins than losses), speed up to make it more frantic paced and enjoyable :)
I think I hit the game over bug a few times, was kind of confused about that :D
Yeah I got the 'one hit game over' thing going, and the whole shi-bang froze up on me once - I was kicking butt too damn it! I think JI might be right with the speeding things up comment. I felt my ship was a big, slow whale :( and that was a little discouraging for taking on those little fighters that came in, I tended to just plough a straight line and take on the motherships.
edit: played a bit more and have some maybe useful crits-
the enemy ships that escaped my wrath don't scroll right off the left hand side and collisions with fighters on the side of my ship has no effect!
Some suggestions (some may be out of your scope, but I would look for all of these in a "complete" game):
1. give the ship some armor points as JI has said
2. make the player's ship smaller... it feels too fat (for a fighter) it makes it difficult to manuver in front of incoming bullets or ships
3. when the player dies, make it explode over a few seconds. it will make it clearer what's happened
4. what the hell is with that music? :P you need something fast and with a beat!
5. power ups will make the game more fun and rewarding as you go along. It adds a reward for staying alive (those motherships look like prime targets :) ).
Also, I had it crash a few times... the music still plays and it sounds like the game might still be running but there's nothing being rendered, it just keeps swapping the back and front buffers.
Showing off Age of Discovery for Civ4
[img]http://www.sumea.com.au/simages2/2121_AL.jpg[/img]
Meeting the Natives
Introducing another of my scenarios for Sid Meier's Civilization IV. Age of Discovery 1492-1792 takes 300 years of history and brings it to life within Civ4.
Covering western Europe and Central/Eastern North America and the Carribean, the Age of Discovery scenario allows you to recreate the era in full detail.
I originally started this scenario last year and got it to the "almost complete" stage in January this year. However due to my work with Firaxis on Warlords, and then my combat mod this scenario had to take a back seat for a few months. But in the last few weeks I've had time to finish it. :)
If you're a Civ4 fan and want to try the AoD scenario, head over to CivFanatics where you'll find the AoD thread in the "Civ4 - Scenarios" forum.
[url]http://forums.civfanatics.com/showthread.php?t=144659[/url]
Dale
[img]http://www.sumea.com.au/simages2/2121_BL.jpg[/img]
Land Ho!
[img]http://www.sumea.com.au/simages2/2121_CL.jpg[/img]
Northern Europe 1492
[img]http://www.sumea.com.au/simages2/2121_DL.jpg[/img]
Southern Europe 1492
tough guy
Hi guys,
Please take a look my latest work - the tough guy.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/metro3d/2006820232849_ToughGuy_r…"]ToughGuy_render01.JPG[/url]
140.36 KB.
Character is based on drawing of Boris Scherbinkin. You can find it here: http://borisbich.livejournal.com/?skip=40
It's still in progress so any comments are highly appreciated!
Best regards,
http://metro3d.narod.ru/
Playable Unreal2004 level
Hey all.
I would just like to showcase my hard work to everyone. If you have unreal2004 give this map i made a download and play test:
http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=4047
Have fun! ^^
Dale's Civ4 Mod
Not sure if this is the spot for it, but it's the "best fit" location. :)
If anyone has/is playing Sid Meier's Civilization 4 then this'll probably be of interest to you. I've just released the first full version of my combat conversion for Civ4. It's receiving a lot of acclaim from both Firaxis and fans. It takes the combat model of Civ4 and brings it into the 21st century, eliminating a lot of those 25 year old ideas and replacing them with fresh ones. :)
This is from the speil I wrote:
-------------------------------------------------------
[B]Civilization. The Grand Strategy Empire Builder.[/B] Millions of fans World-wide. Millions of games played, Empires forged, and battles fought. Hang on a second, one versus one combat? In a game of grand strategic depth and complexity there�s a 25-year old concept such as one versus one combat?
WELL NO MORE!
Introducing Dale�s Combat Mod v1.0! Bombard your enemy units, improvements and cities using ranged bombardment, rain terror on the cities and units of your enemies with your cruise missiles and strategic nuclear warheads, play Nuclear Chicken with your super-power rivals with targeted nuke MAD (Mutually Assured Destruction) systems, and last but not least, for the first time in the Civilization series, use full combined arms stack attacking to destroy the armies of your enemies!
12 months in development! Alluded to by Firaxians in interviews before Civ IV�s release! The result of an extended discussion between Soren Johnson, Jon Schafer and a number of stacked combat supporters.
The challenge has been met!
[B]Features:[/B]
[I]1. Ranged Field Bombardment:[/I]
In Civ IV the decision was made to change how bombarding units function. They lost the ability to bombard in the field (or ocean) other units. This rendered bombarding units as attacking units with their ability to cause collateral damage. The combat mod returns bombarding units to a defensive unit with the return of field/ocean/coastal bombardment. Further, bombarding units can bombard units, improvements and cities. With the ranged ability these units can now bombard a number of tiles away. EG: Artillery and battleships can now bombard 2 tiles away. This functionality is possible on any unit with a simple addition to the unit�s XML definition.
[I]2. Missiles:[/I]
Missile units are sorely missed in Civ IV. The loss of such units as the V2 rocket, cruise missile and tactical nukes render the possibility of a Cold War impossible. These units make their return in the combat mod. Further, it is now possible to give the missile function (where the unit will be destroyed during combat) to any unit�s XML definition. So kamikaze zero�s are now possible in a World War II Pacific scenario. It is now possible to build cruise missiles and tactical nukes with my mod.
[I]3. MAD System (Mutually Assured Destruction):[/I]
During the Cold War the USSR and the USA developed computerised automatic defence systems in case of an enemy Nuclear First Strike. These systems were known as MAD systems. This is now implemented within the combat mod. Simply target your nukes at potential enemy�s cities to begin the standoff. The MAD system will also provide valuable information on incoming targets from the enemy. Rest easy in the knowledge that if a nuke is launched at you, that you�ll take out the bugger as well.
[I]4. Combined Arms Stack Attack:[/I]
By far this component of the combat mod is the most ambitious change attempted in Civ IV so far. Taking a mixture of the existing Civ IV un-modded one-on-one combat model and CTP2�s stacked combat model, a new model of combined arms stacks has been created. Now, your entire stack of units will battle an enemy stack of units, working in unison to eliminate the enemy. Your frontline troops will receive automatically air support, artillery support and ranged support. Flankers will automatically attempt to out flank the enemy to strike at their backlines. Fighters on carriers will automatically intercept enemy fighters, defending the fleet and striking at the enemy ships. Artillery will automatically bombard the enemy from the safety of their backlines, while melee troops take the brunt of the fight. Counter-battery fire will occur between archers and bombards. Cavalry will ride around the enemy frontline to harass their catapults. And more! Best of all, this can be easily defined using three XML definitions in the unit�s XML file.
Screen 1: the combined arms stack attack method in action (as opposed to standard Civ4's 1-vs-1 combat)
[img]http://www.sumea.com.au/simages2/2111_AL.jpg[/img]
Screen 2: ranged bombardment in action. Now you can bombard cities, units, improvements, coasts and ships from the field.
[img]http://www.sumea.com.au/simages2/2111_BL.jpg[/img]
Screen 3: the aftermath of a tactical cruise nuke missile.
[img]http://www.sumea.com.au/simages2/2111_CL.jpg[/img]
Dale
My Concepts
Hi my name is George Evangelista and I'm from Melbourne Australia. Here are a collection of my personal artworks. I hope to get a career in the video game or film industry as a concept artist.
[IMG]http://i26.photobucket.com/albums/c108/vshen/artwork%20submissions/foru…]
[IMG]http://i26.photobucket.com/albums/c108/vshen/artwork%20submissions/foru…]
[IMG]http://i26.photobucket.com/albums/c108/vshen/artwork%20submissions/foru…]
[IMG]http://i26.photobucket.com/albums/c108/vshen/artwork%20submissions/foru…]
[IMG]http://i26.photobucket.com/albums/c108/vshen/artwork%20submissions/foru…]
[IMG]http://i26.photobucket.com/albums/c108/vshen/artwork%20submissions/foru…]
[IMG]http://i26.photobucket.com/albums/c108/vshen/artwork%20submissions/foru…]
[IMG]http://i26.photobucket.com/albums/c108/vshen/artwork%20submissions/foru…]
[IMG]http://i26.photobucket.com/albums/c108/vshen/artwork%20submissions/foru…]
[IMG]http://i26.photobucket.com/albums/c108/vshen/artwork%20submissions/foru…]
Hey this is some good stuff. You have clearly put a lot of effort in. That said, I think your biggest weakness is creating the illusion of depth. The matte painting suffers a bit from this and the perpective is a bit off, and therefore comes off as flat. I think you could combat that in future by sketching the structure separately first (on paper) paying close attention to form and perpective. Then you could bring it into the photo and work it in. Right now it just looks too much like you painted inside and around the trees. Keep it up though, you have some good stuff going on.
Within the Vertical Palace
Made for fun in photoshop, a few nights of work after the main job. I started from a medieval church vertical space squeme, scaled up of course and adding some inner elemtns to it to make the space more interesting. C&C are welcome ?
Rizo
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GTA:North Shore Gangs
A second artwork in the style of Rockstar's GTA series. The modelling challenge was progressing poorly for me, I had to do something to restore the confidence.
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/johnn/20068415330_GTA_style_samp…"]GTA_style_sample2.jpg[/url]
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well, here's this weeks project, working on it when I get a chance. Hoping to put up a new project each week. Planting some seeds, see how we go!
C&C welcome on any work I put up
The Sketch, done with the old pencil. Still enjoy the more tactile approach occasionally over straight wacom
Heres the first progress.
About 2 hours work, still need to clean it up alot and fix the ear - alot of work in that
oco2006-12-10 01:06:46