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Neolight's days of Thunder: Updated 05/03/11
Posts
Mustang>>
will do
Lyrium>>
I seem to enjoy doing environments over all. I feel like characters havn't quite clicked with me yet.
>>Srsizzy
These are my most commonly received crits. I can't seem to break those habbits yet, but I think i'm getting closer.
The dragon guy was for a 3D project, he was the first character i've ever modeled. Animation sucks because It took a while to learn rigging, by the end of the whole process I had about four hours
http://www.youtube.com/watch?v=KxQtw9GMOEY&feature=channel_page
>>Wassermelone
Thanks alot, I'll make sure to plan for value in the begging next time. Sparth is my favorite lawlawl
Dont think I posted this. But since I can't show any of the stuff I've done at GG thusfar, textures from my mod...
Wassermelone has good points, you should follow them.
My only gripe is that the palm seems excessively bulbus. Need to tone that down a couple of notches.
I think you should mabey just take a break from doing environments and JUST do characters. I think that if you were able to get your characters up to the same level of awsomness as your environments, your peices would be much more amazing.
And that last piece is just pretty damn amazing.
who need signiyures anyways o_O
I've been trying to get back and draw for the past three weeks and I just keep distracting myself / getting urges to stop. It's aggravating, and no matter how long I spend on a piece it seems as if I havn't made any progress.
I went to PAX last weekend and got sick with a sinus infection. I guess I could have heeded Gabe and Tycho's warnings about the PAX disease.
I did manage to score a two hour-or-so long interview with the art director of Dungeons and Dragons. http://1.bp.blogspot.com/_T9n9y1_Lkfs/S7JVzsnajPI/AAAAAAAAFWo/MzCUuNjJedc/s1600/Jon+S.+Guerrilla+reviews+1.jpg
http://artorder.blogspot.com/2010/03/heading-home.html
And while it was more advice than I could have dreamed of, for some reason I can't get myself to operate. Is there anyone who's been in a similar position that knows how to get the fuck out of it?
Sorry I don't have any helpful critiques.
I really like you alien concepts though.
I don't know much about 3d modeling and environmental concepts, but they look pretty nice too.
this summer to be their art intern.
I was deterimined to reach out to them since august, and what ensued was a year full of art making.
The following is an environment put together in UDK. The goal was to make a small game-spec level and explore art pipelines for current-gen games. The design was meant to reflect the deisng elements of Ratchet and Clank. I was working on this on and off from late october -> december.
http://www.youtube.com/watch?v=SgIyi9-YgeA
This is from Grav, a game I was developing with three other guys for a game production class in Unity last semester. I did all the art and contributed to the game design.
http://www.youtube.com/watch?v=erlyJ0Kd7UE&playnext=1&list=PLFC8EA9108CC032E0
The rest is miscellaneous stuff
what are you doing for Insomniac, specifically? Environment modeling? Textures? Concepts? Or a whole lot of everything?
congrats on the internship, this stuff looks really, really good.
I'd love to hear more about the Unity project, I'm just wrapping up a semester-long project where myself and five other artists were tossed into Unity with no introduction to pipeline and no programmers.
Steam
Your environment stuff is a bit above your anatomy, though. If I had to pick stuff out to crit, it would be on your anime dudes and the white cat, but its hard to tell how "done" you would consider those. The elf dude is holding that arrow all sorts of weird.
Congrats and good luck with the internship!
A whole lot of everything. I'm going to be doing a bunch of hard surface props and textures, some organic models in zbrush, object placement, and engine grunt work.
I doubt I'll get any conceptart opportunities, the creaturebox guys have that covered, but with Insomniac you never know. Especially if you work hard - which is what I plan on doing!
I am currently procrastinating on writing up a post mortem for the project which was actually due yesterday, so I'll PM it your way when I decide to be a responsible student (which has proven impossible recently) and finish it.
Basically the format of our class was EXACTLY like yours. Our team had four members including myself. We were lucky to have a very good programmer and two kids who were interested in design. I handled all of the art in the game. Curious to know what sort of experiences you've had. Hit me up on AIM or Skype or something (neolightl). We changed our game maybe 100 times during the course of the project which was a nightmare for me, and GRAV's final iteration was only conceived three days before the end of the due date. Shit was crazy, but a great learning experience.
Iruka > I'm planning on marketing myself towards environments, so it's nice you caught on to that. The anime dudes are lacking polish. I'm definitely weak on characters.
Winter > Thanks! I will do my best.
Fast morning sketches:
You've improved a lot.
BUT (theres always a but) -- I still don't think you have quite gotten what I talked about on page two. Your environments are busy and hard to read because theres the same level of detail and the same level of contrast over the entire thing.
http://artsammich.blogspot.com/2011/04/gestalt.html
That's definetly the major problem I'm trying to fix. There is an interior concept I've been trying to nail down for my next 3D scene, and it is way too overloaded.
Here's some 2D and 3D environment work that I've done during my time back at school.
Also congratulations on the job, you're living the dream! Hopefully you can keep us posted, I'd love to see how you're work develops in the future.
But srsly, super awesome work. A few of those models I couldn't tell if 2D or really good 3D.
This is a warning that my sig was too tall.
You could have sent me a PM or something.