Redo-in my game portfolio. I will be doing 2 creatures, 2 characters, 2 environments, and 2 environment props. They will all have a full render and front-side sheets. All from the same universe.
Currently the only real concept art work I have done is under NDAs, so I cannot put them in my portfolio.
roughs and one finish



going to start on the guy next. Hopefully I can have all of these done by the end of feb.
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Edit: That first creature is great, I can imagine that in any major action game/rpg or movie, like srsly.
And although i like where the creature is going, this rough 'concepty' technique looks forced and un natural for you. Am i right, or am i right? Right? Right! Right!
It would be cool to see a few variations on the outfits of the characters, just for funsies.
I sorta want to know more about your fake game universe, as I've been putting eyes all over my shit too! Do you have an idea you're going on, or are you just trying to connect them visually?
There really isn't a story to go along with it. Just trying to keep the visuals consistent through-out. A Sky-Pirate RPG look.
The neck does seem a bit short looking at it now, thanks
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i thought it was a vag-eye-na
Also, wakka, i'm not an expert at anatomy, i recently studied one of vilppu's videos on the hips, and could it be that this girl's hips are a bit too round at some areas? perhaps a small indent where the side abs hit the upper pelvis?
anyhoo, still looks awesome though.
Sky pirates sounds pretty cool, I encourage you flex your creative muscles and try and give stuff just a little more meat and back story, It'll actually help connect things. It doesn't have to be intense, just a few choices here and there.
I know it really depends on the game, but half naked chicks for no reason, for instance, seem sorta old fantasy game to me. Sometimes having a solid idea of what you are going on helps you find the standards and make a really interesting twist.
I think adding some more story/background to all these pieces would be mutually beneficial. I'm liking the color scheme of the first creature up top, but I'm sure you can push the silhouette and shape more. I would also play up the organic vs. inorganic qualities of that as well.
Good start in my eyes, keep going man!
I'm excited to see your male!! Your males are hella appealing.
I also had somewhat of a story but its not fleshed out very well yet. I mean its there, but I need to write it down. I am a terrible writer however, so I have been putting it off.
First thumb of first enviro. I can already see tons of things to change to make it better in the next thumbnail.
By looking at a lot of concept art environments they all seem really really complex. After awhile they all seem to have the same basic principals the biggest which being "happy accident". I just need to break down the lighting into shapes with rough perspective. I have a feeling a lot of concept artist do this with a lot of textures or hard edge square brushes. Since I dont have those, I just go mad with the lasso tool and gradient fill. It doesn't seem to be that hard, just extremely time consuming. Picasso said that cezanne was the father of us all, but I do believe he meant bob ross.
sketch of dude
I'm eager to see where you're going with the environment sketch, but it seems to be a little to focused on the ground. To accentuate airships, you might want to lower the angle, or back out a bit to put some of said air ships in the image?
I've never done an environment, so I'm speaking from inexperience, but just a thought.
I am going to say this during critique on tuesday, with no other supporting details or explanation, and then sit down and mentally high five myself smugly while being glared at by everyone. Yuss. Thank you in advance.
Don't you think this is something you could work on?? Something being time consuming is a very big negative when you're working professionally. Speed is very important, and not having the right brushes for it is a bad excuse.
What takes a long time is the amount of rendering in the picture. Environments are technical pieces which is why I am not that big of a fan working on them.
I thing I just worded it wrong there.
Angle Example: http://us.123rf.com/400wm/400/400/juriah/juriah0806/juriah080600024/3117656-pretty-young-girl-looking-up-into-the-distance-thinking-into-the-future.jpg
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*nightingale olloollool
unrelated:
I say that just because, at the moment i think they need some more rendering (not much) to add some clarity to the design. I'm thinking kinda along the lines of Metal Gear concepts where there's a lot of vague shapes but strong lines that support them.
Im going to clean them up a bit. The wings are constructed by a series of sails that together look like wings. The ships aren't powered by the wings but they are only used for control. The engines are from found technology that the people don't know how to fully control so its sorta supposed to be look rigged together.
The cities are going to be built around crashed spaceships and ancient technology. It's just been so long that they forgot how to use them proper.
I don't like magic but man do I love sci fi.
I have a basic outline of the story written out. The nightingale is going to be a relatively small ship ran by the heroes.
I thought it's a THIRD EYE!
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I feel like a bit of a dick saying shit like this because I really love your stuff, Wakka, but I know you're looking for serious feedback on this portfolio, so I hope you don't mind. Also, the story you have going for the city sounds super awesome!! I can't wait to see some of the different sort of ancient technology stuff doing on and how you interpret that