figure it's time I went and made a thread about it! I'll start off with just 2D works here but some 3D stuff might pop up over time.
please feel at your freest to critique, slam, deface, and/or righteously bludgeon the works on display.
edit: ISP went on the fritz so I'm updating the links
edit2: Dropbox killed hotlinking a while back, so I figured I'd just go ahead and upload these old suckers here
going to flesh out one of these this weekend... I'm thinking D, E, or F?
it'd be for industrial operations on a planet that may or may not have breathable atmosphere (haven't decided) and maybe needs to be semi-offroad capable
huh! well that is pretty cool to find out! I nabbed it from the giant antennas you see on vehicles sometimes, but given the size of the mech I guess that would be a pretty ridiculously low frequency there.
what would be less jarring? like half the length?
hmm, actually it doesn't seem that far off the mark, though admittedly I don't know the practical function of these:
Low frequency comms tend to be longer range, like AM radio, but very high frequency are better for line of sight. Check out ultra low frequency, and also extremely low frequncy (with questionable health hazards!): http://en.wikipedia.org/wiki/Ultra-low_frequency
That's not to say you can have smaller antennas work on different frequencies, this is just the optimal length. Also, what I'm saying might be complete bullshit.
went with truck E! finally got something that's about ready to start painting over. might noodle with the angle a bit more.
think this is the first time I've modeled something specifically for the purpose of painting over it, and couldn't stop myself from cleaning up geo in places where it didn't matter, argh. need to get faster! :P
I probably would've picked D, because the profile seemed more interesting, but that model looks like it'll make for a pretty sweet truck. Can't wait to see the finished version.
Also: Happy orange mech is the best mech.
I submitted an entry to Lego Ideas, and if 10,000 people support me, it'll be turned into an actual Lego set!If you'd like to see and support my submission, follow this link.
yeah D does seem more trucky as well, might try that as an alt cab later! I'm a sucker for funky shapes like this though hehe. thanks man
was going to try a four-piece set of small env thumbnails but it took me forevvvverrrrrr to get to a point with this first one where I didn't totally hate it blargh
I think I need to burn through a bunch of landscape studies from references before starting from a blank canvas again
Been wanting to properly work on learning how to draw people for a while, but I'm finally taking the jump. Fair warning: this could get ugly! Pull no punches!
For context, this is the last unreferenced attempt at drawing a person I have, from way back in 2007:
A little improved over 2007 maybe! Gotta move on from bald folks tho. I'm thinking a 50/50 mix of full-reference and loose reference work should be the way forward for me, for now. Advice?
Love what I see going on. The mech concepts are super-intentional! Makes me wanna eat your brain or something.
I'm going to reduce my portrait crit to this: do some life studies as soon as possible. Most of the time your proportions and contrasts are a-okay, but I can see your brain trying to render a photo rather than rendering volume (it's really obvious in the lack of interesting shapes in your Zoe prelim).
Here's the best way to test what I mean: squint and then look at the drawing of Kaylee. See how the mouth and eyes are way sharper than everything else, and almost look like thin planes of clay? That's an indicator that you need to do simpler shapes with bigger brushes.
Take all that with a grain of salt, since my stuff is normally lacking necessary detail. But still, love what I see!
Edit: take this as an addendum. Flipping and blowing out the image should point out most of the discrepancies. As a rule, I never do b&w work off a colour ref unless I'm trying to stretch my brain.
Man, thank you so much for the crit! Yeah, I've had a hard time grasping the geometry of the reference images. While I was working on the Zoe picture I really noticed the tendency to just over-blend everything but the eyes and mouth, so I tried to start correcting that. It might be better for me to pick refs with more defined lighting for now. I did start setting my ref to greyscale before working on Zoe which definitely helps, but I definitely need to flip canvas more just in general.
Life studies are tough to arrange. I guess I could do pencil and paper studies of patient friends and family?
Thanks! If you mean those environment sketches, it's been a while so I'm not sure, but I'd guess probably about two to three hours apiece. If I was struggling with the design or perspective it might have been longer.
wow it's been a while since I posted here O_O For the last couple of months I've been focused on the programming side of my game project, but now I've gotten it far enough that I can start switching between art and coding more often I think.
Anyway! The game is going to have still image portraits of the mech pilots you can hire for your crew. I've got my first pilot portrait sketched up:
This is Lt. Jason "Judge" Cobb. He's a traditional space marine type military man with a secret passion for entomology.
Thank you! It's definitely still outside my comfort zone, but I'm having fun with it. Got another done today:
Meet Sergeant Alison “Phase” Sandusky, another pilot you will be able to hire. An experienced leader and expert in ballistic weaponry, her interests include mixed martial arts, karaoke, and naval history.
Introducing Miles "Mozart" Burnett, another mech pilot for hire.
A consummate professional with a rock-solid record, Burnett's services are highly sought after. This allows him to be a bit choosy in the assignments he accepts. In the off hours he tends to his extensive music and literature collection, although he can occasionally be found sipping a gin and tonic in the cantina.
Also, I captured a number of steps in the process this go around:
(note: full image is 1920x1080)
Been pounding away at this image for a while, and now I'm calling it done. Pretty sure it's burned into my retinas at this point!
This is my visual target for my indie game project. Next steps will be layering user interface prototypes over top and eventually bringing it to life in realtime 3D.
Hey thanks! These first portraits are pretty straight-laced types, so I'm going to try to make the next set a little more off-kilter and interesting.
I saved out a ton of progress stages on the target concept, which had a sort of unusual progression. I'll have a comp for that up sometime today I think. Meanwhile, I've been working on logo designs for the project and, well, let's just say these are some of the references I've been looking at:
Execution wise they all look like good thumbnail designs. Comparing them I think C is the only one that I'm not overly fond of. Maybe if the what I'm guessing is the control tower on the right were more defined. I guess it doesn't feel as finished as the other two. I think if I had to pick then A is my favorite.
Thanks Moose. For some reason the tower in C actually ended up my favorite of the set, something about the smooth weird surface appealed to me. Variation A is the one I liked the most overall as well though; there's something about those classic Ralph McQuarrie kind of cylinder sci-fi buildings never gets old for me.
Here's the final version I mishmashed together from parts I liked of each variation:
So right now I'm trying to chase down what I'm going to do for the vegetation in the world. I have an opportunity I want to pursue to really push the fantastical element, but at the same time I want it to be grounded and consistent with the rest of the world. Story wise, my explanation is basically "planetary terraforming technology gone horribly awry," resulting in freakish and uncontrolled plant life that is evocative of Earth and yet surreal and strange at the same time.
Here are some preliminary thumbnails I managed to get through today:
I'm going to go for another round of thumbnails and then start working on simple color studies I think. This particular set of foliage is meant to be large and sturdy enough to be a physical obstacle to the mechs and their weaponry.
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haha, I've heard that! he does kinda look like he's smiling eh! I do have a bit of process stuff lying around, here's one:
also got some earlier stage shots of some, I'll see what I can dig up
looking cool
dag yo put some clothes on at least this is a family establishment
going to flesh out one of these this weekend... I'm thinking D, E, or F?
it'd be for industrial operations on a planet that may or may not have breathable atmosphere (haven't decided) and maybe needs to be semi-offroad capable
what would be less jarring? like half the length?
hmm, actually it doesn't seem that far off the mark, though admittedly I don't know the practical function of these:
For example, aircraft communications are around 120Mhz and quarter wavelength antennas are about 2 feet long.
http://www.csgnetwork.com/antennagenericfreqlencalc.html
That's not to say you can have smaller antennas work on different frequencies, this is just the optimal length. Also, what I'm saying might be complete bullshit.
think this is the first time I've modeled something specifically for the purpose of painting over it, and couldn't stop myself from cleaning up geo in places where it didn't matter, argh. need to get faster! :P
edit: slight update on render, now for painting
Also: Happy orange mech is the best mech.
was going to try a four-piece set of small env thumbnails but it took me forevvvverrrrrr to get to a point with this first one where I didn't totally hate it blargh
I think I need to burn through a bunch of landscape studies from references before starting from a blank canvas again
For context, this is the last unreferenced attempt at drawing a person I have, from way back in 2007:
Line study of a picture by Loish - I LOVE her style
Line study of Mal from Firefly
Adapted from a photo
Value study of Kaylee from Firefly
Hit me witcha crits!
A little improved over 2007 maybe! Gotta move on from bald folks tho. I'm thinking a 50/50 mix of full-reference and loose reference work should be the way forward for me, for now. Advice?
Portrait study of Zoe Saldana
Early blocking process shot:
Some mech sketches to warm up for today
Love what I see going on. The mech concepts are super-intentional! Makes me wanna eat your brain or something.
I'm going to reduce my portrait crit to this: do some life studies as soon as possible. Most of the time your proportions and contrasts are a-okay, but I can see your brain trying to render a photo rather than rendering volume (it's really obvious in the lack of interesting shapes in your Zoe prelim).
Here's the best way to test what I mean: squint and then look at the drawing of Kaylee. See how the mouth and eyes are way sharper than everything else, and almost look like thin planes of clay? That's an indicator that you need to do simpler shapes with bigger brushes.
Take all that with a grain of salt, since my stuff is normally lacking necessary detail. But still, love what I see!
Edit: take this as an addendum. Flipping and blowing out the image should point out most of the discrepancies. As a rule, I never do b&w work off a colour ref unless I'm trying to stretch my brain.
My Artist Corner Thread • Everywhere I Post
Life studies are tough to arrange. I guess I could do pencil and paper studies of patient friends and family?
Today's mech sketch, trying an upward perspective
I gotta do more stuff like this sometime
stomp stomp stomp stomp stomp stomp stomp
stomp stomp stomp stomp stomp stomp stomp
stomp stomp stomp stomp stomp stomp stomp
stomp stomp stomp stomp stomp stomp stomp
Anyway! The game is going to have still image portraits of the mech pilots you can hire for your crew. I've got my first pilot portrait sketched up:
This is Lt. Jason "Judge" Cobb. He's a traditional space marine type military man with a secret passion for entomology.
facebook.com/LauraCatherwoodArt
Meet Sergeant Alison “Phase” Sandusky, another pilot you will be able to hire. An experienced leader and expert in ballistic weaponry, her interests include mixed martial arts, karaoke, and naval history.
Introducing Miles "Mozart" Burnett, another mech pilot for hire.
A consummate professional with a rock-solid record, Burnett's services are highly sought after. This allows him to be a bit choosy in the assignments he accepts. In the off hours he tends to his extensive music and literature collection, although he can occasionally be found sipping a gin and tonic in the cantina.
Also, I captured a number of steps in the process this go around:
Been pounding away at this image for a while, and now I'm calling it done. Pretty sure it's burned into my retinas at this point!
This is my visual target for my indie game project. Next steps will be layering user interface prototypes over top and eventually bringing it to life in realtime 3D.
I saved out a ton of progress stages on the target concept, which had a sort of unusual progression. I'll have a comp for that up sometime today I think. Meanwhile, I've been working on logo designs for the project and, well, let's just say these are some of the references I've been looking at:
Here's the final version I mishmashed together from parts I liked of each variation:
So right now I'm trying to chase down what I'm going to do for the vegetation in the world. I have an opportunity I want to pursue to really push the fantastical element, but at the same time I want it to be grounded and consistent with the rest of the world. Story wise, my explanation is basically "planetary terraforming technology gone horribly awry," resulting in freakish and uncontrolled plant life that is evocative of Earth and yet surreal and strange at the same time.
Here are some preliminary thumbnails I managed to get through today:
I'm going to go for another round of thumbnails and then start working on simple color studies I think. This particular set of foliage is meant to be large and sturdy enough to be a physical obstacle to the mechs and their weaponry.