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Thread: Vesh-a-Sketch - Updated April 30th

  1. #721
    Rob Powell's Avatar
    Rob Powell is offline ...he draws aliens and doesn't afraid of anything...
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    I don't think the ice looks cartoony, maybe a bi
    t more definition around the edges to give it some more form. Other than that great study as usual, mate. Always a pleasure stopping by!
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  3. #722
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    hey man! great studies lately!! i really like the ice and plastic material studies! i need to do alot more studies myself! not enough time these days though... i cant wait for summer break! school is driving me nutty!! haha
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  5. #723
    Veshkau's Avatar
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    Mini monster design commission..
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  6. #724
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    ahh I wish I could say something other than awesome, but yeah awesome stuff O:
    I love those environments in the last page, they look very alive, the values convey a really good sense of depth!

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  8. #725
    Veshkau's Avatar
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    Decided to paint up one of the environment line sketches I did a few weeks ago. This was a bit sloppy and quick and I made the mistake of not figuring the light setup out properly to begin with but never mind...
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    Last edited by Veshkau; April 14th, 2012 at 12:11 PM.
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  9. #726
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    again, i really like your enviros alot! also nice ice studies

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  11. #727
    Veshkau's Avatar
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    Not much today, just a tropical water study. The green/blueish hue changes depending on what minerals are in the water apparently (you learn something new every day!). In larger quantities water (and ice - see last page) are generally blue/green because the light at the red end of the spectrum is absorbed gradually, the more water it has to travel through. The blue light we see is what's left, bounced back to us through sub-surface scattering. The water nearer the surface looks brighter and more saturated because of this.

    In this study there's light coming from the SSS below the surface (lighter and more saturated from near the surface, darker and less saturated from lower) mixed with specular reflections coming from the sky, clouds, terrain and sun. .. which of course get stronger as the viewing angle decreases (strongest at horizon).

    Another thing I've just realised recently is that it's the sections of wave that face the viewer let them see the murkey depths like a window, due to whole viewing angle thing. When a wave section tilts away from the viewer, it reflects far more of the sky/sun etc. so the darker sub-surface gets hidden more. Maybe I overthink these things hmm anyways..
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  13. #728
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    Quick screenshot study from Tomb Raider: Underworld. Love that game so much. Played through it umpteen times and the environments still make my jaw drop every time.
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  14. #729
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    And other. For the bricks in the middle section I made a new brush from a photo of a stone wall in Cambodia by adjusting the levels so only the cracks were visible, and only slightly, using that to give a rough starting point to the brick placement. Such a pain having to plot every single brick. The little pock marks were done with a random dotty brush which was flattened.. I painted their shadows first, copied the layer, moved it slightly, locked transparency and repainted it to be the light. Just needed some erasing and a bit more manual paint and it's done. Nice and easy!
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    Last edited by Veshkau; April 15th, 2012 at 11:37 AM.
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  16. #730
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    Great works and I appreciate the descriptions re: how you are doing these. Some day, I will learn photoshop!

    -kevin

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  18. #731
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    TFsean is offline Sean Sevestre. Level 6 Gladiator: Provocator
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    Dude Vesh such awesome stuff, and thanks for sharing what you discover in your studies. That stuff about the waves was very interesting
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  20. #732
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    TFsean: Thanks! Glad you got something out of it.

    kevinwueste: Thanks Kevin. I'd gladly trade what Photoshop skills I have for your figure drawing abilities any day though.

    Spent most of my free time lately doing pencil environment stuff. Might get round to scanning it at some point but it's mostly rough crap. Annular specularity has been bugging me for a while now in terms of how to paint it in Photoshop without going in there with a tiny brush and painting it all manually, or using photo textures, so I've had a go at making some brushes for it, on shiny walls/floors at least. I'm still not happy with how they look but on the right track hopefully.

    These brush tips are pretty much just splodges with radial blur, combined/rotated and masked in using radial gradients. Then the result is duplicated, inverted and resized to create the impression of shadow/light shapes.
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    Last edited by Veshkau; April 22nd, 2012 at 01:15 PM.
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  22. #733
    rumpenstiltzkin's Avatar
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    really enjoy your texture experiments!

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  24. #734
    Ccs is offline Novice in Training Level 5 Gladiator: Myrmillo
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    Wow, nice work. These are cool textures you have here.

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  26. #735
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  28. #736
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    So much diversity and so much quality stuff. Wooh, can't wait for your next update!

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  30. #737
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  32. #738
    Veshkau's Avatar
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    Thanks guys.

    Here's some monster-sloppy environment studies from game screenshots. Just trying to get faster and more spacially aware with environments and look at more interesting light setups.
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    You got some really great stuff here Veshkau. Looking forward to more of your awesome art, especially those studies!

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  35. #740
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    Nice updates. I like the brush experiment you're working on

    Nice water study as well!

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  37. #741
    Rob Powell's Avatar
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    Still rockin' those studies, mate! Especially the water study, and the old brick wall!
    Man, I'm slacking off, bad
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  39. #742
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    yer studies are killin me, so awesome as usual. nice experiments - not sure if i can recreate those light/shadow brushes but ima give ita try myself thx for the inspiration!!

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  41. #743
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    I subscribed to this thread over a week ago cause I couldn't take it all in at once and now I feel lucky I did. Your stuff is overwhelming, in a good way, of course.
    I'm learning a lot from admiring your studies and reading your tips. It's very useful and I greatly appreciate it. Please, keep painting and sketching, cause I will definitely revisit.

    Cheers.

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  43. #744
    blu01 is offline Registered User Level 4 Gladiator: Meridiani
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    really love your environments, good placement of light especially on the middle one. I think I will study light and shadow a bit and try it too. Cool sketchbook, keep it up...

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  45. #745
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    Awesome studies! Where did you learn that information about the relationship between water, minerals and light?

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  47. #746
    Veshkau's Avatar
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    Legacy Flame: Ty!

    Mila: Thanks, glad you like it.

    Rob Powell: Thanks mate! Less slacking though - I want to see some more funky creatures from your paintbrush very soon please!

    dlincoln83: Ty! Let me know if you give it a go, would like to see what other people do with it.

    Christoffer: Thanks a lot Christoffer, appreciate it. Really glad it's useful. Just been looking at your environment for eow this week, it's good stuff!

    blu01: Cheers. Would definitely recommend giving it a go.

    LastGen: Ty! I can't remember exactly about the green colour from minerals.. I think I just googled " tropical water green why" or something like that. For the other light stuff, it's just from looking at materials and light in general.

    Not much for today I'm afraid, just an early wip for this week's EoW and some character crap. The girl is a sketch for the chow but probably won't get time to take her further before the deadline, and she needs a robot guardian too (who is half designed in terribad-scribble form so might flesh him out hopefully).

    Anyways she's supposed to be a sort of enchantress who's walking a fine line between good and evil and is potentially some sort of messiah(tightrope walker imagery, barefoot/cross messiahness, balance/scales shapes, upside down triangles for instability, and a staff for enchantingness. Body armour (almost like a soft underbelly too) with little patches of bare flesh here and there to show that she's vulnerable and needs protecting. Big black gloves to show potential power in her hands, and that she's being pulled in opposing directions. Oh and her collar (aswell as showing that she's being controlled) along with the other stuff hanging from her and her shoulderpads give the impression that she has a pretty heavy burden to carry. Had originally given her a backback for this reason but it made her silhouette too squared. The one-piece outfit is meant to give the impression that she's in the care of the state, like a prisoner or patient of some kind. The clips around her ankles are to make them look very narrow and weak, like there's all this weight being put onto a small area.. ties in with everything.. in theory. Pretty sure there's a lot of other design bullsh*t in there that I can't remember, not even sure if it works but it's better to think about it than draw a random space marine covered in hexagons for every character right? If anyone reading this is themself a hexagonal space marine then I apoligise and mean no offense.
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  49. #747
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    Aaron_ is offline Aaron Aaron JUMP JUMP
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    Hahahaa, awesome character! Cool description too. But isn't the hairstyle a bit too plain for what you want to do? I would assume she could have some kickass head prop or hair style you know.

    Love the EOW too!

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  51. #748
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    Putting those wet floor studies to work eh? It shows in that WIP. Which I think is awesome and makes me think Resident Evil.

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  53. #749
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    impressive stuff man, cant wait to see more. I like the last environment you posted

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  55. #750
    Cameli's Avatar
    Cameli is offline The Greek Camel Level 6 Gladiator: Provocator
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    awesome stuff!Really digging the surface studies!

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