Welcome to my SB
Welcome to my SB
Last edited by worxe; August 26th, 2009 at 02:15 PM.
Character revisited again, planning out design and functionality. - note; I haven't tried doing any studies on how to plan out a figure, be it human or monster.. so im trying to work from direct observation of how other people 'start off' when i see their works =/..
if anyones played EVE-Online before? amarr ship to a merlin caldari frigate.. doodle.
And now to something very recent, Ive lately been interested in getting into halflife 2 Mapping, i have jack shit knowledge about it, but im finding it very fun when hammer keeps crashing on me, but otherwise, still very fun. I use to (still do actually) play a halflife 1 mod called Natural Selection, aliens vs marines except not like an Aliens Movie port over, much fun, a mod that incorporates FPS with an element of RTS. So ive been thinking of a map to design with the hammer:source program for when HL:NSource comes and ive been bugging the guys in the CA.org mIRC channel for ages on what needs improving on this, so ill post the progress, theres alot more progress shots to this but i think ive already spammed alot of pictures as it is, ill try to make it short.
How i was thinking at the time:
Think cave, pitch black, cant see a thing, a small marine task force sent to an abandon installation to investigate why its been abandoned in the first place. Marines start in a small elevated fortified position overlooking this basin (directly above viewpoint of concept work), the basin itself is a dense swamp/jungle temperament, high humidity, foggy, move like a brick in shit through the swamps, Aliens start in 1 of 3 points with their Hive, the underground cave (background) which is meant to be pitch black, forces marines to use their flash lights unlike in HL:NS, emptying bowels factor++ hopefully ingame.
the second alien starter point is in another cave, but in the cliff side on the far back right of the basin (not.. entirely visible at this point), marines must have direct access to that caravel from starting point that overlooks the whole basin, giving them an advantage from the unforgiving swamp below IF they can keep aliens away from not fucking it up (snapping the cables, wrecking control panels, etc) otherwise marines will have to traverse the rocky paths up to the second hive. Third starter hive is far right of the basin, outdoors, in plain view, tree trunks and dense foliage only shelter it from assault.
I kinda got into colouring a bit too quick without adressing a number of perspective and compositional issues, but regardless:
And again, thanks to Characters helpful paintover and compositional adjustment (much < 3 )
A suggestion from davi to move the cave to the left, and a suggestion from mr_pickleyum to get rid of that 'pointer' look on the background building that leads the eye to nowhere, and is a bad error that needed to be fixed. decided to add a support beam and rail ontop of that 'pointer' to make it look more like a docking pad as was its original intended purpose (although not actually involved in gameplay, its merely background atmospheric art)
and that wraps it up so far, im still working on the concept map on getting it right, but theres still issues with the cage, and i cant put my finger on it.. and pickle cant put his pickles on it either.. so im kindof stumped at the moment, suggestions would be highly appreciated =D.
other than the cage, anything else aswell before i move onto Coloring this.
otherwise, ill try to keep my sketchbook updated when i can with what i can.
Thanks for your time < 3.
Last edited by worxe; August 6th, 2007 at 11:42 PM.
I'm gonna give you some of the same advice I gave waronmars, even though your work is quite different. Some of the drawings feel like you're rushing into the shading phase. It seems that line is your strong suit, moreso than modelling is. (as in shading round forms, not 3d modelling)
Some of your strongest pieces are ones where you convey the largest forms first. In a lot of your pieces, it seems that you too quickly move into the minutae of the drawing, which neglects the bigger picture. I do it to, but I've been trying to force myself to sit back from whatever I'm working on, and try to flesh it out all over the place, equally. Also, it would be cool to see something figural, like a person. Anyway, you seem to have a good grasp on perspective, and your work is pretty architectural. I feel like you should cut that with a little old fashioned painterly techniques to add a new dimension to the linear nature of your work as it stands right now.
Good stuff so far. See you around IRC.
Caravel Cage has been taken out, because its warped whichever way its positioned, even now that ive added a 3rd vanishing verticle point after dfacto's advice, the thing continues to be a thorn in the rear.
Now that the pictures in 3pt perspective, changing all the structures in the picture to accomodate, guidelines are:
And Paul, cheers for the advice, but im not sure what you mean by 'old fashioned painterly techniques', as for drawing/painting something figural, ive been meaning to do it, just haven't done it before and even though its not an excuse, i feel embarressed sometimes drawing any of the human anatomy without getting it right the first time =/. New school years coming up, alot of time ahead to get stuck in and not give a shit what other people think if its bad or not, so i'll try, heh.
Objectivity is probably one of the more important skills you can have when working in some venue of commercial design. Whenever someone gives you a critique, keep it in mind as something to watch out for so that you can apply their critique to your future work. That way, you can develop enough of an eye to know what works and what doesn't so you both finish work faster, and with less help, or outside input.
As for the "old fashioned painterly techniques", I was talking about making forms that are less linear. Your work lacks the "soul" that some more organic lines and forms can give it. I'd suggest studying things that aren't straight and mechanical. Seashells, leaves, trees, people, cloth. Cloth's an especially good one.
Anyway, hope this and what we talked about in IRC helps some.
Whew, been a while slacki-- working hard 24/7 =x.
Anyways, (1)2 andrew loomis pages ive transfered into my sketchbook for reference, (2)going to expand on the pose studies on the next few pages, (3)a 10 minute bnw value study painting and just got a little a6 sketchbook today from the shops and began doing (4)face sketches and (5)another of my school library foyer.
the face practice started off when there was an old woman looking at me in the bus on the way to tafe (middle face on the picture), so i drew her face(or tried to =x), after that just slowly added onto it with other faces from the mind, having trouble with odd-looking jaws/chins and lips, going to do some face studies from loomis.
Ill post up some life-drawing charcoals later when I can find a digital camera to make snapshots of them.
-edit- smudges are irritating.
Last edited by worxe; May 18th, 2006 at 10:06 AM.
More life drawings~ There are other life drawings ive done, but these ones came out the best on the camera.. the others for some reason kept getting uberely blurred ;\
Next week were doing a 2hr long pose, so ima bring some acryllics and start painting.
A small update, but one nonetheless. A design for FlipMcGee's 'Design Your Mech 2-in-1 Challenge'..
Not sure if I should work on it digitally, been a while now.. The text on the top right reads:
"Tarantula" Broadside Assault Robotics
-With custom 'smiley' face plate
*Problems that need addressing
-Foreshortening, size differentiation between closer and farther shapes is key. [(for depth of view) ie: its right claw attatched to the back is meant to be further toward view]
-Light & Light radiosity needs to be clearer / more defined lightsource
-Lineweight needs to be more coherant. Light =! thin line & vise versa
this was what I thought after finishing it today for things to work on along with better designs, functionality and getting aesthetics right.
-edit- Values could use alot of work too.
Last edited by worxe; September 14th, 2006 at 08:52 AM.
You have some wicked ideas. Great job on the studies aswell.
Keep it up mate!
http://www.spatsart.com/ - blog
Cheers spats, ill try, heh.
Shield has been given a bit of attention this time, made it circular to keep in line with the rest of the shapes used throughout the robots design. Only thing I didnt pay attention to was the atmospheric rescession toward the back of it to be on the same plane as the legs at the back, noted for later.
great man!!! i really love how u do city's and how u can make things look so real in scenarios!!!!
Thanks for the kind words Rolo =]
If anyone's played Savage: Battle for Newerth?.. I've been keeping a fun thought in mind of making a pirate mod for the hummie side, just been thinking/drawing a bit for it, heres 2 concepts for the stronghold, considering just ditching the ship (ship on land? wth?) and turning the stronghold into the wreckage of the ship with a kindof-pub living area around it.
The different ones in each are levels of the stronghold, the stronghold you start with during the game begins at level 1, and can be upgraded to level 2 allowing more tech and then 3, again, allowing more tech. I figured keeping the pirate ship thing as an easy way of saying that its pirate influenced, but I feel it looks cheesy or doesnt make sense to build a ship on land near no water, so I'll be looking into ways of changing it (perhaps a ship that ran aground, is a wreckage, parts of it deconstructed by the sailors of the ship and resources used to construct their abodes + the pub, must have a pub =D ) ;
Last edited by worxe; November 20th, 2006 at 05:14 AM.
in order, 2 motion figures, the model moved every 30 seconds for 10 minutes and you'd have to get as much done as you can within 30 seconds before she/he moves again. Fun stuff, I suggest others to try it if they haven't already. Next is a figure study and a camera with the lense removed, didnt have enough time to finish it, was a borrowed camera and I had to return it, the following was a task we did in life drawing, choose/crop an area of the model's figure and draw away.
Last edited by worxe; March 4th, 2007 at 10:24 AM.
the multipose sketcher are cool, I do that a fair amount in a local coffee shop.
The torso is a little squished into the frame. but using a frame a s a composition device always helps me. The perspective on the lens oval of the camera is a bit off..its a bit wonky.
Are you photoing these? you need to brace your camera. I have a monopod that i use to take art pics it really helps steady the camera in low light
More art faster
To see the world in a grain of sand, and a heaven in a wildflower, hold infinity in the palm of your hand, and eternity in an hour.
I'll look into getting a monopod, I'll deffinately be needing one anyway since the course im currently doing has a photography module in it, plus I may be getting a new and better camera with the monopod - with regards to your question yeah I am (trying) to photo the pics I post with not much success. But more art on the way! and thanks for the crits aswell chaos .
The one directly above is for an un-assessed project we were given for when we get the time, traditional animation short in Flash 8 involving a man-made object that we all had to write down on a piece of paper and taken out of a bucket after being passed around the class, I got a mobile phone, some other poor bastard got a Helicopter and not a fairly simple object like a mouse/mobile phone/pencil since I originally thought we'd have our own ideas to work with..
Anyway, the first task we were given after all the OH&S crap was dealt with, the topic being Your Personal View on Suburbs. Scribbled up some rough ideas(1st) and working on one to see what itd look like(2nd).
I don't mean to sound bigheaded but I also feel like im getting better with life drawing, yet still remaining to be critical about my work for mistakes and errors worth learning off, also sticking to realism as much as possible rather than working toward a 'style' before changing these elements the way I'd like to, and do so with atleast some confidence.
Although I can say right now that im not comfortable with doing faces and I have to work on some portraits.
Last edited by worxe; March 12th, 2007 at 10:18 PM.
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