Blocked in local colors and sketched out a rough BG. It sure looks a bit messy now, but I aim to make it less cluttered, more focused and readable along the way. I'll be sure to post a tutorial of some kind when I'm done, but I think rendering this out will take somewhere like 60-80 hours. Still got all elements in separate layers and groups etc. so stuff should be easy to move around if any of ya'll have some suggestions on the composition. I can still see some tangents I'll take care of :)
Things for me to remember when I render:
-Don't be afraid to use darker darks.
-Vary the line weight, and indicate lines rather than doing an equally thick stroke. Like Wes Burt or Niklas Jansson.
-Be consistent in the lighting (although I will render each portrait as if it was in its own scene).
-Avaid random hueshifts!! Thanks Devin!
-Don't be afraid to leave shadow areas completely flat, like Mignola, Frazetta or Justin Gerard.
-Define the ambient color of the scene, and understand what color is being reflected up on downfacing planes in the shadowside.
- Rimlights are not lines. Make them smooth where necessary to indicate form turning.
Now I can kick my ass if I don't do these things. Good to have clearly defined goals :)
Tuesday, November 8, 2011
Sunday, November 6, 2011
Draw :D
WIP. Let's see if I can muster up some discipline to finish it up :) The hero "Tombgrave" and the bad guys .
Lifedrawing. Doing this twice per week now, which is really helping. I feel my depth has been getting better, and the way I prioritize the order I put down lines on paper. Also, I have less of a warmup period when I sit down to draw.
As always, thank you for looking :)
Lifedrawing. Doing this twice per week now, which is really helping. I feel my depth has been getting better, and the way I prioritize the order I put down lines on paper. Also, I have less of a warmup period when I sit down to draw.
As always, thank you for looking :)
Wednesday, October 26, 2011
Testosterone.
Friday, October 21, 2011
Sunday, October 16, 2011
Gunblast!
Saturday, October 8, 2011
Friday, September 30, 2011
Sunday, September 18, 2011
Friday, September 2, 2011
Sunday, August 28, 2011
Thumbnails
Hi guys! I'd like to share some designsketches for a game I hope to make some day :) Streets of Rage gameplay in a fantasysetting sort of :D These here are some enemies. To me, this step is the hardest. I really try to think carefully about shape design, proportions, colour and strong visual identity. If a design doesn't work undetailed like this, it's probably a bad design. More to come in the future!
*Edit
Just wanted to add this wisdom from Pixar artist Jason Deamer, from his interview over at characterdesign.blogspot.com
"Once I've finished my research and I've got some interesting meat to sink my teeth into, I'll spend some time to think about the Who, What, When, Where, and the Why? This is a character in a story driven to act a certain way by the specifics of his or her circumstance. Who are they? When are they? What do they wear and how do they act? Does this person readjust their glasses every time they begin to talk. Is he/she a shy and timid sort of character? Maybe they hide behind long hair that covers their face? It's all of these character informed decisions that can really make a design speak to the viewer.
After finding some inspiration, I like to put all the research aside and try to capture a caricature through a kind of reverse osmosis from all the research I've done. I'll start doodling basic shapes, while always keeping the basic gesture of this character in mind. I'm looking for a simple form that captures the abstract feeling of the thing I'm trying to design.
When I find something that feels right I'll start to flesh that out into a silhouette of the character I'm after. At this point I'm focused not only on the pose but on the abstract relationships between the different basic shapes. How does the volume of the little leg feel relative to the mass of the torso? Is the head competing visually with the bag he's holding? Etc."
-Jason Deamer
*Edit
Just wanted to add this wisdom from Pixar artist Jason Deamer, from his interview over at characterdesign.blogspot.com
"Once I've finished my research and I've got some interesting meat to sink my teeth into, I'll spend some time to think about the Who, What, When, Where, and the Why? This is a character in a story driven to act a certain way by the specifics of his or her circumstance. Who are they? When are they? What do they wear and how do they act? Does this person readjust their glasses every time they begin to talk. Is he/she a shy and timid sort of character? Maybe they hide behind long hair that covers their face? It's all of these character informed decisions that can really make a design speak to the viewer.
After finding some inspiration, I like to put all the research aside and try to capture a caricature through a kind of reverse osmosis from all the research I've done. I'll start doodling basic shapes, while always keeping the basic gesture of this character in mind. I'm looking for a simple form that captures the abstract feeling of the thing I'm trying to design.
When I find something that feels right I'll start to flesh that out into a silhouette of the character I'm after. At this point I'm focused not only on the pose but on the abstract relationships between the different basic shapes. How does the volume of the little leg feel relative to the mass of the torso? Is the head competing visually with the bag he's holding? Etc."
-Jason Deamer
Wednesday, August 24, 2011
Sketches
Wednesday, August 17, 2011
Live from Singapore!
Hello my friends! I'm sorry for the absence, but I've been buzy both mentally and physically with my move to a brand new city in a new part of the world. Finding an apartment, settling into the new job, making friends, getting employment pass etc. has taken much of my time and energy. That said, this place is amazing, and I hope to once again bring you more regular updates :D
As always, thank you for looking :D
As always, thank you for looking :D
Friday, July 22, 2011
Friday, July 15, 2011
Tuesday, July 12, 2011
I have a new job!
Starting very soon, I´m joining Red Steam Studio in Singapore, a Gameloft Pre Production Art Studio! I´m super excited for this opportunity, and I´m eagerly anticipating all new challenges coming with this job :D The team there is crazy skilled, and I´m humbled and honored to be allowed to join their ranks!
http://redsteam.net/
I have been given permission to show my work test, so I will :) Hope ya´ll like it :)
Take care!
Monday, July 11, 2011
Eeeek! Sketches!
After I´ve come up with an idea for a design, I will often start with a fairly quick portrait sketch, and then work on thumbnails. I often have to do many to try out different ideas and directions. Rarely do any of the first sketches work out. I did like the design of this face, even though it has no conscious expression :)
Thanks for looking! =D
Thursday, July 7, 2011
Monday, July 4, 2011
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