View Full Version : neo•keo Brendan's new book -- concepts and textures updated 7/12
bwkeough
October 9th, 2006, 08:35 PM
I stand here are proof that we should all be using the image attachment tags. the sketchbook that I started back on June 24th 2004 is largely dead since the webserver account I had been using since way before then is now defunct and there was no way I was going to try to fix several hundred [img] url's.
SO: here is a new beginning with a few new images to get things started.
Sartell
October 9th, 2006, 09:31 PM
Yeah baby first of many:)
First Guy- My fav. by far, if I were to change anything it would be to put more of that red you've got into some of the chest or head region,
more of a preference. Also i'm not sure what the final FINAL purpose of these are so i'm not sure how much you need lining up with each
other.
Second guy- also very cool, but from about his armpits to the knees it makes a very big rectangle, which would be pretty hard to rig up
etc etc.~*
Third guy- I can't wait to see what you do with this:)
Last dudes- They def. serve their purpose, but feel kinda bland to me, i dunno how much you can spice it up or how accurate they need to
be so this is probably just a personal thing too.
Ohh, and I hope your cool w/ me in EMGSBSG:)
Joel~*
Helzon
October 10th, 2006, 05:37 AM
Excellent Smithers!...I'll be keeping my eye on you.
LOL!
Great stuff B. I'll give crit and more comment later. Just
dropping the subscription in here. Cheers!
hurricane
October 10th, 2006, 05:58 AM
nice start on a new SB dude!
gonna follow this one for sure!
cheers!
bdfoster
October 10th, 2006, 09:01 AM
Great stuff, B. With the orthos, you may want to drop some horizontals in on another layer as guidelines when you're working these. There's some inconsistencies with the lengths of things that I imagine would have a modeller spinning. The first guy is a great example of that-- he seems to line up in his torso, but as you hit his waist and below everything changes between the two views. Also, on the faceplates on the first two figures, I couldn't read the dimensionality you have in the side view from the front view. While I realize that's part of the point of the multiple views, the rendering/lighting on the front view should indicate some of the recession of forms that is there.
Enough with the nitpicks. The designs on these are awesome. I can see a lot of the studies really paying off in your style. I particularly love the one unfinished robot thing. I'd love to see you take that pencil sketch and color it up. There's so many great textures and influences in that one...
redehlert
October 10th, 2006, 10:26 AM
wurd!
now i have to update my siggy to get peeps here instead of the olde one.
good start, m8!
cheers!
d
bwkeough
October 10th, 2006, 09:12 PM
joel the roman guys are for the 0 A.D.
(http://www.wildfiregames.com/0ad/) RTS project I've been contributing to for awhile now. they ARE dull, but I'm mostly just providing info to the texture guys (all of the helmet and weapon props are done) and it'll just be a 512 body texture file on a low-poly model. There's no sense going nutty with the details because they will just take them as a suggestion since they would just barely show in-game. the costumes and equipment are very strictly directed since it's meant to be historically accurate. There are regular arguments that such-and-such helmet design or tunic color wasn't common at that time in that region. :)
I'll post screen shots of these Roman guys once they're public.
some background on the robots: I'm putting them together with the idea that I'll be modelling and texturing them next (but not rigging and animations cause I know nothing about that!!). I'm working as if the three of them are for a multiplayer action game, think of most FPS co-op game styles, but with an emphasis on melee, kinda like Rune. These guys are robots that I'm basing on ancient warriors:
Fenris is a viking-ish robot. balanced stats, will have a kite shield, longsword, 3 throwing axes
Augustus is centurion-ish. heavyweight, slow, strong. large scutum shield, short gladius, 1 javelin. if he can't bend at the waist, that's ok. strong emphasis on co-op since they can do a covered shield-wall formation if enough of them get together.
Genghis is mongol-ish. high speed lightweight with 12 arrows and a sabre.
Ideally, when you log in, you would be automatically assigned to a team and offered a choice of available roles to play. the hosting server would choose how many slots per team would be Fenris, Augustus, Genghis.
Since so many job postings are not entry-level, I figure my best shot is to show work that would slide right into the production stream.
ben thanks for the crits, did some work tonight slicing and dicing Fenris to get things lined up. that's what I get for working on consecutive sketchbook pages instead of on one sheet with grid lines!
mike, hurri, dave thanks guys!
Ok, here's some work on Genghis (I'll show more of the other two once they progress a bit further towards a finished state) Oh, and before you say anything, Ben, I already noticed that the torso of the side view needs to be adjusted!!!:
Sartell
October 10th, 2006, 09:33 PM
LOVE it that violet really hits up the image well~* Ohh and thanx for the explanations, i knew you were doin it for wildfire's stuff
but I wasn't sure how they were being implemented (and if its how you say, you may already be doing too much detail:) ) I got this
great rigging script if you ever wanna see what it would look animated (or to at least check the deformations on some stuff, thats
apparently a huge problem if it looks messed up when the arms are touching their side~* Keep it up.
Mag-Neo
October 10th, 2006, 10:03 PM
-interesting characters & wariors are here... keep more posting,.... GOODLUCK..... :yayca:
Chance.
October 10th, 2006, 10:07 PM
Unfortunately I have nothing usefull to say.
But I have to say something...
Great stuff. I like that last one the best. The way you worked the spine and ribcage into the robot is cool.
Now I'm off again. Keep posting.
Later
Q-C
Undertow
October 11th, 2006, 12:22 AM
Sweet start Brendan. So are you going to finish these orthos or leave them in a rough 'unpolished' state?
-Mike V
silvestri99
October 11th, 2006, 12:31 AM
Cool work! Sorry i never caught your old sketch book but i'll definatly be watching this one. BTW- love the robot designs and your painting style. Would be neat to see how you go about it! Cheers!
Helzon
October 11th, 2006, 07:01 AM
Goddam B...the Ghengis reminds me of an arcade game back in the day...it was robot football...the qb's and refs had that same uniball as ghengis...too funny...how great minds think alike.
The only crit i have is the green bot...here you started with complimentary
bases for each bot, my query why not (red) for this one? Don't get me wrong...i see some hints here and there, but it looks more like an analogous palette. Wondering if that was intentional.
Otherwise..great work as always.
Cheers!
bwkeough
October 18th, 2006, 06:57 PM
I'm slowly polishing up those ortho's, should get a lot done on them in the next two weeks or so.
here's some sketchbook pages to tide you over:
anticonnor
October 18th, 2006, 10:44 PM
Starting with a clean slate, eh? Well it's a hell of a good start. I really like your first armor-bot, but feel like the thin neck contradicts the bulk of the rest of him. If he was trimmed down some more to look quicker/more lithe I think it would have a nice effect. And "ghengis" is looking good... reminds me of another roller-bot in Morrowind.
Undertow
October 19th, 2006, 12:17 AM
Your characters legs are starting to look allot better! They're not quite as squat as they used to be. Keep it up with the updates man. I'm seriously considering starting a new sketch book thread myself. It's going to be a while for me, I have to have something worth posting first.
-Mike V
bwkeough
October 20th, 2006, 02:13 PM
Anticonnor, Undertow thanks guys! I hope to have some updates to those ortho's soon. In the mean time, here's some more sketches:
bwkeough
October 21st, 2006, 03:55 PM
I'm pretty much done with these for the time-being, they're not 100% done, but I have some other things to get done before I can get back to them. I might decided to forego further 2D refinement in favor of moving to 3D.
Undertow
October 22nd, 2006, 01:05 AM
Damn you Brandon, all you have to do is put robo in a title and you know I'm gonna come a runnin'! OK a couple of quick crits on the guy with the horns. I'm really digging the arms and the legs, the waist, chest and head need something more to them. The head needs a bit more work as well as the horns in particular look a bit rubbery. Try checking out some ref on rams, steer, or any other animal with gnarly horns that you can throw on that guy. Messing around with a more rounded helmet may help it match the rest of him a bit more. The pattern on the chest armor is bugging me, as it doesn't match the rest of him with the pattern or the pointy taper on the collar and lower section. The lower rib and neck like are also inconsistant with the rest of the design and I think that might be what's throwing it off for me. If you ever want any robo reference, let me know I have a bunch. Gotta get back to work, 17 mechs left to design:(
-Mike
Darktwin
October 22nd, 2006, 01:21 AM
Really nice concepts, really nice to see you develop them to a more finish state. Keep those pencil drawings coming, they're looking nice. I also agree with Undertow about references,(not saying your not using references) I strong concepts come with good references. keep up the good work.
redehlert
October 22nd, 2006, 01:22 PM
perhaps matting the three robos in white would come off better than gray. i dunno. i also agree with mike's comments.
now, if i may offer some thoughts...
the chaos of your linework may actually play to your advantage when you go to color. let me explain - your lines are loose as you try to discover the form waiting to be developed, and yet it appears that when you go to 'paint', you suddenly find yourself painting within the defined form, thereby negating the format from which you developed your original character creation.
my thought is that perhaps trying to add texture and color in a developed/searching sort of way and then once you 'have it' then you start to develop it in a more concrete fashion.
i'd also suggest working from dark to light and having a paint over layer (eg the white i mentioned earlier) on a topmost layer to sharpen the edges once you are ready to completely define your form.
i also think that you would benefit from working in grayscale then color, again dark to light.
i had once thought that your random sketchy lines were too difficult to follow, but now i truly see the wisdom in how your ideas are developed.
the only thing i would suggest with your line work is to start very light and be more curvilinear with opposing curves and shapes.
then, once the lines are starting to say something to you, develop the character with lines that help ground the form - economy of line in this instance - and create a hierarchy of line weights much like a newspaper front page (headlines, subheadlines, body copy, page numbers, etc)...make any sense, or have i completely mucked it up?
i wish you the very best in your new sketchbook, b. keep up the valiant work because i believe in you.
cheers!
dave
ps. i'd like to see you do more environments....that's a good attribute you have there.
Banshax
October 22nd, 2006, 02:19 PM
That character who rides the ball is (@# imaginative. way cool. I can already imagine how he moves. awesome
esp. with the flexi spine and neck.
anticonnor
October 22nd, 2006, 09:09 PM
I like the longhorns on the top robo guy, but feel like you could use the horns better to effect the whole style of your character... push his muzzle forward, thicken his neck, articulate his leg like a steer's, etc.
On your second robo guy (who has a toad thing going for him) I noticed that his views aren't lining up. In profile his shoulders are slightly higher and his head is much higher, giving him less of a toad look than his frontal view. Much hunch and curve to his spine and more squating in his legs would help visualize the personality of this character.
Aside from that, you're rendering is coming along great!
JoshK
October 29th, 2006, 04:19 AM
wow those last digi paintings are really tight....I like the design a lot too....you are getting there man.
Gloominati
October 29th, 2006, 04:26 AM
cool stuff, dude I really like the designs. though I think that the designs in your digital paintings a re a bit too symmetrical ( I don't mean the pose but the design itself). This causes that you don't have a real focal point in them (and if you have one, you automatically have two equally strong ones) try to vary the design within the figure itself a bit to make it even more interesting for the eye.
tensai
October 30th, 2006, 05:42 AM
wow! man - great new stuff! really nice to see what you've been up to...
http://www.conceptart.org/forums/attachment.php?attachmentid=34347&stc=1&d=1160532485
love that kind of stuff. colours look more like they belong together, and the poses, even when they are orthos, look a bit more natural and loose.
verrry nice...
Helzon
October 30th, 2006, 12:42 PM
Heya B, just poppin in bro...keep your chin up.
These bots are coming along and would like to see your 3d take on them.
Also can't wait to see the new project stuff once it's ok'ed.
Cheers!
bwkeough
November 15th, 2006, 05:32 PM
teaser!
other pics and replies coming sometime soon (I hope!)
strych9ine
November 19th, 2006, 12:09 PM
Look at this guy, modeling now... pencil sketches of those char designs up a while back in post #14 are looking great, your chars are looking more solid.
bwkeough
November 19th, 2006, 02:03 PM
Cody- thanks man, getting there...
But you're just in time for an update:
first 3 are multiple views of the Fenris model. I think I'm gonna need to re-assemble it as a grouped multi-object to make it easier to have multiple UV maps. Still learning about that step (and modelling in general).
the next 5 images are character concept designs for a screenplay called The Eyes of Mara, written by Joseph Calabrase. Joe's putting together a pitch book to be distributed to producers and agents this winter. The story's a lot of fun. It's set in India in the late 1800's during the rebellion against British control -- but at the same time, a demoness name Mara is awakening, possessing a British officer and raising an army of vetalas - zombie vampire beasties. It's very much in the same vein as Indian Jones or the recent Mummy series. In order, it's: Jonathan- hero, office Jones -not yet a villain, demon Jones -(you guessed it, the villain and pawn of Mara), Wallace -hero's junior officer, veteran soldier, Paddy -hero sidekick and wise adviser,.
bwkeough
November 19th, 2006, 02:33 PM
ok, sorry to anyone that was watching right after that post, I had uploaded a couple of early versions of Wallace and Paddy at first and needed to fix 'em.
undertow yeah, I changed the horns around in the model. I also had to make some decisions between inconsitencies between front and side views.
darktwin ref would help...I was thinking about industrial construction and hyrdaulic equipment when I designed them, but I didn't work with enough ref.
redehlertok, I did wallace as greyscale with color layers overtop (multiply, overlay, color layer types) and it worked fine. I tried it again with demon jones and made a mess of it. the trouble I have is that it's very hard for me to get true color saturation this way. When I went back to just doing color underneath a mutliply pencil layer, I was more successful. Demon & Human Jones and Paddy were done this way. What I might do in the future is to work out more values with pencil crosshatching before scanning. This way I should still have areas of white paper (which will be near 100% transparent) in the midst of my value information to allow true color to show through. I also used to be really good at hatching to show areas of fine detail and close value change, plus it can be useful for texture info -- I'd like to get back in to that. Thanks for taking the time for in-depth analysis!
banshax thanks!
anticonnor yeah, more inconsistencies to correct in the green guy's different views. your suggestions hit the mark I was aiming for character-wise. Thanks!
josh k good to hear from you, man! any chance you'll be back in CT soon?
gloominati good point on the symmetry/asymmerty thing. I had been employing a lot of mirroring on the robots to speed up the design process without conisdering the disadventages.
tensai, helzon thanks guys!
bwkeough
November 19th, 2006, 03:28 PM
oh yeah, forgot about this one, an enviro for a survival horror game called Exanimus (http://www.exanimusthegame.com/website/?month=6&day=16&year=1979&_send_date_.x=36&_send_date_.y=15) Did this way back in the Spring, but they didn't post it publicly until the middle of the Summer and then I forgot about sharing it elsewhere.
Jason Snair
November 19th, 2006, 03:33 PM
awww sweet. love the last one there of main street. i really the way you pose your characters.
Sartell
November 19th, 2006, 10:42 PM
DAMN i've been missin out :(
The robot guys look a lot better. No crits there~*
The "eyes of mara" drawings are some of my favorites from you, the shadows under them and the feet positions are feeling a little floaty.... but easily fixed.
On the 3-d guy, its lookin good i'm guessin it's supposed to be low poly, my suggestions are put more of a curve in the back, and when you're finishing up modeling the arms (i'd suggest) putting them about 30 degrees down and 30 degrees forward, it is extremely helpful for deformations (UNLESS these are just "attached", than it doesn't matter) Great work, i'll be here more often, PROMISE:)
-Joel
bwkeough
November 20th, 2006, 06:29 PM
Jason thanks man!
Joel I'm hoping that you've been busy kicking butt in school and that's why you've been ignoring me! :D kidding kidding. Let us know when you're back in town for winter break. (check your pm's)
bdfoster
November 20th, 2006, 06:52 PM
Dude. I've been missing out the last week or so!
I know nothing about modelling so.. uhm.. moving right along.
Eyes of Marra is looking pretty good. There's some wonkiness in the right arm (our left) of both the hero and the pre-demon villian. I know what the elbow is supposed to do there, but it doesn't read right. I think you need to foreshorten the upper arm and have it going away from the viewer a tad more to keep that elbow from looking broken. The last character (Paddy) is probably the strongest, IMHO.
I love the landscape. Have I told you that you need to do more enviros? I think this is the project you were working on riding the train down to NYC for the last AOL, correct? It's got a great feel to it. I just wish you didn't cop out on those two buildings in the background. The level of detail on the two and a half houses to the right of those makes that kind of "graphic atmospheria" impossible to get away with.
Now I demand more!!!
joecalabre
November 28th, 2006, 01:57 PM
I may be biased but I think those Eyes of Mara pieces are incredible.
Thanks so much Brendan for all your work. Awesome.
Joe Calabrese
bwkeough
November 29th, 2006, 09:11 PM
here's the guy I started the pencils for the last time we were at the diner. pretty much done, got a spot or two that I might clean up.
ben yeah, wonkiness is noted. I need to build a good file of standard poses so I don't have to worry about such issues. I do need to do more enviros, but I also need to do more textures and models, too..we'll see if I can fit some more in. This is indeed the one I tried to start on the train last spring; I didn't bother finishing off those houses in the background because it was a low-pay commission -- didn't want to spend more time than necessary (I think the pay rate worked out to about $5/hour anyway...).
joe, it was my pleasure, thanks for stopping by. :)
bwkeough
December 6th, 2006, 05:29 PM
Another roman, this one still wip.
also have sketches for some other characters I'm playing with...the plan is to make some B&W line art illos to be used for t-shirts -- gonna try to rustle up some cash on cafepress.com
also check out http://theeyesofmara.com/ for all the info on the script I contributed the 5 character portraits for.
Helzon
December 6th, 2006, 05:50 PM
Hey boss, lovin those stickies!
As for the roman soldier just a couple of things,
His left arm..(right viewer) is wonky to my jaundiced eye. the position of the two parts is trying mighty hard to conform to the angle of your shield...which in itself may be off. So you're trying to force one or the other and the figure is losing out. The thumb i know is in wip form but the way it's shaded right now looks as though it doesnt exist.
Good luck on the cafe press deal. Hope you make a mint!
Cheers!
redehlert
December 8th, 2006, 11:14 AM
hey b,
ya know, one thing i'm seein' in this new sb is a decrease in lines to define your characters. it appears that you are really bein' selective in developing your form with choice marks. bravo man! serious progression.
k....back to work!
cheers!
d
bwkeough
December 8th, 2006, 04:53 PM
hey thanks guys!
Yep, I see the issue with Marcus' arm, too straight for the length, elbow should be bent, good spot Mike.
Dave, yeah, I finally figured out that the more deliberate I am at the pencil stage, the easier it is for me to develop the colors. One contributing factor was switching from HB lead to F. Just slightly harder, keeps a better point and doesn't smudge as easily, but doesn't feel like I'm doing silverpoint.
bwkeough
December 8th, 2006, 10:25 PM
here's an update on Marcus as well as a first attempt using Pixen. I'll probably take another stab at it since this image is about twice as tall as most cell phone screens...
Undertow
December 9th, 2006, 02:35 AM
B! It's really great seeing your characters knees are migrating north!;) There's still another 2-3" to go on em though. j/k Just dropping in to say hi and let you know I'm not ignoring you, just been busy as all hell. I just wrote a freakin' novel over in Mike's sketch book so I'll save yours for a few more weeks..heh. Anywho, keep drawing your ass off, and have fun learning Maya. You'll have to let me know how that goes. That program intimidates the hell out of me so more power to you!
-Mike
bdfoster
December 10th, 2006, 12:51 PM
Hot stuff bro. Keep an eye on your proportions. There's still some weird measurements in some of your characters that needs some love. (Marcus' right forearm looks a little long, for example). Keep up the hard work bro. Dividends are payong off for sure.
bwkeough
December 12th, 2006, 09:45 PM
measurements? what are those? yeah, I need to refresh my basic standard proportions instead of just eyeballing it. Corrected that long arm and added a little bit of lower leg length. couple of sketches/roughs for ya too.
bwkeough
December 14th, 2006, 07:28 PM
the little wife is out at a karaoke bar with friends and we both have tomorrow off work. I'm kickin' it CA-style: couple of beers and Corel Painter. :P
an hour or so of color work done on the elf maiden, should be done tonight. spent another 30-min lunch break on the warlock, too. I want to give him some kind of battle-mage gauntlet for handling fireballs next.
bwkeough
December 14th, 2006, 10:09 PM
mostly done with this one..
bdfoster
December 15th, 2006, 08:21 AM
B--
Get Katie to pose for you for that last one. The pose itself looks really good, but the hands specifically are looking faked. A little ref will go a long way to selling the pic.
Kicking it CA style!!! Love it. (we should get together and kick it CA style. ;) )
Helzon
December 17th, 2006, 03:56 PM
Ooolala...i like where the elf princess is going! I realize that now would probably be a bad time to bring this up. But, what if her hand were more than just indicating that she's about to swoon away into a dead faint and be more like summoning something via runes scribed in the air?
Also I do remember your personal hate for Hogarth's wrinkle and drapery book...but what if you were to take a look on how to wrap that back leg...mind you...reduce the amount that he may have drawn but just stick to a happy medium. The reason i mention it is because im loosing that connectivity between the foot and the body.
Oh one more thing...the hand on the roman soldier. The thumb isn't convincing me that it's in front of the knuckles. Sorry to be such a picky bastard on that...but everything was great right up to that part...so it's like Mona Lisa wearing a clown nose...(hope that made sense)
Cheers man..and keep up the good work.
OBX
December 17th, 2006, 07:43 PM
fantastic Brendan. Your colors are really talkin now. nice choices. keep at it pal.
Idiomatic
December 19th, 2006, 04:40 PM
Cool shiz as usual, sir! If I had any crit, I might say that this fine lady may have a bit too much contrast and line left in her face and exposed skin, giving her a more haggard or severe appearance than the rest of the composition might suggest. I haven't been here in awhile, so allow me to belatedly say that the big ball bot is great fun :) .
redehlert
December 19th, 2006, 05:59 PM
hey b,
take this with a grain - i took your elf gal and did some quick surface lighting to her (2 minutes max). minor modification and it blasted out her arm, but the point is to make your image look less flat by saturating some values and letting others drop back. that helps create a center of focus in some instances. food for thought.
peace!
d
65333
bwkeough
December 26th, 2006, 08:03 PM
ok lots of replies with lots of domestic abuse for the elven chica! heh, I guess "mostly done" would be better rephrased as "not yet close to done" good advice the whole way around, thanks to all for the comments and extra special brownie point thanks to Dave for the paintover. :P
got some cool books from my folks yesterday, including "the skillful huntsman" (thanks go to idiomatic for mentioning it in his SB), a bougerau collection(i think I misspelled that) and a bigass compendium of da Vinci sketchbook pages. I'll have to let ya'll know what gems I'll be wringing out and sucking into my thirsty head.
I haven't time to work on that one (or do any digi work at all since that last update), so here's some pencils from my lunchbreaks:
bwkeough
January 2nd, 2007, 09:13 PM
first time in front of the computer since I scanned those drawings, about 4 hours into throwing that roman ortho onto a model for 0 A.D. no opaque color yet and I need to fix the back seam. (model by someone else, not sure who, need to find out before I finish this dude and toss him on the website.)
bwkeough
January 3rd, 2007, 06:01 PM
couple of concepts for something else if I get the time.
bwkeough
January 7th, 2007, 04:00 PM
finished with that texture file for wildfire, haven't yet been given a head&helmet mesh to work on, I'm not sure if that won't go to some kind of default (I hope not!). I might be doing a text. for his horse, too.
tweaked a few things on that elf maiden, still not perfect, but decent enough to get by, I think.
2-3 hours of color work on the battlemage, just started opaques above the pencil layer so it's not quite done, but most of the way there.
bwkeough
January 7th, 2007, 08:48 PM
spent some more time on this guy.
bwkeough
January 14th, 2007, 12:04 PM
more thumbnails and an in-game shot of the texture I made -- dude in the middle (currently has a placeholder head).
bwkeough
January 14th, 2007, 05:07 PM
another wip texture: horse gear for Philip of Macedonia (Alexander the Great's papa) the model is not mine, neither is the base horse texture. I'll be converting him to white, so I'll likely be repainting a good chunk of the pony.
bwkeough
January 14th, 2007, 08:34 PM
pretty much done with this horse, got 3-4 more to do for other hero units.
Razorb
January 14th, 2007, 11:28 PM
nice models man :) and nice ortho views! :D keep it up
bwkeough
January 15th, 2007, 05:58 PM
razorb thanks! I forgot to say that the horse, just like the roman guy, were modelled by someone else. I'm just doing textures for them.
One other drawing that I forgot to scan yesterday:
bdfoster
January 16th, 2007, 08:20 AM
I don't know for 3-d modelling, but the mountaintop "Ho-jo" is pretty sweet!
bwkeough
January 20th, 2007, 07:10 PM
so here's another horse, this one is Alexander's, Philip's precocious son. the grey band around the saddle blanket will be player-color.
some more random sketches and post-its, too
Sway West
January 20th, 2007, 08:23 PM
Really digging your sketches! :D The fine detail is fabulous.
bwkeough
January 20th, 2007, 10:18 PM
sway west thanks! detail can be a tricky thing, you don't want to add it too early in the drawing, but level of detail can be a necessary indicator of scale so you need to think about it long before you put it in.
I took that gatehouse sketch that I started at the diner Wednesday night and worked it up into an ortho (unfin) that I'll be making in a model. I'm planning to design and build castle/city components as pre-fab pieces so that once I have a bunch of them I can assemble them into a larger fortress construction.
bwkeough
January 22nd, 2007, 06:58 PM
some quick doodles on post its today...
redehlert
January 22nd, 2007, 07:02 PM
frankie looks fun. ;)
happy to see you back at the traditional work...!
i have a hard time with the 3D low poly count characters in general, but props to you for learning the app to do it. :)
Helzon
January 22nd, 2007, 07:53 PM
Yeah gotta agree with dave and ben...the moutain top hojo is great along with the models....damn!
Post 67 are you going to tighten that at all? I think you could pull some Seegmiller out of your back pocket and really give them the love they deserve.
bwkeough
January 22nd, 2007, 09:17 PM
dave yeah, I hear ya on the low-poly stuff, there's also issues with the models that I can't do anything about (changing the horse model at this point would invalidate all of the existing texture files). They do look pretty tight when viewed at the scale that's typical for an RTS. I'll post some more in-game shots that show the wider epic level soon.
mike the gatehouse ortho's aren't done yet. the front view needs opaque color and the other views are just blocked in.
glad you guys like the drawings, I started working on a guy at lunch, but I'm mostly waiting for ChOW 56 to be posted so I can start participating in that again. it's really interesting to do something different like texture and model work and then move back to drawing, you definitely think and approach things differently. especially after reading the skillful huntsman.
bwkeough
January 23rd, 2007, 06:40 PM
sketchysketchies!
bdfoster
January 23rd, 2007, 08:14 PM
Man, those are some tiny scans. I love them all as thumbs, now I want to see them as full blown images (especially the crab claw dude. He's got such a great shape!!)
bwkeough
January 23rd, 2007, 10:06 PM
ben yeah, the thumbs are fun, very quick, light and easy. idk if I would ever flesh them out, but maybe.
here's some work for the bard of the apocalypse. I like the pencils alot and I like the concept of him as he might appear to a space-age society instead of a medieval-age one. the idea is that he's strolling on the surface of a star, plucking the strings on his lute and his footsteps leave sunspots that spread and turn out the lights. BUT, Im not sure that I won't completely redo the color layers :/
bwkeough
January 25th, 2007, 08:35 PM
reworked him a bit, wasn't too happy with it when I posted the other day
bwkeough
January 25th, 2007, 10:17 PM
color wip update
redehlert
January 25th, 2007, 10:50 PM
hey b, i like this character...a new move for you...and yet...not. ;)
i know he's supposed to be on the face of a star, but it appears to be the face of an orange. i do like the pose and the way you rendered him up in grayscale....your pencil work and initial color take were also very nicely handled. if i had to choose one out of your set to post, it would most definitely be your pencil drawing. it truly is the most complete in my book. a solid job.
cheers!
d
redehlert
January 25th, 2007, 10:52 PM
one more thing....i'd make the strings of that harp be friggin' laser beams.
that's eeevul. moohhaahahaahaaahaahaa....mooohahhahahaaaa....haha haahaaha....
aahahaa......ha.....heh.............
bdfoster
January 26th, 2007, 08:26 AM
What Dave said. I think the pencils are super strong, but the colors are not really conveying the story you want them to. That star needs to be a MAJOR light source, and I think if most of his legs went to nearly a sillouhette in dark reds (with some flames licking up around his feet) it would read as "sun". You need to soften the edge of the star with the sky with some glow. Also, some stronger indications of the light source cast up at him. (It's a freaking star.. I would assume it's the ONLY light source on him?)
Oh... and lasers!!!! Bee-dow!!
Helzon
January 26th, 2007, 08:44 AM
Yep..have to throw my agreement in with the two 800 lb gorillas above me.
Also, the streaky stars in the bg aren't doing it for me.
It makes things feel more like he's in a snow storm in space (im not trying to be purposely simplistic it just serves more as a distraction then a compliment to your character). Perhaps a nebula or broken, shattered world to set things off? and oh yeah...frickin lasers on his head! ...muhahaahahaaa...*raises pinky to the side of mouth* jk.
Keep at it bro.
bwkeough
January 27th, 2007, 03:25 PM
ok, good crits guys. I took it back to greyscale and reworked the lighting and colors. I'm also going to have the lyre be glowing and will be a much brighter lightsource than the (dying) sun.
bwkeough
January 28th, 2007, 07:55 PM
and I completely redid the colors again! I was reading a recent nat-geo article about hummingbirds and this is what happened: (I really need to finish some textures and I want to get back to that castle gatehous sometime, maybe the ChOW for this week won't be so sexy cool!)
koala.one
January 28th, 2007, 08:02 PM
Cool sketchbook.
The CHOW guy is looking good. Really improved (glad you got rid of that sun haha)
good stuff
bwkeough
January 29th, 2007, 07:59 PM
more sketchies, been wanting to do more sci-fi stuff
Helzon
January 29th, 2007, 08:17 PM
Great update bro,
The only thing i may gently nudge you on is the stifness of your
characters. Loosen em up...they aren't dead...well the Bard of the Apocalypse may fall in that category...oh well.
Keep it rolling in man.
Cheers!
bdfoster
January 30th, 2007, 08:41 AM
The second to last version of the bard is looking much better. I like the direction you went with the hummingbird remix, but it somehow doesn't do it for me. With the star-walker version, something is funky in the feet. I think it's the perspective of his foot position relative to the size of the sphere as defined by the arc behind him. Basically, I think we're seeing too much of the top of his foot. Possibly light up around the foot like it's burning up the slightest bit with some hot yellow/whites?
And I'll echo Mike. Perhaps some more motion in your figures? Or at least some fluidity? I'm not sure if I showed you the "breaking bounds" book I've got, but it's an awesome set of photography of dancers doing CRAZY leaps and stuff. Really inspired me to try different things with my figures...
bwkeough
February 1st, 2007, 06:59 PM
yeah, ver 2 of the bard is the most dramatic, but trying to figure out the lighting was breaking my head. ver 3 is a departure for me, but it felt good. I'm happy with it, even if it only got 3 votes in the competition. :D
more sketches and post-its:
bwkeough
February 1st, 2007, 10:24 PM
spent some more time on this one, not done yet.
mentler
February 1st, 2007, 10:51 PM
5 Star thread <> great skills......
Helzon
February 5th, 2007, 08:26 AM
Hey bro, yeah...things are starting to really pull together for those castle pieces. Perhaps a bit more light on the rocks in the middle for the turret on the right, might add roundness overall.
Lo and behold, a character with some flow...(grabbing smelling salts) j/k ;) Now if you can get some shoulder tilt and some hip swivel in there...you'll be frickin golden.
Bridgman, Loomis, and Hogarth...oh my.
Nothin but love bro.
Cheers!
mitrandil20
February 5th, 2007, 03:44 PM
hi bwkeough!! very nice stuff!! i follow your sketches from the old schetchbook and i really like ur style....
but i have a question: can you post (maybe) your next painting draw step by step 'coz i wanna understand how to make a digital painting 'coz i don't know how(i'm not art student but i like drawing and i made few digital painting draws that everyone appreciate)
if u can do it plz...
redehlert
February 5th, 2007, 04:18 PM
yo! just an fyi - your chow bard is the best thing i've seen from you hoss. it's a serious step forward. you reigned it in nicely. ;)
cheers!
d
Pistol
February 6th, 2007, 12:06 AM
P.S: Dont mind my bad english, Im french >:|
Ive Flew over your SketchBook.
Your one of those artists that inspire my Amateur mind to create more!
Ive recently applied for college in 3D Animation and I need to start Drawing.
Ive been drawing since early December! Yep 2 Months!
So here I am, the amateur artist that hasnt started drawing till the age of 16 (17 in march) And is trying to apply for college in 3D Animation. The guy told me : We are looking for great drawing potential. im like... *shit* right when I got back home, I asked my mom to buy me a sketch book and an HB pencil.
I know I have it in me, But I need to look at alot of stuff and inspire myself.
Im still having problems doing the "-Mind Image- to -Paper Image-" And my Shading is horrible.
Thats where you come in! You make incredible stuff that is of excellent reference to me not for the drawing itself but for the way its drawn! You and all the others that post here are my Lucky Charm :P
And im looking foward to seeing more stuff from you :teeth:
Keep it up!
Sincerely, Pistol
Blaz
February 6th, 2007, 05:03 AM
Love the bard!<3
Great work here! Very professionaly made and inspiring!
bdfoster
February 6th, 2007, 08:37 AM
Dude-- the cat head figure has exactly what Mikey is pushing you towards. The gesture is there, fluid, and has a great sense of weight (though I think the feet need to be more grounded to really sell the weight). I think the big issue is that so many of your figures have the "body builder" stance going on-- like their lats are too big for their arms to fall at their side, so the upper arm comes away from the body and the lower arm falls straight down. While it may work for showing the design elements of a character, it means there's no CHARACTER to the character.
Random thoughts from an undercaffeinated brain.
Helzon
February 6th, 2007, 08:46 AM
Here here Ben!
Brendan it's great to see you pack your guys with all sort of novel wear and gear...but if Im getting none of their personality on top of it..the character doesn't resonate...it might as well be a cardboard cut out.
Im not trying to be harsh..but you want to instill as much personality in them as you can. Do that by showing expression not only in the body (hands, posture) but also in their eyes and facial contortions.
Again i don't mean to sound parochial..but you have the fuckin skills to pull it off B...don't know what's holding you back.
bwkeough
February 6th, 2007, 08:41 PM
woo lots o comments!
mentler thanks man! I need to get caught up on what you've been doing lately. I'm sure there's several dozen creepy wonderful papal demons that I've missed :)
mitrandil20hey thanks, glad to see you were familiar with the old and moldy book. the next painting I'll try to remember to grab screenshots to show more of my thought process. for me, I'm much more of a draughtsman, so I do most of my design work at that stage, with limited shading. then I work below the pencils to develop values and colors. I'm best off with only limited opaque color on top. like I said, I'll grab steps to better illustrate this on the next one.
Pistol I'm glad I can help and flattered that you find inspiration in my work! first piece of advice as you're starting out: work from reference or life a lot. also work from imagination, just be sure to do both. I know lots of folks that are poor artists because they have never worked from ref: they tend to repeat shapes and ideas they have seen from other artists and movies. I know lots of other people that only work from life and when they try to work from imagination, they fall flat on their face because they rely too much on what the see and haven't developed their imagination.
Blaz thanks man!
ben, dave & mike ok ok! i'll work on fluid naturalistic poses!! i've been concentrating more on the production/design aspect of things lately and gesture has taken a back seat. oh wait, dave wasn't picking on me, only ben & mike! nyah nyah! nm, thanks for preventing me from growing complacent, I appreciate it fellas!!
quickie corner tower to go with the (still not 100% finished) gate house and a drawing of Strider for this week's ChOW. I like the drawing, but I'm not sure I pushed the "game character in the real world" concept far enough.
Cold Revolver
February 6th, 2007, 08:59 PM
Faaantastic work amigo, I think you can use a bit more depth on your textures however, mess with light and shadow there is also bevel and emboss. Maybe those will help I am not sure, but yeah if you apply a texture on a flat object its kinda hard to give the texture depth it takes time I guess. Its fun thought! Keep up the good work!
Your character designs are sweet!
Pistol
February 6th, 2007, 10:23 PM
Pistol I'm glad I can help and flattered that you find inspiration in my work! first piece of advice as you're starting out: work from reference or life a lot. also work from imagination, just be sure to do both. I know lots of folks that are poor artists because they have never worked from ref: they tend to repeat shapes and ideas they have seen from other artists and movies. I know lots of other people that only work from life and when they try to work from imagination, they fall flat on their face because they rely too much on what the see and haven't developed their imagination.
Thanks for the answer!
Im starting to accumulate a great amount of reference material for anatomy and life. Im trying to use my imagination and it works but I feel that im lacking of skills to visualy express what I see in my head. I guess time will fix this but in the mean time Ill study how others draw and build from that.
Speaking of watching, Nice stuff you just posted. Im looking foward to seeing your "Urban, Industrial, Spec Op" Whatever you wanna call it ninja, finished.
Also big love to the tower colors.
Peace :P
bwkeough
February 9th, 2007, 05:49 PM
some other stuff, quick post
Pistol
February 10th, 2007, 01:45 AM
LoL at the monster!!!!:pump:
bwkeough
February 11th, 2007, 03:48 PM
more drawings waiting to get colored now and I have more texture work to get back to, too many things competing for my time. :/
here's the finished bomberman for this week's ChOW:
bwkeough
February 11th, 2007, 05:29 PM
so after reading Dan Milligan's post about the divine proportion tool in Painter X, I decided to grab my strider drawing and apply a fibonacci spiral to it with this result (also shows my early digi paint process)
Pistol
February 11th, 2007, 09:57 PM
Looks promising.
I like the bomberman concept but what would have ben funnier is a bomberman bomb all wired up :)
Still hawt in my opinion :P
Can you link me to the Dan Milligan's post about the divine proportion tool in Painter X?
I Havnt started digi painting yet but once I get my hands on a tablet this summer I plan On starting that
mitrandil20
February 12th, 2007, 06:56 AM
great stuff man..! as always! ^___^
bdfoster
February 12th, 2007, 08:18 AM
Last pencils look 9,000 times better as far as naturalistic posing. It may challenge your proportions again (check the arm lengths on both human figures. They don't match up on the girl, and the guy has short upper arm and long lower particularly on our left).
Re: the fibonacci spiral-- IMHO, the spiral should center in on your main focal point, which on a figure drawing is 99% the face. I don't think your intent is to have the focal point in the negative space between the leg and arm... But that may be just my personal opinion on where to put the spiral.
mitrandil20
February 12th, 2007, 10:57 AM
i've got a question for bwkeough: do you paint your draws with a wacom pen??
Helzon
February 12th, 2007, 11:20 AM
HOLY BEEEJEEBUS!...I think you've packed all the brushes available into 1
custom pallette :P Boy im starting to sound like Ben's parrot here but would have to agree..shift the focus to him..not to the building behind him.
Yep..just starting shitting multicolor feathers...dammit...and a sudden urge for saltines. Other than that...please for all that's holy and sacred ..tell me you're going to fix his head and facial features.
One more thought though and im done..the lay in for the tones on the building he's climbing..wouldn't that be a whole lot darker...so it would pop?
Just a suggestion.
Cheers!
bwkeough
February 12th, 2007, 06:52 PM
pistol take a look here:http://conceptart.org/forums/showthread.php?t=89406
mitrandil20 I always do pencils with real graphite, I can't get the same confidence with the tablet. I'll fix and adjust linework digitally before starting color work. the buildings in the background of the strider pic are digital linework and the difference is obvious.
Ben yeah, I guess I was paying more attention to the other parts of the composition and didn't notice the spiral had strayed. The I had noticed the woman's arm was longer, but I haven't had time yet to do any digital adjustments.
Mike the values aren't done yet! honestly that's just about 15min or less of work on that step :)
sketchies:
bwkeough
February 13th, 2007, 08:20 PM
sketchies for the nanotech gardner topic
Helzon
February 15th, 2007, 06:08 AM
Hey B...man i really enjoy seeing your thought process through the
post-its all the way up to the final. This nanotech gardner clean up is looking great..hope you have time to finish it up.
Cheers!
bwkeough
February 18th, 2007, 09:51 PM
well my hand really hurts, but unfortunately, I don't think I can show the art test I did for Nival Online yet (but that banshee turned out really nice!)
I also just finished the ChOW due today as sketched above. here's the finished pencils and the final color:
bwkeough
February 24th, 2007, 04:51 PM
various stuff, mostly chow 60, my "non-human law enforcement officer" topic, also my ΦΦΦΦΦ online art test submission
mitrandil20
February 24th, 2007, 05:34 PM
great stuff as usual. simply the best!!
i'm waiting for your "step to step" paint ^^
Helzon
February 24th, 2007, 05:48 PM
great stuff as usual. simply the best!!
i'm waiting for your "step to step" paint ^^
:O GAH!...you don't want that...really take it back before he writes it...and has you with a custom pallette that spans the whole friggin screeen...then tells you to go out and buy a second monitor just for the tools!
Oh for the love of humanity...don't make this request of him...sweeeeeet JEEEZUS stuff the fuckin genie back in the bottle.
:P
Good on ya bro..you got a tut request!
Get crackin. lol.
Cheers!
bwkeough
February 25th, 2007, 10:20 PM
replies and stuff tomorrow, I need to update the website and get some sleep!!
Helzon
February 27th, 2007, 06:30 AM
Now that's the ticket!
Ha...great sense of motion and gesture along with your
usual well handled painting skills. Voila...this one is sweet bro. Great job!
bwkeough
February 27th, 2007, 07:13 PM
mike - thanks man, the process is getting easier...
ok here's quick process series for the banshee.
basically: (the numbers have nothing to do with specific images, just general steps)
1- tight pencils, little or no shading
2- keeping the pencils in a multiplay layer above, fill in 50% grey to find the silhouette on the canvas
3- add other darker and lighter values to round out the form
4- using overlay layers, start to convert to color. you'll have to play with them to learn how they work. if it's a color the same value you're painting on top of, you'll just increase the saturation towards the color you're using in the overlay layer.
5- drop the overlay to the canvas.
6- continue to work in color to develop the image. I often use multiply layers to add shadow or more overlay layers to adjust colors or add textures
7- towards the end, work in an opaque layer on top of everything to tighten/clean up the edges. pay attention to the intersection of shapes. always seek sharp tight edge interactions.
8- flatten the image then make additional overlay or multiply layers to add light and shadow.
second image is my current sketch for the chief librarian of the lost seas, chow 61
Helzon
February 27th, 2007, 07:19 PM
Vacuum tubes!!!!...yess!
bwkeough
February 27th, 2007, 07:26 PM
oh yeah, checky checky: first gameplay video for 0 A. D. (http://www.wildfiregames.com/0ad/page.php?p=10779#comments) if you're a mac guy, be aware that it's an .avi that'll require you to get the divx player.
bdfoster
February 27th, 2007, 08:13 PM
That banshee is simply KILLER. Great work on that one bro. I love the old-schoolness of the new CHOW too. Can't go wrong with vacuum tubes. Great updates, brutha...
bwkeough
March 10th, 2007, 02:03 PM
some post-apoc tarot card ideas
tensai
March 11th, 2007, 11:09 AM
wow - nice to be back here after such a long time. i really like these last three. i think the poses look more natural than your stuff from a while ago. i also like how they look more dirty and how your line looks more dirty.
i just wish there was way way more.. :)
take care man,
bdfoster
March 11th, 2007, 11:37 AM
Really digging the Justice card. Nice natural pose, interesting character. The Empress is just "Meh" for me. I think part is the composition, as I really like the characters. Try moving her and the bots down a bit (golden mean anyone?) and have the bowing and scraping dudes overlap the base of the dais she's sitting on. That negative space cutting between them and the base of the box really kills the flow of the composition to me. Also, watch the "bodybuilder" pose on the robot guards. If the arms going to hang, let it hang. If the upper arm is going to come away from body like that, then do something with the lower arm too... I like the concept for the Hanged Man, but he's definitely suffering from awkward pose syndrom. What's the fist for? How is it helping tell the story at all? Generally the composition works, so I think just a little more thought into what to do with that hand and some tracing paper/photoshoppery can really make it work...
Looking forward to more on this little project....
bwkeough
March 19th, 2007, 08:05 PM
yeah, there's some promise in those tarot ideas, idk how far I will take them. I like the empress one the best, but that sketch is pretty much still a rough idea. the current ChOW has that divine empress quality, I might push it towards this if I get the chance to work on it.
here's a bunch of stickies and the pencils for the current EOW, waterfall city
hurricane
March 19th, 2007, 08:20 PM
great stuff, i love it all!
cheers
tensai
March 21st, 2007, 01:55 AM
again update shows what i said - loose rough shapes that flow into each other. cool shapies and lines. pretty impressive stuff all around man. i like it a lot.
bwkeough
March 22nd, 2007, 10:05 PM
finished EoW
silvestri99
March 23rd, 2007, 12:16 AM
Nice pencil work as usual..and i have to say the waterfall city wow'd me. Nice perspective and use of color. Really makes it feel bigger than life.
Helzon
March 24th, 2007, 06:41 AM
HA!...great work on that EOW bro!
Damn..what a wonderful sense of scale and choice of perspective.
Geebers.
On small crit though..(you know that was coming)
the orange roofed house on the left just under the greco/roman building.
Kinda looks like it's going to tip off and plunge to the lake below.
The vanishing point on the left should take into account that the features there diminish that way.
Still though..great feel and interesting choice to have the poor folk by the lake and the rich ones up on top of the falls....(class stratification at it's finest). ;)
Cheers man!
tensai
March 25th, 2007, 03:46 AM
wonderful wonderful colours man. i really like the whole atmosphere of the illo. very own style too. seriously looks like a really nice mix of a lot of things. i like the mix of realism versus characterisation of the shapes (houses etc). i like how it looks traditional cause of the texture, but you didn't do the obvious texture brush treatment that's used a lot in photoshop. and i like the colours themselves and how they look like the mix of watercolour and opaque pencils or something. compositions is good too, with a lot of lighter and darker shapies in front and back of each other, making them stand out. respect
bwkeough
March 25th, 2007, 04:35 PM
whoops! didn't hit this thread with the Friday night update on the EoW until now. I also did the ChoW, too.
silvestri99 thanks! I need more enviro's in my book, sometimes I get overwhelmed when I consider how much more work they are than a simple char design, but they are usually worth it in the end.
mike yeah that one house is still a little wonky, I think true perspective should be done with subtle curves instead of straight lines or something. I had a lot of distorted structures, sometimes unpleasant, other times interesting. trying to determine compression as you near the vanishing point is something that still mystifies me. there must be some way to calculate it, but I bet it requires more math than I'd care to implement!
tensai glad you like it brother! one thing I do with textures is that instead of basing them in a brush where they tend to repeat a lot I make Painter paper textures where they tile as much or as little as I like,
Sybo
March 25th, 2007, 04:46 PM
I love the enviro, its a great idea.
bwkeough
April 2nd, 2007, 07:51 PM
another week, another ChOW...
also pencils for something else I'm working on, much more illustrative than most of my stuff.. not fnished yet with the pencil stage, there's more things to refine and I'll be filling that space in the foreground digitally (actual paper is smaller)
silvestri99
April 2nd, 2007, 11:26 PM
Nice work on the private eye..and good beginings on that last pencil peice..love to see it in full color.
tensai
April 3rd, 2007, 12:28 AM
goood tip about texture through papers instead of brushes - thanks!
...yeah that one house is still a little wonky, I think true perspective should be done with subtle curves instead of straight lines or something. I had a lot of distorted structures, sometimes unpleasant, other times interesting.
just saw this and agree that true perspective is difficult. mathmaticallly correct perspective is if you ask me not always desirable and like you say - distorted perspective can be better. in the cases that it is not; it helps to know how to do it correct.
trying to determine compression as you near the vanishing point is something that still mystifies me. there must be some way to calculate it, but I bet it requires more math than I'd care to implement!
i don't know if you meant this but i thought i'd put up the principle for multiplying rectangles towards the vanishing point - good for checking some shapes every now and then.
i'll edit it out later if you want/don't need it..
bwkeough
April 7th, 2007, 08:57 AM
ah-ha! that's exactly what I was talking about. :) thanks!!
bwkeough
April 8th, 2007, 07:17 PM
more work on these pencils. did some hack and paste to the figures so they make more sense in space and re-proportioned the image size to match the golden mean.
Helzon
April 8th, 2007, 07:53 PM
Hey bro, interesting comp here. An offering of sorts to a leader or a powerful warlord?
The thing here is the tilted horizon line compounded by the twist that they aren't facing each other completely. It's unusual because most audiences like these are portraid on axis with each other. You may also want to check on the elipses as well...they read funky.
Her head and eye placement in relation to her shoulders is making me think she's looking at what's in her hand rather than making the offer to her lord. Don't know anything about the backstory of this image..so it's hard to extrapolate with any certainty.
It almost reminds me of the Leia in front of Jabba as the bounty hunter except a child instead of a Wookie?
I could be wrong.
Anywho...look forward to more updates as this progresses.
Cheers!
bwkeough
April 14th, 2007, 01:38 PM
yeah, I see what you're saying, Mike. I was trying to make her fit in space so she doesn't look way too tall. I'll probably have to take another go at it if I want to make it work.
something else I've been working on, trying to make 3 character concepts for each of several typical game genres. not trying to make anything wildly different from what's out there, more focused on clean drawing and renders. here's the pencils for the medieval/fantasy set:
silvestri99
April 15th, 2007, 11:44 AM
I really lihe the feel of that last group. Lizard guy is nice and tough looking!!
Helzon
April 16th, 2007, 06:52 PM
OOOH..very nice work there B!...damn..it's so nice to see them with their hands not straight down at their sides. Great pose work and the details on the armor-fantastic.
Are you planning on taking these to color? or push onto another set?
Well whichever..im sure they'll look great!
Keep this rolling in man.
bwkeough
April 21st, 2007, 08:00 PM
here are the pencils for the zombie/horror survival character set.
I will be taking all of these to color, just need to make more time at home for computer work...
Helzon
April 21st, 2007, 08:10 PM
Hey bro....just a quick quesiton on these sets...are thsese just generic NPC types? or playables?
The other thing with the kid throwing the Molotov cocktail...he seems a bit too happy. Perhaps anger would better suit him. I mean it is survival and that brings out two emotions fight or flight. Just play with his expression and see if there is a difference.
Ahh you know all this stuff already.
Keep it rolling in.
silvestri99
April 21st, 2007, 09:13 PM
Great work again! I agree with Helzon on the punkers expression. Right now it feels like he's dancing a jig rather than lookin to blow some shit up. Just adjust the brows? Anyways, good work...
bwkeough
May 1st, 2007, 08:41 PM
color update on the medieval guys and some random shtuff I have up for sale on cafepress. responses with the next update...
drummingpariah
May 1st, 2007, 09:30 PM
I don't know where to begin with the raving about your work. I'm incredibly impressed. One thing that may be worth considering is your characters' relaxation levels. I noticed this in my work a few weeks ago, that my characters always looked "tense". It falls on the shoulders, and you seem to be placing the shoulders a little high, making the characters look unnatural. Anybody who thinks I'm wrong, feel free to point it out, I'm just starting my waddling steps into suggestions and critiquing, but I had to at least put in my $0.02 here.
I'm also curious as to where exanimus ended up. I'm working on a similar project (nothing released until we have a workable prototype) but it looks like exanimus dried up and disappeared. Any news?
Ham-e
May 1st, 2007, 09:48 PM
sweet work! love your pencils, and quick pen sketches. This http://www.conceptart.org/forums/attachment.php?attachmentid=113349&stc=1&d=1174858128 is really sweet to. keep up the great work:)
bwkeough
May 14th, 2007, 06:52 PM
helzon & silvestri yeah, I might need to re-work the punker's expression. Outside of the zombies, all of these guys could be playable characters...was shooting more for world-feel than specific game mechanics, but I dunno if that's necessarily ideal.
drummingpariah good points on the stiff poses, def something I need to work on. I've started collecting good photo ref of naturalistic head-to-toe poses to have a base to start from. Yeah, Exanimus seems to be DOA (horrible pun def intended), I haven't spoken to those guys in about a year, so I don't know if the site is temporarily down or if the project fizzled out.
Ham-e thanks man!
There'll be a 2d update sometime soon, but for now, here's something I took from a concept ortho through to model, UV layout and texture:
bwkeough
May 15th, 2007, 03:21 PM
at matt's suggestion, I softened the normals which made for better lighting transitions;
oddjob
May 15th, 2007, 03:28 PM
u got a some really nice stuff here. i really like your mechanical stuff from your first posts. your human figure drawing is coming along quite nicely, i can really see the progress you are making. i suck at 3d, so your work looks good to me :) keep it up!
bwkeough
May 23rd, 2007, 07:02 PM
oddjob: thanks! yeah, I need to get some more robo-mechanics going, it's been awhile since I worked on anything non-organic.
here's some new stuff:
shadoman
May 23rd, 2007, 10:09 PM
Brendan, you have been one busy guy. I hope all is well with you and the wife. Keep pushing yourself. The Pleasure Yacht Nautilus is one of the best pieces I have seen from you.
Mr.Delicious
May 23rd, 2007, 10:15 PM
you've got some really great design ideas, those character concepts further up are awesome. the alligator dude is my favorite. Also that latest digi piece is really sweet lookin.
bwkeough
May 30th, 2007, 12:00 PM
updates to the nautilus & modelsheet, the dragonman and the paladin from the medieval lineup, the replacement from the long-armed chick of that group and some other new stuff..
bwkeough
May 30th, 2007, 12:19 PM
mr delicious: thanks!
Shawn, how have you been? you must be busy, too, I haven't seen you online in some time!
mitrandil20
May 30th, 2007, 02:39 PM
woah man those are amazings!!!!!! i gotta say AS ALWAYS!!!! simply great
silvestri99
May 31st, 2007, 11:30 AM
Morte great design work. Inspiring and as interesting as ever!
ped454
May 31st, 2007, 12:41 PM
I LOVE that seacreature city. it absolutely belongs in a video game
tensai
June 9th, 2007, 09:09 AM
b - how have you been man? again nice updates. looking confident and just has a lot of interesting things going on. that last nautilus paint looks hot but also the simple pencil work.
nice to see you on a roll.
bwkeough
June 28th, 2007, 02:15 PM
sorry, been awhile since I had anything I could post publicly. Thanks for the nice comments though! I feel some momentum building in my career... :)
here's a few: working on a char redesign competition over at http://www.gameartisans.org/ and playing around with Illustrator. The char redesign is of Chrono from the SNES Squaresoft "Chronotrigger." the sketches are up in reverse chronological order, though. I'll be doing some more work to it, moving forward from the one with the steampunk arm towards something a bit more unique.
bwkeough
July 12th, 2007, 11:15 AM
other stuff
Pistol
November 1st, 2007, 09:09 PM
Update You Fool!!!
Neogio
November 1st, 2007, 09:28 PM
sorry, been awhile since I had anything I could post publicly. Thanks for the nice comments though! I feel some momentum building in my career... :)
here's a few: working on a char redesign competition over at http://www.gameartisans.org/ and playing around with Illustrator. The char redesign is of Chrono from the SNES Squaresoft "Chronotrigger." the sketches are up in reverse chronological order, though. I'll be doing some more work to it, moving forward from the one with the steampunk arm towards something a bit more unique.
You know before I even read that this was from ChronoTrigger I was thinkin it looked familiar! I loved CronoTrigger. I beat that game too. Crazy last boss. Really good job on this. RIght now I'm tryin to mess around and draw my manga characters into a more traditional style. You should stop by and check it out sometime :) Well, keep up the good work.
bharat
November 13th, 2008, 03:11 AM
good prectise work.....,study anatomy is looking cool man keep walking....!!!
bharat
November 13th, 2008, 03:52 AM
...........greeeee8!,9,10......................... .................................................. .................................................. ................................................
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