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Hello CA!! I am a TAD student and part time concept artist for a Midwest game company Forever Interactive. I'm still working my way up to pro status but I wanted to share some of the game art I have been doing with you all. You can check out the company and games at www.foreverinteractive.com at Crits always appreciated.
"Body of Fire" - "Body of Titanium" - "Fire Tier 3"
Last edited by Ninjac; June 24th, 2011 at 05:56 PM.
Your progress is definitely increasing. I'd say the ship is one of my faves, and the detail of your latest picture is definitely a good indication of improvement.
The Indutrial Design is the focus, so you probably need to make the Rift Runner jump out from the background instead merging into the whole scene.
Take a look here. http://www.massiveblack.com/MBwebolution/conceptart/1/
See how the Tank is the focus and jumps up at you.
Hope this helps. look forward to seeing more.
Last edited by Charlie D; October 1st, 2011 at 06:01 AM.
Learning to see
"...the ideas are what matter most" Doug Chiang
Joe777k7: Thanks man TAD has been great so far. Lots of hard work and I'm improving as much as I can.
Charlie D: Yep good point. I was thinking about the storytelling aspect of the ship and how it could blend in with the atmosphere but for production art a clear read is more important.
I've been doing a bunch of environment speed paints for a class project. I have 4 more to do then I'll take 2 of them to a finish. Any input on the current designs or how to improve my environments would be greatly appreciated.
I see you are improving each time Keep it up!(Y)
Some good stuff here, very rich colours your using, particularly in the first posts
one thing I would say about your environment value studies is to not ovlerload to much detail over the whole study. But when you come to making a final you'l
probably deal with it anyway.
1st, 4th and last ones are very good.
Keep going =]
Systatic: Thank you! I'll keep working hard
axisis: Thank you I can see what you mean about the detail. Looking back some of the compositions are too busy and don't have much place for the eye to rest.
Here are some wip character designs. Still working on finalizing my designs and value structure for the first two before moving on to color. Next step for the last one is color passes then render
Love your thumbs.
I miss some dynamic in your finished work. (not counting the guy in flames and other early work).
Don't be afraid of using your knowledge of anatomy.
Those attachments from the creatures neck&chest to the leg is not adding to the creature at all.
The right and left front legs don't bend the same way (elbow vs knee)
Some monitor lizard ref pics would help you out.
"Create like a god, command like a king, work like a slave."
keep it up man : )
Some real improvements here, and quickly too!
Can i ask you something? Seems like lots of people do those last thumbnail you've done in a huge different ways, can you tell me how you do yours? What's the process i mean, i'm trying to learn all the methods just in case. Send me a pm if you want so we can talk about it
Yo Ninjac, i think you're spending too much time on those characters cause you're trying to do your design at the same time of your detail pass. Am i wrong?
Hitsu: You are not wrong. I've realized this already and taken a step back. Here is the result.
Here are a bunch more character thumbs. The first 3 pages are 10 - 15 minutes each. The last page is closer to what I want my 15 minute thumbnails to look like but they too me 40 minutes. Practice practice
Here's something else you're missing: perspective construction.
Anyway what's this thing of being fast at all costs? You know, you won't to be so fast when you're doing a certain degree of detail cause that's the design phase and you "have to" think about it. Cut your time from gestural paint, composition and posing, not from design
When i'm doing sets or comp sketches in 20 minutes my designs have only 1 maybe 2 or 3 main details. When you choose a strong main detail then your subject start to work, after that you can add more details but they're all secondary. Look at your third img, the bottom left guy is the best working one cause he have only one main detail, the other details on him are secondary. This is for eyecatching, which is much more important than doing something really tight but without any focus.