Game asset creation?
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  1. #1
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    Game asset creation?

    I spend a lot of time working on characters, but as much as I love my little comfort zone, I know that having a well painted asset or prop goes a long way for showing flexibility (or just ability) in a portfolio. I've noticed that industrial design and a lot of assets seem to have a specific "feel" to them that I don't see in character work, but I can't quite put my finger on what that is exactly.

    Are there any guides, tutorials, or hints in general related to this?

    Warning! Drinking lots of beer can impair your senses. Please do so before you view my sketchbook!
    http://www.conceptart.org/forums/sho...17#post1821417
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  2. #2
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    This feeling you're describing is very vague. Could you share some examples of what you think feels different about them? It could be as simple as presentation or method.
    Always post examples. (Y)



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    Ah, sorry about that. I know the following websites all contain tutorials, but something unexplained about the composition and the lighting seems to both keep objects impersonal but appealing.

    http://www.fengzhudesign.com/
    http://www.ctrlpaint.com/dp101-5/

    In particular I'm focusing on the single object illustrations, like in the tutorial on ctrl paint. There really seems to be something fundamental in the way the lighting is rendered that I think I'm missing.

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    http://www.conceptart.org/forums/sho...17#post1821417
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  4. #4
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    JeffX99 is offline Registered User Level 17 Gladiator: Spartacus' Dimachaeri
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    You're simply missing experience is all. That's just generic object lighting to make it read.

    And just a note to clrify terminology...that is concept art as opposed to a game asset. Game assets are final "in game" pieces - usually 3D models but often just sprites in 2D games.

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