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  1. #271
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    nice nice. Your getting really good man, keep up all this hard work.

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  3. #272
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    your environments are tiiight. i need to study up.

    i thought i saw some andrew leyian tactics employed in some of those earlier characters and face studies

    -: [ sketchbook | sour.org ] :-
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  4. #273
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    Hey dude, fantastic work =D
    I had an interview at uclan 2day for the game design course and got in, is there any advise you can give me about the place like the course and the uni itself, also what you think of the course? Any advise i would be grateful of =]
    Thanks =]

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  5. #274
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    @Goog - Thanks for the kind words
    @Sourgasm - yup I am predominately a self taught artist and Mr Ley is one of the numerous artist which i have proudly studied there work to give myself more insight and open other opportunities. Glad u like those half done enviros.

    @Xabian - Congrats dood. Ye well you have definatley got the artistic talent and you are already leagues ahead of where I started from. I can imagine you would be knocking out some quality stuff by the time you Finnish the course. The course is heavily art orientated. You do some design mostly written stuff, not much theory thou (disappointment). I am gathering you want to be a concept artist? well you don't really get taught how to draw or any theory behind art. They really just point you in the right direction. This method only works for the dedicated student thou. There is a reasonable student success rate and every year they even sort out jobs for a few fresh graduates.

    I was quite the pessimistic student but I really did realize the importance of what they taught me until I left. Plus I did miss the place n people I got to know. Best advice I could give you is to just work hard and don't just goof around playing games like a lot of people do, then moan about not having enough time to do there work. lol i think iam just being a but grumpy now. think i need my bed.

    Yeah just work hard and there will be glittering prizes at the end.

    If you want to ask other graduates just search and pm these users, Razorb, Diagoro, Cold, and Whim

    Cheers bud

    Right a silly one from late tonight. though it was worth posting
    Andy Kerr - Art

    Last edited by AK86; January 29th, 2009 at 10:25 AM.
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  6. #275
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    bit of a failure tbh, i need to work the anat in areas but i really just what to move of to something else

    Andy Kerr - Art

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  7. #276
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    ahahah i hate the last one.

    done another that i think is worth posting

    Andy Kerr - Art

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  8. #277
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    icle update

    Andy Kerr - Art

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  9. #278
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    oh god

    i think i'll just have to repear what i said on my last visit.
    The improvement in here is really scary :/
    the digitals have improved tons, its...something to be proud about, so don't slow down!
    and dude, please do share some magic, tell what the hell happened to give you this major boost, what have you been up to?

    jeez.
    I feel weird :/

    you get 5 golden cookies from me.

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  11. #279
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    dude your making me jellous with ur colours my favourites are chernobly and butcha!

    Gimmi tomorrow, il have few sketches down

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  13. #280
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    WTF 3.89Stars???
    dude 5 bones from me I hate people eho just lower these things, stellar work and stellar improvement, the only thing to crit is your consistency, some of the works are gold, but others arent, maybe do some more facework too , but man awesome stuff indeed
    -jedi

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  15. #281
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    Quote Originally Posted by AK86 View Post
    @Xabian - Congrats dood. Ye well you have definatley got the artistic talent and you are already leagues ahead of where I started from. I can imagine you would be knocking out some quality stuff by the time you Finnish the course. The course is heavily art orientated. You do some design mostly written stuff, not much theory thou (disappointment). I am gathering you want to be a concept artist? well you don't really get taught how to draw or any theory behind art. They really just point you in the right direction. This method only works for the dedicated student thou. There is a reasonable student success rate and every year they even sort out jobs for a few fresh graduates.

    I was quite the pessimistic student but I really did realize the importance of what they taught me until I left. Plus I did miss the place n people I got to know. Best advice I could give you is to just work hard and don't just goof around playing games like a lot of people do, then moan about not having enough time to do there work. lol i think iam just being a but grumpy now. think i need my bed.

    Yeah just work hard and there will be glittering prizes at the end.

    If you want to ask other graduates just search and pm these users, Razorb, Diagoro, Cold, and Whim

    Cheers bud
    Thanks for the help, well I'm enthusiastic about the course and getting for in the game industry, just gotta hope i don't get distracted along the way. Just want to be in uni now =P

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  17. #282
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    i really like your paintings!!

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  19. #283
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    a sketchbook full of crazy cool awsomeness.

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  21. #284
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    Dude I want to see more! Cool updates man and yikes that dude is scary in the last post. By the way furn-e is freaking awesome! Loved that one!

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  23. #285
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    hey thank u all. i will reply tomorrow once i dump some more work.

    just done this one tonight

    Andy Kerr - Art

    need some sleep

    Last edited by AK86; March 4th, 2009 at 09:59 PM.
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  24. #286
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    @ TheGnoll - hey thanks man I really do appreciate the recognition! ahah yeah well I have had a little rough time during the summer leading up to November which kind changed my whole perspective on things.

    @ Christian - ahahah glad you like em man but I thought that you where completely aware of the fact that I do most of my stuff in BnW fist lol. or where you referring to my color choices?

    @ Jedininjaman - Thanks man really glad you like them. oh yeah I cant take too much credit for that image. Youre right about consistency, I have been really trying to short that shit out. thanks man

    @ Xabian - Good luck dude!

    @ Lorin - Hey thanks!

    @ JFY - hey thanks

    @ Trashy - hey man, glad u like it.

    some more poop, quite abit of unfinnished stuff. I feel mega lazy

    Andy Kerr - Art


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    Andy Kerr - Art

    Last edited by AK86; June 23rd, 2009 at 07:34 AM.
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  25. #287
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    forgot this one

    Andy Kerr - Art

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  26. #288
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    very strong pieces mate!!!Keep up !!!
    Really nice concepts and renderings

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  27. #289
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    Hey cheers Kostas!

    Will return the favour to every one soon

    ahahahha just been working on this one

    Inspired mainly by that old hag who has a spontaneous hatred for cats in the Holy Grail ahahhaah

    WORK IN PROGRESS

    Need to shoot

    Andy Kerr - Art

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  28. #290
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    pinching one off

    lol

    well two

    Andy Kerr - Art

    wanna tweak the vaules ere and there plus some hue changes to make the gun pop more but I need my bed
    Andy Kerr - Art

    Last edited by AK86; March 19th, 2009 at 12:04 AM.
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  29. #291
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    your stuff is getting totally sick. nearly every piece on this page is completely awesome. i'm going to have to start watching you again.

    on the last one, one problem with the gun is that the scope is reading out of perspective. the tips of the scope (as well as the barrel of the gun) need to be slightly more rounded, as though turning just a bit away from the viewer. as far as making it pop, you can always take the color you've worked into his visor and use it to throw some techno-gadgetry onto the bulky areas of the gun. a lame fix, but always fun ;P

    oh, also, watch the foot size. the human foot is generally the same size as their fore-arm, which you can measure on yourself to check. just something to watch for.

    anyway, keep up the great work!

    Last edited by sourgasm; April 18th, 2009 at 02:45 AM.
    -: [ sketchbook | sour.org ] :-
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  30. #292
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    Wow. You're improving really fast. Also you got some interesting ideas.

    Keep going.

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  31. #293
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    your black and white pieces are nice

    I see improvement, but try to do more skeletal/muscular studies, that will help your figures

    then use what you learn and draw intuitively from it.

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  32. #294
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    Sorry to hear about your job situation (March 4th post).

    Couple of crits:

    Anatomy: Muscles look okay, faces look good, but you keep making the same proportional mistakes over and over again.

    Your forearms are consistently too long, and your knees keep appearing somewhere in the middle of your thighs (chicken walker look) This is more typical in animals, true, and a lot of your biped are humanoids, not humans per se, but that rifle guy is a perfect case in point.

    Knee should be halfway between crotch and heel. If a person squats or kneels all the way, their heels should touch their buttocks.

    Upper arm is longer than the forearm. This is often very hard to see intuitively, but remember that the upper arm ends more-or-less at the pivot of the elbow, the forearm ends at the wrist...if you touch your fist to your shoulder, note that your wrist ends well below the top of your shoulder/deltoid.

    Remember; in human anatomy there is a continual progression of longer bones to shorter ones from the core to the extremities.

    Also: Enough with the hand-and-foot phobia, If you leave your hands and feet vague, and refuse to get comfortable with depicting them, you'll rob your figures of their power and expressiveness.

    The hands are the most expressive part of the body other than the face, and if you have a lot of masked/helmeted/monster-faced stuff, you darn better well get the hands right.

    The feet are the point on which the entire stability and action of the pose is resting. Think about the importance of 'footwork' in the martial arts. No more vague 'this is a boot' blobs...ok?

    Note: this doesn't mean you have to meticulously detail every bone and nail at the first step of each figure, but you need to understand (and bear in mind) the structure and actions...when you're in the sketching phase, you'll then be able to jot down some gestural marks that make sense.

    Technique: Scribbly messy intuitive style with lots of texture and complex muddy colors and tones works great for enviromnets, and can work great for other things as well. However, I'd cation you to work on a couple of thing:

    Don't get too far with your rendering before you have your structure and your ideas in place. Every time you have to go back and fix proportions or change your mind about an idea, your wasting tons of time if you've already added a ton of detail. You should probably be following a stage-by-stage process to some degree:

    1. Sketchily inventing some forms, jotting down some ideas. Not the time to get bogged down in details.
    2. Nailing down the structure of things, not too detailed, but getting a good silhouette and respecting the 'working parts' (anatomy, etc)
    3. Rendering the shit out of it. Now its too late to fix the shapes.

    (NOTE: normally I'd have something inbetween 2 and 3 about 'getting the basic areas of value and color down, making sure the composition work...but you seem to have no problems there)

    In General: *take your time*. Use more economy in your brush strokes, think about each stroke more, make each stroke more decisive, use bigger brushes. Developing ideas as you go isn't totally bad, but the more clearly you have the idea in your head or sketched out, the quicker and more successfully it'll turn out, so *take time to think while you work*

    Beware of having too much of the same muddy textures and forms throughout a composition...don't forget to add a little 'pop' of deep darks and stark highlights sometimes.

    Go back and revisit some of your earlier techniques of hard-edged mechanistic
    lines and designs...a lot of your current stuff is too lacking in solidity and volume.

    Sorry to go on so long...good kuck and good work man

    sketchbook...a kitten dies every time you don't comment

    “When forced to work within a strict framework,
    the imagination is taxed to its utmost – and will
    produce its richest ideas. Given total freedom,
    the work is likely to sprawl.”

    - TS Eliot


    Bloooooooog
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  34. #295
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    Sourgasm - Hey thanks man!

    Farvus - means a lot. trying to

    LisandroG - Thanks man. Been working on some, really need to push myself hard in that area

    Bludhund - Hey thanks for the proportional tips. I am already aware of the rest. Yeah I have also discovered that pre-visualizing the idea in 'your mind's eye' really accelerates and improves the accuracy of the first two stages. I know that texture overlays should be used with caution in certain scenarios but I simply just like the results. Thanks for taking your time.....

    just a few things I want to post.


    Andy Kerr - Art

    Andy Kerr - Art

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    Andy Kerr - Art

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  35. #296
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    awesome works again!!!Mate how you depict these enviros? any tip, you make a custom brush that suits the enviroment? or simply rendering like a character but here the elements of the enviroment space?.

    Very nice hahaha keep up these!!!!

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  37. #297
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    I've not done any work since the finish of Uni, but I really love your latest environments, u gotto send me your brushes man

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  39. #298
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    Colour Studies

    @ kingkosta - will msg u

    @ cold - hey man, really glad u like em. posted a link to them on your sketchbook.

    over the moon atm. feel like i have a bit of progress with my color studies.

    some are quick and some arnt

    there becoming quite addictive

    Andy Kerr - Art

    Andy Kerr - Art

    Andy Kerr - Art

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  40. #299
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    wow man, you got some good looking art going on here man! Good environments and nice portraits too

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  42. #300
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    ahahahahah thanks man! I have been 'perving' at you work on 'dev art' for some time now. Yeah I am hoping I can get near to your level, so I can be classed as being better than good. Just need a better understanding of value, color, design, edges, form, well everything.

    aahahhaha

    thanks man!

    Last edited by AK86; July 6th, 2009 at 02:37 AM.
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