Show Posts - Base

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Base

Pages: 1 2 [3] 4 5
51
News & Events / Re: The Void Invitational!
« on: Aug 15, 2010, 11:01 AM »
I just wanted to say, before I went to crash for a hundred years, Thank You to all the admins and mods and everyone who helped put this together. I think I said it before (I have a splitting migraine, cut me some slack) but I think it bares repeating.

Uploaded my comic. Hope I didn't dissapoint! I'm going to go lose my mind and relax now. (PS: NEVER EVER inking a mall or any other straight-edged environment with my crappy hand EVER again. owwww....)

52
News & Events / Re: The Void Invitational!
« on: Aug 09, 2010, 06:28 AM »
Sounds good!

I'm fighting Aruba Obiru! I have a feeling I'm gonna get owned! LET'S DO THIS!

53
Art Jams / Re: Void Invitational Tourney Jam
« on: Aug 09, 2010, 03:50 AM »
Trix is team Waldo.

54
News & Events / Re: The Void Invitational!
« on: Aug 08, 2010, 11:57 PM »
Once the voting period ends, how long until we know who we're fighting? Will it automatically pair us up or do we have to wait for someone to do it manually? I slept all day so I'm good to start as soon as I know my opponent...

55
GO FOR BROKE! / Re: Rushdown: The Art of Base
« on: Aug 07, 2010, 05:48 AM »
Alright, it's been a while since I posted anything in this, what with last weeks battle and working on some projects for class and a personal project. So here, lemme show you guys what else I like to do:




This is still quite early in the process, but it has most of the modeling (polygon mesh) completed, aside from a few tweaks and bells and whistles. Yes, it's Hazama from Blazblue. This is for a project I've been working on 'under wraps' and I haven't 'officially' announced it. He will be replacing the Spy model in TF2 once he's completed. I will be replacing every TF2 character with a character from Guilty Gear or Blazblue (Only Hazama and Kokonoe from BB, for various reasons). Why? Well, two reasons: I freaking LOVE both Guilty Gear and TF2 and am a massive fan of both, and because I wanted to teach myself how to create character models, texture them, rig them, and animate them while keeping in mind the restraints of creating content for a modern video game. Pardon the awful shaders I have on there, he won't be so shiny/ugly once I finish the textures. If you guys have any questions about this, feel free to ask-- I know it's not really what you guys normally see around here.

Which brings me to my next project:



This character is a concept that was going to be in Half Life 2, but was cut. http://half-life.wikia.com/wiki/Combine_Assassin I decided I wanted to try something a little simpler to get myself used to texturing characters and also to have a change of pace after the loooong time I spent on Hazama. The idea is that since it'll be lower poly and is mostly greyscale, it should be relatively easy for me to texture this. Because I want to focus on texturing and less about creating a complex, nice looking model, I'm going to be limiting my poly count to less than 3,000 tris. (The Spy is a couple hundred over 5,000, if you're curious). This way, I can have enough complexity for nice movement and for the character to be easily recognized from most angles, but also be simple enough to texture. I'm also going to focus on doing this as quickly as possible-- I plan to complete the modelling before Monday, when Round 2 starts for me. That way I can focus on texturing as soon as I finish it, and maybe do some quick challenge fights with one of the Vets (Bring it on!).

Oh, Don't mind the sloppy sketch btw. I just need to know the general proportions and silhouette of the character for modeling, but this is what I'm starting with so I thought people would be interested in seeing the process (Will have iterative saves so I can possibly show the process down the road!).



Reposted from the tourney jam thread, but I feel bad not having anything traditional to show you guys, so here. I plan on inking and cleaning this up, as well as coloring it, within some reasonable time limit (most likely during my breaks while modeling).

Hope you all enjoy!

56
Art Jams / Re: Void Invitational Tourney Jam
« on: Aug 07, 2010, 01:10 AM »
Trix is getting more attention than I ever have in this thread. Awesome stuff.

57
Art Jams / Re: Void Invitational Tourney Jam
« on: Aug 06, 2010, 10:36 PM »
OH MY GOD YES.

This is the sort of goofy shit I was hoping people would do with Trix. That is awesome and hilarious. Thank you!

58
GO FOR BROKE! / Re: Heyzoos art thread
« on: Aug 06, 2010, 12:59 PM »
Yeah the lighting in that last one is a bit funky. If you look at it, there's apparently at least 3 light sources-- one from the right (which you see casting shadows all across the background, especially the left side), one from behind the foreground characters, and perhaps a little above as well (The ball is a big giveaway on the inconsistency, and the dogs tie shouldn't be getting ANY light if the light is where the rest of the lighting implies), and one that's casting from the left onto the midground building on the right side. The reason this looks wrong to us is because the lights aren't interacting in a correct, meaningful way.

Valravn showed me this tutorial the other night, and I thought it was absolutely brilliant (and felt like a total moron for making so many mistakes in regards to light) http://nanya.deviantart.com/gallery/#/d2t45fp <--- DEFINITELY worth a read, especially if you're finding yourself making lighting mistakes (and even if you're not, this is a great tutorial!).

The lines and colors are still sweet. Do you ink most of these? What do you use, microns/tech pens?

59
GO FOR BROKE! / Re: Sirius' New Sketchbook DYNAMIC POSES?
« on: Aug 06, 2010, 12:53 PM »
No problem! Posing and showing movement is the only thing I'll admit I'm pretty ok at (I SUCK OTHERWISE), and that probably comes from my animation background. Nonetheless, I always like to start off with a simple mannequin 'rig' or skeleton and work out my poses really deliberately. They don't need to be clean-- hell, they can be the messiest, most non-proportional, anatomically incorrect things you've ever drawn. But as long as they're expressive and show the character, you can work out the specifics and work on the corrections of the anatomy and proportions as you go along. My rule is Expression > Everything.

60
GO FOR BROKE! / Re: Nix's Pieces
« on: Aug 06, 2010, 12:37 PM »
Your figure looks good (though those hips are HUGE!), but yeah, don't really ever want to use the pencil tool. It will just do a ton of pixels with no gradation or anti aliasing at all-- which is good if you're doing pixel art. But you're not! Figure out the proper settings you prefer for your brush tool and it should help a lot.

61
GO FOR BROKE! / Re: Sirius' New Sketchbook DYNAMIC POSES?
« on: Aug 06, 2010, 12:35 PM »
Think about how your body likes to move when posing characters. Certain joints tend to bend and rotate in certain directions better than others-- The only real exception is the ball and socket shoulder joints. Even the pelvis has limitations to it's rotation, often causing the leg to be rotated in one direction before the other in order to get specific angles.

The reason I say this is because I'm seeing a lot of poses and angles that look off, and I think it's because the joints are bending in funky ways-- not impossible ways, but ways that aren't normally very comfortable.



If you look at this guys arm, his elbow hasn't rotated very much, so the inside is pointing upwards a bit. But his palm is face down, which means the inside of his elbow should be point more towards his body. His spine also feels a bit stiff-- think of the spine as a nice, curvy line. A lot of a characters personality can be portrayed just in how they hold themselves, so think about how much a character should slouch or not slouch, how they like to rotate certain parts of their bodies (A brawler would have very basic but dramatic movements, while a more lithe/flexible character can have more unusual/offbalance postures).



I think I know what you were trying to do here, but it doesn't come across very clearly. Touching on the previously mentioned issue, her arm is bending in a really strange fashion-- We should only see the side of the elbow here, not the back of it in full view like this. I like the legs, but where the hips are positioned looks a little funky, and the whole angle on her head and torso imply we're looking from above, yet her feet/legs don't reflect this. There was a nice foreshortening guide over in the university section but I can't seem to find it now, but the short of it is this: Set your vanishing points inside your background/scenery. Keep in mind to build around the ideal things you want in the shot, like if you're focusing on an establishing shot, you want to keep attention to the background and what characters in the scene. If you have something you want to foreshorten, with still life/objects it's pretty easy-- just draw a square/cube around the object and line it up to the vanishing points, and draw within the cube. The same goes for people, but it's a little trickier to get all the aspects of a human figure in a foreshortening-- Best bet is to begin by doing only certain aspects of a character as foreshortening-- maybe a fist punching, or someone pointing, etc. Once you get the hang of that, keep practicing until you can line up your figure inside it and still keep everything proportional and coherent while expressing the angle you want.

Keep it up! I'm really liking what I'm seeing here and I think if you can get the hang of this you can impress me even more.

62
GO FOR BROKE! / Re: Nix's Pieces
« on: Aug 06, 2010, 12:20 PM »
Watch your lines in that last one-- they look pretty scratchy, I think you might've cranked the contrast way up and got super black messy lines from your original scan. While contrast is a good way to pull out your light lines into a more visible spectrum, keep in mind how dark you're making things-- even tiny flecks can show up really dark if your not careful. Even if you don't get that, I usually feel the need to touch my lines up in some way after scanning...

63
Art Jams / Re: Void Invitational Tourney Jam
« on: Aug 06, 2010, 12:16 PM »
Void Beach Party... I think this needs to be in it's own jam, actually. Man. That sounds like it'd be funny.

Can't wait to see how many people draw Nova in a speedo. Or nude.

Actually, Nideras would be pretty hilarious in a speedo too. YES I SAID IT YOU CAN'T CENSOR ME!

Just thinking about all the silly things you could do with that makes me want to do it...

64
Art Jams / Re: Void Invitational Tourney Jam
« on: Aug 06, 2010, 11:25 AM »


Something I did for Valravn, based off of a funny convo we had. Gonna try to ink this but I'm mad lacking in sleep still.

65
GO FOR BROKE! / Re: Valravn's Art Sketchbook
« on: Aug 04, 2010, 03:33 PM »
Awesome stuff! Poast moar. I know you've got some laying around (yes I'm posting from class, cuz I'm a bro).

I still want to see more dynamic stuff from you but that Kitsuki painting is just tits. Love the colors and form.

66
GO FOR BROKE! / Re: Heyzoos art thread
« on: Aug 04, 2010, 03:32 PM »
Some hella sweet shit here. Makes me want to work on my lines and colors. Keep it up Heyzoos, can't wait to fight you!

67
News & Events / Re: The Void Invitational!
« on: Aug 04, 2010, 06:28 AM »
That's cool! I'll be fighting them eventually either way. Hehehehe...

Of course, randomization makes things more interesting. Who KNOWS what'll happen next!

68
News & Events / Re: The Void Invitational!
« on: Aug 04, 2010, 03:49 AM »
Holy shit, two 50/50 battles. This is getting exciting now!

By my count, if it's displaying correctly and going by what Angieness said about the brackets, I think I'm supposed to be fighting either Abura Oribu or Tod Zombie, depending on who wins that fight. Which frankly, either one would make for a hilarious and awesome battle.

Good luck to everyone!

69
News & Events / Re: The Void Invitational!
« on: Aug 03, 2010, 08:21 PM »
Unbless there's like an 80-20 lead on you or something, nobody's lost yet and there's sill 6 days of voting left D:

My opponent defaulted so I got an auto win, that's why I said I'd wish I'd lost so I could fight monday, lol.

70
News & Events / Re: The Void Invitational!
« on: Aug 03, 2010, 04:12 PM »
AHH now I wish I had lost, I want to fight monday argh.

ONE DAY.

BRING IT.

71
News & Events / Re: The Void Invitational!
« on: Aug 03, 2010, 04:55 AM »
Mine had child abuse, self-mutilation, and dead puppy cuddling which is also frowned upon in many places.

And mine had an exploding chicken.

This man wins.

72
News & Events / Re: The Void Invitational!
« on: Aug 02, 2010, 12:49 PM »
This may sound crazy but I've already got plans for beyond battles and shit after the tournament. I'm gonna have to figure out what to do with my time during voting! (Oh yeah-- School, homework, and my 3D shit. HAHA oh god I'm so busy).

73
News & Events / Re: The Void Invitational!
« on: Aug 02, 2010, 12:14 PM »
It's a shame my opponent had to default, but I suppose that's the way the cookie crumbles.

Major thanks to Angie and Hiemie for helping out with this tournament, and any other admins who've helped make this go off without a hitch! Seriously, hella cool, guys.

Can't wait for round 2!

74
News & Events / Re: The Void Invitational!
« on: Aug 02, 2010, 01:24 AM »
Hey hey hey who here didn't have a single punch/kick/shot/blowofanykind in their comic?

*raises hand, looks around, raises both*

Ahem~!

OI!

PINKY OUT, MOTHER FUCKER.

No but yeah, awesome shit guys. I had some gunshots, and an explosion, and a collision. But like.

YOU CAN'T SEE IT YET CUZ IT'S NOT UP. Augh the wait is killing me. I'm gonna go play games and hope it's up soon.

75
News & Events / Re: The Void Invitational!
« on: Aug 02, 2010, 12:37 AM »
Seriously! I don't wanna rush Angie and all but I wanna see these comics so bad.

Pages: 1 2 [3] 4 5

Latest Topics -

 
All News, All The Time 
Last updated: Staff Bot - Apr 22, 2024, 11:47 PM
Revelarts images 
Last updated: Revelarts - Apr 16, 2024, 02:38 PM
Revelarts-ubator  
Last updated: Revelarts - Apr 15, 2024, 10:25 PM
Clown Jam 
Last updated: Radji - Feb 11, 2024, 04:51 AM
INTRODUCE YOURSELF 
Last updated: Maz - Nov 06, 2023, 04:13 PM
 

Latest Members -


Users online -

 
284 Guests, 1 User



Most Online Today: 295.
Most Online Ever: 1,184 (Jan 13, 2020, 06:21 PM)

 

About Us

We exist to provide an environment for artists to learn and improve their sequential art skills competitively. Our community is designed to give critical feedback and encouragement to our many members the world over, at all skill levels.

Follow Us