The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.34 / 5.00 31,296 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.07 / 5.00 10,082 ViewsAt 1/27/15 12:19 PM, MistaEnd wrote: I was starting to get into animation so I wanted to know how much it costs.
final back half of the room, i welcome any users to post any ideas for more items that can be added to start making this a museum. TV, movie, game, cartoon, any suggestions welcome. any feedback welcome to, even if its simply on room design, i know my feng shui could use some help.
P.S. look out for the villager, >.> <.< he is psychotic.
Right half of meh room, can also find higher quality on user page.
Left half of my room. higher quality can be found on my user page.
At 3/3/14 02:15 AM, SuperBastard wrote: The first thing I noticed was your low poly count.
while i agree with your statement, i have to be picky on what objects get more polys. since this is for a class project we actually have a limit to how many polygons we can use. (80k, im sitting at a rough 60k atm before cleanup) i also in no way think that my models are detailed out with a good amount of polygons, it kills me to have to leave some objects squared out and un-smoothed. and since this is a project, it has a due date, i would like to flush out the models more but if i don't move on to texturing and lighting it will not be done in time. ad as for the blurriness, i could prolly kickup the quality that i am rendering out.
i appreciate your feedback, and this in no way dismisses anything you pointed out, unfortunately at this time though i cannot implement any of your suggestions until after i turn in the project and am free of any restrictions on polycount and time.
desk with the lights turned off.
new references:
Fallout
Last of us
Slenderman 0.o
Uncharted
mario
At 3/2/14 03:16 PM, ButterPopsicle wrote:
I've been looking at a small wacom tablet and I'm worried about resting my hand on the screen, can you actually do that or does it make it go all over the place?
Honestly, when your draw you should try not to let your hand rest on any surface, to let your hand flow properly you should make it hover so that you can get your whole arm into a fluid motion rather than only drawing from your fingers.
now that i got that out of the way, i rest my hand on my tablet all the time, it rarely jumps around, but with the version i have(intuos pro) i am able to turn the touchscreen on and off, and i usually have it off because it seems redundant to have a touchscreen on a tablet that requires a pen.
At 2/27/14 08:19 AM, bigjonny13 wrote:At 2/27/14 12:26 AM, Escapement wrote: extra points if you can guess the reference of The orange boxIt's MGS.
One thing you have to look into is making sure that things don't appear to be too plastic and smooth.
yay it is mgs. and i assume your talking about the stuff i have a blinn on, and your right, i just have not gotten around to changing the sliders for eccentricity and all that good stuff, i also dont have any bump maps in place on thew textures (like the cabinet) so they are going to look a little flat.
-Thank you for your input.
Resident Evil
Honestly, what good is a video game-esk room without an easter egg, and what better easter egg than one involving a rabbit, and what better rabbit than Robbie.
Silent Hill
still have lots of textures to do on this one,
Portal
Donkey Kong
Dead space (its hard to tell but the desk is modeled to resemble the workbench)
extra points if you can guess the reference of The orange box
Poke'mon, i have texture files for the evo stones but have yet to connect them.
At 2/26/14 11:12 PM, KenOhSama wrote: Some nice weapon models, I really like the Halo and God of War inspired swords.
i appreciate your feedback, my original intent was to simply put a little info on the plaques next to the weapon but using screenshots or custom images of the items in the games could be interesting.
Skyrim, it is mirrored on the other side of the room with an Oblivion tapestry, though it is not textured yet.
these are on the opposite walls from the first 3, these don't have textures yet,
Ratchet N clank
God of war
Final fantasy
should have added a little info on what the room represents, everything is modeled after something that would be found in a games environment, this one is from Mass Effect 2, the last image was of course Halo, Kingdom Hearts, and Zelda.
Taking a class and learning Maya thought ide post some of the work from the project i'm doing Feedback and suggestions welcome. i have not gotten to texturing everything or adding any lighting so it's just on default lights atm.
At 2/22/14 07:29 PM, jlorp wrote: Hey, I've had an account here for a while, and I'm finally starting to submit some stuff to the Art Portal. I have plans for some animations that I'm excited to get out, but for the time being I've just got a couple drawings on my page. If you could give them a look and maybe give me some feedback, it'd be much appreciated.
your new so i will let you in on a secret >.> <.< ... people are lazy. post images in this thread if you want feedback, very few are likely to go to your page to review your work.
At 2/18/14 10:20 PM, 2fe wrote:
THIS IS ART.
OBJECTION! no boobs, therefor not art.
At 2/17/14 10:40 PM, Exirry wrote: My Friend drew this image and I though 'man, this is one cool pic. how can I make it even better?' So I turned it into vector art with Adobe Illustrator. What do you think?
first stop using illustrator and get photoshop. second (after you have photoshop) add depth to your image with shading, right now everything is the same grey tone (which is why people are having harder time figuring out what it is)
At 2/8/14 10:58 AM, M-Maher wrote: practice life drawing, 'cus titties don't work like dat.
im disgusted in your comment, all titties deformed or not are beautiful and demand praise.
At 1/24/14 07:55 PM, LOKBO wrote: Thanks for paying attention, don't forget to tell me how to improve!
it looks like you used the magic wand tool to cut out the character, which makes me sad inside, there is also a lot of unused dark space, if this is just to show off a character, then framing it better will get rid of the neg space. all in all the character itself need improvement. it comes across as a rough sketch rather than a finished piece. it overall needs more definition to its design, it is to mushy looking. i would suggest doing some line based drawings first so that you can really nail the details of the character first.
At 1/22/14 05:30 PM, pskibobby wrote: more
o mer gerd, is thae Dr. Zed and an assistant doing un-fathomable things to zombies?
At 1/22/14 05:53 AM, davidwizard wrote: new art
reminds me of Spy kids
At 1/18/14 05:11 PM, icyflamez96 wrote: I use Inkscape btw, but i'm assuming there is a general way to achieve this effect.
i don't know what inkscape is, but i know when i use Photoshop when i want to get that effect i find the right brush or just make my own. but instead of brushing it on, i erase away what is there with the eraser tool. like i said, idk inkscape, but if it has layer masks you could paint away the subject mater without causing harm that can not be undone. as for the flag, idk if you meant the symbol being degraded or the edges being fringed, but it would still be the same concept, instead of trying to paint on the fringes, erase away to make the fringes. this way works for me, idk if someone has another way that will work better for you. if inkscape lets you make your own brushes, and you have not looked into it, you should, with photoshop most really good works where done with brushes that where not originally installed.
At 1/18/14 12:18 AM, A-Genius wrote: I mean using brush tool for both but one of them you use Shift + Mouse and the other you draw it your self!
hope that example explain what I mean
it is all depends on the situation. you can use either, but try to be consistent in your drawings. don't go back and forth in the same drawing using both. or if you do, be consistent in how you use them. use the shift one for things that are meant to be hard edged, and the free hand for objects that are meant to be more organic.
At 1/17/14 04:33 PM, A-Genius wrote: I was wondering if anyone counter a feeling that it is better to draw a background with hand look better than straight lines?
because every time I draw a straight line it doesn't make me feels relaxed.
what?
At 1/14/14 12:38 AM, NataushaM wrote: I'm learning how to draw foreshortening, dramatic poses, and other techniques. Hopefully I got the gist of it. * fingers crossed*
ok... dont know it this needed a new thread, but good luck?
At 1/12/14 08:49 PM, Crowleys-angels172 wrote: Hey, could I get a bit of critique on some of my art please? Any help is much appreciated!
I have yet to upload all my art but i have some more stuff posted on dA if anyone is interested,
thanks for your time :)
the eyes are coming through to heavily from behind the hair. it makes it look like they are not sitting behind the hair but in front of it. i dont know if it is a design choice or what but the teeth do not look like they are sitting behind any sort of lip. they could use some sort of shadow along the top. i do not see any discernible light source, making the hair cast some sort of shadow on the body can help ad depth.
overall color scheme could be improved by using a darker color palette. it looks like a more demon type character, the light grey background and lack of shadows make it seem less demon'e / threatening. proportions seem ok for the design of the character, though if you finish out the body, from what it shown the arms look like they are very thin, you are also dangerously close to giving your character a brock lesnar neck.
the smoke coming from the right side of the mouth sitting on top of the hair is a little unnerving. your smoke design is very concentrated to a linear line. smoke has a tendency in small quantity to disperse in a non linear fashion.
At 1/6/14 08:50 AM, Valfenda wrote: Hey guys! Check out my last artworks and leave a comment too!
If you need a art collab ou animation artist, send me a PM!
See ya'll!
Ame sem pudor!
much hurts, very pain.