The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.38 / 5.00 36,385 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.07 / 5.00 13,902 ViewsForgive my shitty sketching, for some reason my tablet drivers are bugging out really badly.
It seems like you've got the right idea for the accessories, but your limbs are far off length, don't be shy about stickmen ;). Keep it up.
At 10/22/11 12:21 AM, MintPaw wrote: Depends on what you want to do, you can make games freely, but it will take a lot of dedication. Like, you'll literally have to learn professional level programming from scratch. It's not extremely hard, I did it when I was about 15yo. But it does take a lot of time and dedication.
Sorry Mate, that's nothing close to 'Professional'. Actionscript is reminiscent of Java or Python, which are high level languages with slow compilers. Although it functions like a scripting language, not a programming language.
Professionals use C++/C# as a primary because of their functionality.
Your best bet for starting with games programming is in Python (it's almost speaking English & a little bit of syntax). But ActionScript will get you those views on NG.
I've never had proper functionality out of Chrome. Get Firefox, it runs very smoothly with flash. Next, start tweaking your flash storage section. If you're blocking all cookies and have flash storage disabled, that usually can cause a problem. Right click on a flash window and change that.
Clear your temp folder (c:/Documents and Settings/"your user name"/Local Settings/Temp)
Local settings won't be visible, so either enable hidden files/folders or just type in the directory in the address bar (not in your browser).
Let me know, I'll help you troubleshoot through the rest if there are any other issues. Message me on NG.
Had a bit of an artists block for a bit there. I'm currently working on 2 projects: My Man-Cave concept, and the character project. Although the character needs a break so I can try to get my anatomy better.
I've never really drawn characters in poses, so this is a small study I did of 15 minute sketches. I've realized that I'm absolutely terrible with females, and i need to learn to draw proportionate muscles.
Critique always welcome. I'll try to improve as it comes at me.
Totally agree, max price is super redic. I would suggest Blender to anyone starting out.:
I would have to recommend Wings3d. Blender tends to push away a lot of new users with the learning curve of the interface.
I'm a Maya user personally, but still haven't found the time to get into Blender.
WIP. Using Ewan McGregor as a template.
Still have to model the ears and then move onto the body. The head and neck don't quite feel right yet, I'm just not sure whats lacking at this point. Currently 1076 quads.
Critique?
At 10/7/11 12:12 PM, roundrat wrote: I'll have to disagree with you on that. I had to convert my art to jpegs and shrink them down here. I'm losing quality that way. You can hardly make out what that pic is because, if you notice the tags associated with it, it is "abstract". Perhaps that's not clean and dry enough for you, but it's just fine for me. When I'm done with a piece of art, I'm either content and happy with it or I toss it and move on. What I have offered here is obviously not what I have tossed out, so clearly I am very happy with them. If you don't like them, fine. But don't tell me what to do or how to do things to please you or anyone else. Definitely don't assume it's a favor for me or anyone other than yourself.
Telling you where to go would be the first thing on my mind, but I'll try to be constructive.
Get your head out of your ass for one. If you're posting in an art forum, naming the thread "Is this art okay?" obviously you're here looking for opinions.
Rule #1. If you don't know how to use filters, don't use them. You look like every other generic person who's opened Photoshop for the first time.
He was requesting your line art, in other words, no clutter, no bullshit. We want to see the buildup or finished presentations. And sorry to say it, but if you call that 'finished presentation' you're definitely in the wrong place.
We're all here to grow as artists, not tell others to fuck themselves (directly or indirectly).
Grow up.
:Bu yeah, I get it. The next pic I post up wll be of an 8 headed height dude with all the skeletal work and shit included so everyone can tell me where I go wrong.
Ah, this is where the learning begins.
The traps tend to have a more inward curvature as it sinks into the neck area. The grain of the muscle doesn't flow in such a direction to make it puff up, they're being pulled into the shoulders.
Also, I could be completely wrong here, but I think that the lines above the traps (other arm/back?) is in a position where they wouldn't be visible from the camera angle.
In regards to being too simplistic, that's part of my style. That and my characters are not going to be very humanoid. (except for one) But yeah I'm seeing your points, I just get discouraged a lot latly with this... -___-
Note: Character design, be it human or non-human requires an anatomy that we can at least relate to. Style or not, anatomy is wrong. I'm still trying to get it right myself, but look up pictures of real people.
Although that could be attributed to his beefcakeyness.
Lol, well played.
I'll try to fix it.
Quick sketch off the top of my head. This isn't meant to be a pose as much as a proportions test.
Is my anatomy right here?
At 10/3/11 06:08 PM, billzter wrote: Here's a sketch I did in Flash a few months back.
Very nice construction. Gotta finish the piece now ;)
Lol, I meant one or the other for the neck lines, you have it too busy in there.
Ah, I'm thinking the slanty eyes are a bit too much.
Also, the lines in the neck: either stick to just the sternocleidomastoid muscles (google it), or draw the adam's apple.
Keep it simple and your art will consistently flourish.
I'm going to take a wild guess and say you like dragons, but you're one of few who can draw them.
Very nice art style, I'll be watching to see where it evolves.
There is no legitimate texture here, just an AO/toon render overlayed in Photoshop.
Tribute to CNC.
Made this model for UDK a few months ago but never really textured it. Since then I've fixed that broken elbow and currently UV Mapping, will upload the textured copy when I'm done.
3d Artist if you're interested. Residing in Canada.
I could create 3d sprites for you, fresh graduate looking for some work to occupy my time.
Shot here is of a tank I did (untextured, just prettied up)
Whoah, I'm getting flashbacks to Clone High!
Great style dude, are you planning on animating them?
Good call on making the edges soft. Looks good.
Maybe I can contribute by making the most genric anime like Flash Animation of NewGrounds and the internet. If other artist can join in, we will be done in a month.
Anybody want a 3d environment to put in the bg? ;)
Sorry, missed this one.
The pants don't look like they would offer much flexibility at all. When designing characters, everything in that shot is there for a reason, if you can't explain it convincingly it doesn't belong in the shot.
Think of ceremonial blades vs proper swords. Only one is practical.
Unfortunately my girlfriend stole my tablet, so I'm out of luck for creating sketches right now.
I just graduated art school, and learned a lot.
1. Nobody is born an artist, the quality of your art is in 'pencil mileage.' The more you draw, the better you get.
2. Draw from life, it is the only way to get a fundamental understanding of the human form.
3. Anatomy Anatomy Anatomy. Remember on the Simpson's when Marge became an artist? She drew all the balls and cylinders. It actually works that way, build from the skeleton, to the basic form and up. I see that you're trying to add veins when there's not even a proper cut in the muscle.
4. Line of Action. See ref'd image.
5. Don't be afraid to look into cartoon/classical animation books, they have much more information than you would think. I would personally recommend finding "The Animators Survival Kit" (there's pdf's online to view for free).
6. Worse come to worst, hit the gym, you'll get a great understanding of muscular anatomy as you bulk up yourself.
I waited 9 years of watching Newgrounds before I even started posting, because my art wasn't good enough. You have a very talented crowd here, and if the guys critiquing (positive or negative) have a nice set of work on their own page, chances are they know what they're talking about. There's a wealth of knowledge from these guys and they are all open books. Be humble, you wouldn't tell your manager to fuck off.
Hey NG,
I'm looking to start a new project, but having difficulty deciding. My demo reel is lacking in environmental works, but I'm preferential to character design.
Anybody feel like placing requests or recommendations on what you would like to see?
I have no problem unwrapping models for people, my specialty is in troubleshooting problems (topology, rig issues, and shader issues).
Just send me a message and I'll do the best I can, or we can get a skype conference going.
At 10/1/11 01:18 AM, Kinsei01 wrote: Very nice renders you got here. I like em.
It's be nice to get some detailed views though.
Another thing I'd like to see is some textured models. I'm not very good at texturing myself, so getting to see other unwrapped models is kind of treat. Especially if you don't mind talking about your process.
Lastly, what program are you using, what is the poly count of some of the models, model and render time would be cool too.
Thanks Kinsei,
All of these are unwrapped, but like you, I'm a terrible texture artist :P.
The first image and the bedroom are relatively high poly (40k +), the dragon is approximately 13k triangles, and the bot is 10k triangles.
I work in Maya, Photoshop, ZBrush, Mudbox, and Wings3d.
Although I tend to avoid using sculpting programs, Mudbox is an excellent texturing platform (based off pixel density) in lieu of ZBrush (vertex colouring).
This barbarian character is sitting around 9k tris.