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Messages - Ben2theEdge
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1
General Discussion / Re: honor over dollars
« on: December 18, 2009, 06:56:10 pm »
Also if an employer doesn't think you've got the chops to do a job, that's for them to decide. Don't do the work of rejecting yourself on their behalf. If I couldn't draw horses and I had an opportunity to do a gig where I had to draw a hundred of them, I would see it as a learning opportunity. If all I ever drew was what I already know I can draw I might as well get a job bagging groceries somewhere.

2
General Discussion / Re: honor over dollars
« on: December 18, 2009, 04:42:58 pm »
That being said, I've encountered less scrupulous employers. When I worked at Gameloft, ripping art and indexing photos was standard procedure. I remember one title that featured effects ripped directly from a Capcom game (they didn't bother to even edit it or modify it slightly).  It's hard to stay creative and maintain your integrity in a climate like that.

Um, 100% not true. At least not in the past 3 years since I've been lead artist there.

3
General Discussion / Re: Official Off-Topic Thread
« on: December 14, 2009, 03:14:25 pm »
When they make one that simulates the crisp feel of paper between my fingers and the faintly moldy aroma of ancient knowledge, I'll give them a try.

4
2D & 3D / Re: Bitten by the sidescroller bug...
« on: December 11, 2009, 04:34:59 pm »
You might even be able to get away with just doing an inverse of the building color scheme - orange with gray details. that'd still be pretty close but it would be a bit improved

5
2D & 3D / Re: Bitten by the sidescroller bug...
« on: December 11, 2009, 02:50:18 pm »
I think you need to be careful not to run into visibility problems - your enemies and your buildings have the same color scheme. Combined that with the high saturation/contrast and intricate detail and you get a severe camoflauging effect.

6
Pixel Art / Re: Second Try For Tree
« on: December 07, 2009, 05:03:31 pm »
it's best to think of pixels as being a kind of paint. Just like watercolor or oil there are a pro's and con's to using it and there are some tricks to get better results. But no matter what kind of paint you use, the more you know about good illustration and design principals the better the results will be. So the better you get at drawing, the better your pixel art will get.

All that to say, there may be some book somewhere about pixel art but it's not the best way to learn. The "tricks" of pixel art are easy to learn but good illustration and design techniques require practice.

7
Pixel Art / Re: Second Try For Tree
« on: December 03, 2009, 03:11:54 pm »
When you sketch try using the whole page for your drawing instead of a bunch of tiny little ones. Thumbnail (that is, tiny) sketches are only good for getting the basic layout of something; if you want to really get good at drawing it you have to draw it big so you can see it clearly and you can't hide your mistakes. Also, are this sketches of things from real life or did you just draw them from memory? I ask because they drawings are all very icon-like - a log you would find in the forest, for example, is not a perfect cylinder, even though that's how your mind remembers it. A real log is actually much more interesting. This is why it's good to do studies from life, because your brain has a way of simplifying and compressing things into simple iconic shapes unless you train it otherwise.

I'm not saying every drawing you do has to be copied from life but rather this is a good way to practice so that when you do imagine or invent your own drawings, they'll be much better. You can train yourself to draw things as they really are, not as the simplified, abstract version in your mind.

8
General Discussion / Re: Official Off-Topic Thread
« on: December 01, 2009, 07:55:04 pm »

9
Pixel Art / Re: Light outside corridor BG ~Outer ruins~ [WIP]
« on: December 01, 2009, 02:08:28 pm »
Right now there is a LOT of ambient light in this image - by ambient light I mean it has no source, it's just there. If the primary light is coming from outside, the side of the pillars facing us should be in shade and they should in turn be casting shadows on the ground.

Areas in the shade should be much lower contrast than areas in direct light. Shadows work differently when there are different amounts of light available. Look at how subtle the details are in the shadowed areas here.


10
General Discussion / Re: Official Off-Topic Thread
« on: December 01, 2009, 02:04:15 pm »
That logo looks like it was procedurally generated by The Internet.
The graphic designer inside of me died a little bit more by looking at it.

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