thanks
and yeah been trying to experiment with more and more abstract ways of depicting things lately, all the balancing of shapes in relation to each other etc, mostly just placed more instinctually and by feel than by any mathematical ratios etc, I've seen (though never used) some shape scattering filters that can do similar things, but I rarely think the readability and aesthetic appeal is retained with those, I also believe if you try to keep 1 shape type or the most rigorous restriction, sometimes it's detrimental to the art itself, I think you need to strike a balance, these were rather hastily done though so there are numerous flaws and slack areas
also moar of this:
done at that speed to test some pattern induced motion, a
slower versionsite keeps giving gateway errors and timeouts by the time it got around to working I was done filling in the blank spots experimented with weird front on sprite, derived from a portrait
portraits look kinda crap at 1x :/ and I hope people don't mind me dumping all my stuff in here, dunno where to put them, and don't feel like bloating the place with threads, and I keep multi-posting in my pixel doodle thread enough as is
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dunno why but stumbled upon this through the forums, and decided to waste some time on it, no idea what I was doing never really tried landscapes at all and would definitely classify it as amongst my weaknesses
http://artpad.art.com/gallery/?m86wnt1n1qrwkept it as quick as I could and didn't bother doing anything fancy, it's still quite sad regardless
(I'd recommend sliding the speed slider to the far right, close to the speed it was painted kinda, dunno why it replays back so darn slow by default) site has a fixed colour palette too which is awkward to work with when used to choosing your own colours
and the dynamics felt really really weird o~o like painting with thin enamel on grease paper or something
figured I'd share this here:
partial sculpt quickly unwrapped and experimented with texturing, it's in collaboration with a friend who designed the character, but really rough sketcherly stuff his entire face was my interpretation, the chin split is his design, anyone got any feedback on the texture, colours moslty? ignore the green though, and the abdominal region is rather terribly rendered, it's rough and wip-y but that's the general direction I've got in mind now, he didn't like that bone transition into the neck I added, so that's gone in the latest sculpt the anatomy has been tightened but he has some really freaky stuff going on with the design, some of which I'm reluctant to pursue
coincidentally some of it is similar to Ryumaru's piece with protruding ribs, exoskeleton train of thought too, but it's more teeth like protrusions and other bones all over, some logical enough but others seem really illogical to me but he's persistent about keeping them
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this post is getting pretty big anyway some stuff I have worked on today
4x4 tile experimentation, and rough idea
^rapid 3D with some rather fast textures testing out some workflow ideas and methods, wouldn't mind making a small Ultima Underworld style game