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Topics - Conzeit
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General Discussion / The haunting mindscape of Zdzislaw beksinski
« on: June 06, 2016, 05:19:29 am »
Zdizislaw Bensinski truly makes me feel like this is a whole realm that is yet undiscovered, or maybe a vision of our world from where all our vices are self evident.

His art feels like concept art, we have these creatures who clearly have minds and purposes of their own, but in a way I am thankful he never did conceptart, I feel like barlowe or moebius are tainted when their minds are devoted to simple adventure stories or shooting galleries. The world of Zdzislaw is far more unknowable this way, I think his pieces are like poetry, an idea that he felt and is deeply personal to him, but the way everything is linked and it's precise meaning is up to you.























Thanks to mathias we have an artbook scan

and the most iconic image of his I can think of.

I LOVE these root looking hands, they perfectly encapsulate the feeling of being nerveous of fucking something up real bad...I once sketched something like this the day before I had to record a documentary and I knew we didnt have enough info to make it what I wanted to be...I made the shittiest sketch with the same idea, but this is like the perfect rendition. He uses it on a lot of his pieces to communicate tension and doubt. that's how I read it atleast.

I was talking about him with Mathias some day and we thought a master study thread would be nice.

In terms of his artistic merits, he has a similar texture to that of H.R.Giger the conceptartist for Alien, but he uses it for many more enviroments and moods, he often has skin meld gradually turn into roots, fabric, or mist, it peals away easily and the same texture can be on an ancient monument or on a living being.

He was supposed to be a nice, shy person and I would think so. I think he really liked redheads, they're everywhere and the only beautiful woman I've seen from him was a redhead. I read a quote about his work once, when people said it was all bleak and grimy, and he responded that yes his world is harsh but when love does happen, it's all the more grand because of how sparse it is, it seems like it would take millenia for an expression of affection happen.


This image kind of encapsulates that =)

I have a collection of 650 these I've been working on for a while now and I've got terms for the things he does...I call that biological root thing he does knorg or knorganic... heh :p, but imgur is only allowing me to upload 150 at a time...I have 650....I could post em in batches....or post the dropbox gallery, but I think they look awful on that white background =/ oh well, been delaying posting this topic so long I think I'll give you these for now and if discussion picks up I post some more

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Portfolios / Conzeit: Animator/pixelartist/tile artist since y2k
« on: September 30, 2015, 12:20:54 am »
HI! I've been doing pixelart roughly since y2k, I can do both tilework and animation, but my speciality is animation. Working professionally ever since 2003. I have worked with Wayforward, Duelyst, Skullgirls and RocketCat Games.

Please contact at
craftmused (at) riseup.net

I am Looking for work.
looking for comissions, projects both small and big

2ndSum Banners



Death Road To CANADA



Barkley 2: Dark Tower





Fx for Duelyst





Pixelart Skullgirls fx







New Horizon Mockups


I've also done puppet/modular animation in spine




 more at
https://conzeit.wordpress.com/category/projects/

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Pixel Art / Puppet/modular animation: taking the plunge
« on: July 07, 2014, 01:23:37 am »
Turns out I'll be in non pixeled more high definition animated project so it's time I (try and) apply what we discussed at "Puppet/Modular Animation: how when and why?"

I will try to rig something that does mesh deformation in Spine or Spriter and post what I come up with. so far I've only played with the samples in each program a bit.

Has anyone given this a try?...have any tips?

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Pixel Art / Animations for topdown Dungeon game.
« on: February 12, 2014, 01:56:33 am »
Okay, so I'm working with a friend of Madgarden (some oldies know him).
He just assigned me some animation work (yay!), with the instructions to make it have "impact" like samurai Gunn.

The way I'm going about this is making strong key poses and limited animation.You'd never guess what's my...

inspiraton

Star Ocean Blue Sphere :p 

Also, although I'm not doing stuff quite that smooth yet because I'm just making sure my keys work (and I can always smooth it up later), but I'd love to reach the level of Sean Leslie Ward's work. Also not sure I actually can :p

But for now just strong limited animation, a la SOBS

WIP animations for C&C
Here's the hero's model sheet (not made by me)

EDIT: a few days have passed, and this is a job so I cant just stop working on things until pixelation critiques me, so the run has changed:
---->

This is an enemy, I wanted to make him a bit insane and surreal in his motion...hence the weird arc and humping action :p
(model also not made by me)


These have already gone trough some iteration, bascially because in my stretching I tend to do impossible things and I dont usually do that in several angles, so I've had to make clay models and readjust some things to make 3d movements that make sense.

I've got rough versions of these movements in other directions (I'm thinking I should've started with front motions now =/) and walking anims in progress, but these are the ones that have progressed enough to show where I want to go, so these are the ones you get to see for now :p

I usually try to draw strong poses and I like to exagerate proportions in some instances, but I know I can hurt the clarity when I overdo it, and I can be blind to that which is why I post here. Also because I know P-driva is really good at smooth arcs =)

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Pixel Art / Puppet/Modular Animation: how when and why?
« on: February 05, 2014, 02:57:44 am »
First of all PxPd I was surprised to find subdivisions to the forum with the amount of activity we've had lately, but I was glad to find that you were watching over this =) I hope to learn and discuss with you lots..=O

So, puppet animation. taking several still parts and rotating them in engine. Not very pixelly a topic but it is the bread and butter if you're doing 2D animation now-a-days. Honestly, I think we need to flexibilize and learn to use pixels with other things in ways that look good for pixels to stay alive and learning more tools can only aid in doing that

So, what is your take Pixelation? what is proper use of it and what isnt?

Coming from redrawing obsession in pixelart (seriously I avoid copy pasting parts as much as possible) I must admit to be extremely queasy about it. I feel it should be used for tweening exclusively: make all the keyframes by hand and then break up in pieces and rotate/stretch/warp for tweening. Obviously this is anti-economic and kinda goes against the production reasons to use puppet at all, which is to avoid drawing new frames for every action. But my kneejerk reaction is to hide puppet as much as possible and I've refused to learn it till now.

Also, what is the best tool for this in games? is it just flash/toonboom or is Spriter (or something I havent even heard of) shaping up to be pretty important?

I guess I leave you with an example of good use of puppet, this is not true puppet since it's done with actual paper rotated by hand, but the trembling motions are remarkable and worth watching

Paperplane Music Video

EDIT: made the post a little clearer after Atnas'es reply =)
EDIT2: corrected some wording....=O

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2D & 3D / My Shot for the Guard Dog Global Jam
« on: December 01, 2010, 10:14:17 pm »
yes, I know...this is right over the edge, when it comes to fitting the Lo Spec board.

it's a vector made video. The reason I'm posting it here is because it's made with toonboom, which handles palletes pretty similarly to the way a pixelart program would, and to me THIS was the natural evolution of my pixelart. You all know how bored I got of AA.

http://vimeo.com/17203581

http://conzeit.tumblr.com/post/2062110176/guard-dog-global-jam-shot-67-my-process

I'm posting this here mostly to alert people that ToonBoom is probably a good way to go if you want to go from pixels to vectors, and because I want you guys to see about my process too.

if this isnt appropiate for the board I'll take it to the Off-Topic thread, I guess.

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Pixel Art / Conzeit/Camus Dump: ARNE FANART
« on: April 13, 2010, 11:04:41 pm »
So yeah I havent uploaded shit in ages and I thought maybe a dump thread would help O_O I think I'm posting pixelart and linking to other art I post in the offtopic thread...

Arne's little game design docs have always been interesting, but the Skeleton Lords one impressed me in a different way, the thumbnails had style that hit the sweet spot between realism and hand drawn that intrigued me.

Arne's Thumbnail>>>My Sprite >>>

So I converted the horse rider of the "pikemen" units to sprite

True, it's practically just tracing things over, but I did attempt to make a sprite version of an effect Arne often does, and that is letting the background color seep into the image, this makes sense from a lighting standpoint because it would represent ambient lighting, I made a green ramp that theorically would have the average color of the background around the pikeman.

 EDIT: I got a drawing pracitce blog, and I just made a new post http://cdrawingdrawer.blogspot.com/

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General Discussion / jack kirby/watchmen comics pallete?
« on: July 14, 2009, 05:50:48 pm »
well...I was wondering lately about something I read regarding watchmen, which was that within the limited pallete of comics, most artists (probably like Kirby) tended to use the primary colors while Gibbons on Watchmen employed more of the secondary colors of said pallete.

This makes me wonder....just how large is this pallete? does anybody know what combinations it has and wether it's less than 256 colors?

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Pixel Art / Reality Check: My ISO Collab tiles =(
« on: November 14, 2008, 02:42:49 am »
PLEASE...answer to this....dont need a treaty, just tell me roughly how clear my tiles are...
http://img.photobucket.com/albums/v165/talbot/ISO4-layout.gif
The basic plot is this:
The aliens want to turn everything into a black goop, they do that by pouring the green goop on things. The serpents/lizard monsters are made of lava so they fight off the invaders.

 I have two spots here, one spot is below the UFO

The UFO in the topmost tile(22) is pouring out his alien ooze, which in my tile(23) goes over some rocks and creates some sort of alien eggs. That part was supposedly done...but I tweaked it to look better...after I realized this version looked better than my "final" one...hope Ptoing will let that pass *shrug*

On the second spot which is tiles 30 and 58 :
-make the birthplace for the snake at the exact spot where the ooze and the lava touch
-show how angular rocks turn into the black goop of tile 63
-have the snake dive in and out of the mountain killing a few aliens, then go back in a final time so it comes out at tile

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Pixel Art / DUMP / Digging out a look
« on: July 25, 2008, 05:13:26 am »
EDIT: Ooooops...wrong forum? maybe not...given the focus  :mean: *shrug* i'll leave it up to the mods to decide :huh:


Well, I had been in a movie school for the past 2 years and a half, (not really been doing anything last semester) and I feel like I'm really going nowhere....so I was kind of recopilating my stuff, and I realized there's this emerging style that I havent really sated yet, so I decided to make this topic, try and recopilate that...get a few oppinions on the way too.

First I'll post a sprite...which was the first one I animated seriously. I remember when I made this I was crazy about putting detail everywhere. I was already thinking of sub pixel animation
(mind you, my sprite site at the moment was a megaman board so this WAS pretty detailed for the standard)
But animating this thing made me realize that showing detail by stating a few simple things, and leaving the rest to be guessed is more captivating. Right now, I asociate that with artist David Lloyd who did V for vendetta (damn the idiot who colored that book), Helm suggested in some topic here that some...argentinian guy did the same thing but to better effect...but the feeling I get is that he goes TOO far into detailing things.

There's a particular page in another of Moore's book, not drawn by LLoyd but that I really love, because it evokes a grand scale and still keeps that same minimalistic Lloyd look. http://img.photobucket.com/albums/v165/talbot/Prom-7Vendett-ISH.jpg Here's the pic...and here's an attempt at making it monotone, http://img.photobucket.com/albums/v165/talbot/Prom-7Vendett-INK.png which I think looks best.

I kept making mostly just sprites, but shadows kept creeping in, since it's an obvious way to make everything not detailed and have the viewer think about it.

By the time I drew this I knew I wanted a style that would convey depth effectively for both background and sprites. Hopefully cross over outside of pixelart....this interest of mine is probably just as good for vectors as it is for pixelart, except I still cant cope with drawing using vectors.

One of the reasons I have this fascination for using blotches of solid color to create depth, is because I animate by using blotches of solid color. There's an innate desire there to reconcile sketch and finished piece, by concieving a method that is both good for my animation techniques and for illustration.

This guy is for an unfinished project concerning Cuchulain, somewhat of the Odiseus equivalent for Celtic mythos.


Said Celtic hero's main ability is growing really angry and becoming a monster by ways of making horrible contortions inside his body, this supposedly gives him great battle advantage.While the contortions are specifically described in the source material, I thought I'd take them my own interpretation and use the human joints in several weird ways. This file detailes said posibilities.

I post it here because it shows the most effective attempt I've made at this "style" I'm chasing around here.

PS: I have no patience for outlines, I only put them in if I think they're really good for a specifical part of the piece but I avoid them by rule, I kind of see them as cheating. Selout is like an incredibly convoluted version of an outline, so I avoid that quite admanantly...expect when it emerges on it's own in the shading.

Looking trough my stuff I realized that for "hath Sinned" the 72HourCompo of 2005 I worked on with the GameDevGuys was when I came closest to this aesthetic, because I was forced to work fast. At the same time I realized how poor my imagination really was, and how much better I was at drawing human faces than I thought...I expected this to take me much more than it did.

These two I made in anticipation of the compo, I thought I'd probably have to make some backgrounds and I'd better parctice something that could be made fast but worked well. Right now, I think this is the best I've done to make this thing work for backgrounds.
Here's an earlier try that admittedly sucked.

In the end, the theme of the compo turned out to be horror, so I simply made the background of everything dark.


They are gory murder scenes, this one takes place in a bath.


Kitchen


Living room

Couldnt help but touch up the living room murder when I reopened it...

Bedroom.


This is the only background that came out looking actually remarkable.

Then came sabreman, a remake of a game that I didnt even like but I still wanted to be in, because I'd be working with Dr.DerekDoctors and other people who usually finish what they do, unlike me...think of it the only completed product outside comercial stuff I've been a part of was the 72hour compo

Only the sprite is mine, but this gives it the context of the "style"

A few actions for the fellow.


A portrait of Solid Snake...my own interpretation of his MGS1 version, trying to go for a sort of two-face look here....

This is...quite the self decrepating self portrait, based only of course on my state of mind when I drew this.



Started out simply enough.

Kept tweaking it with time

last night, while reminiscing on all of this, gave it a last edit. I think this comes pretty close to what I want to do.

For those that dont recall me, this is the kind of thing anybody who remembers me thinks of when they think of me...


So...yeah, please comment but....try to gear it towards wether there is any style bubbling under here, wether you think that's someting worth thinking about.....I probably will enjoy specifical C&Cs, but dont expect me to really change things, I'm contemplating on something underlying here, something that could be used to make full animations where everything moves much much easier than they currently seem to...uhh me.
This is kind of what I mean, except I dont want it to suck.

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