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Messages - Grimsane
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Challenges & Activities / Re: The Daily Sketch
« on: March 26, 2014, 09:22:06 pm »
@Ellian  :-X you could always just get the license for 19USD then cancel your subscription for indefinite access to this months build (the cancel and renew feature is probably the best) it's heaps fun and worth it :crazy: also digging all the recent lady pixels  :-*

some midnight 3d game art sketch-ish activity, pure diffuse. 2-3 hours

that's really funky Conceit, fluid n whimsical, can almost interpret the pursuer as a disembodied mustache with a floating crown chasing down a victim to do heaven knows what with him  :o

Challenges & Activities / Re: The Daily Sketch
« on: March 24, 2014, 11:52:41 pm »
been rather engrossed in UE4 in my free time, got a license soon after announcement, and it's everything i had hoped, the shift in productivity and usability, and empowering non programmers more than any other tool available, dawned on me a lot of it is things i've loved about blender and blenders game engine but never really saw in anything else, it's mostly in here, not to mention a system akin to one i figured out on my own last year the same as the multiple layer materials, rather intuitive all around

it's pretty much a testy sketch sculpty thingy, and testing the engines features so posting it here  :P

their licensing is amazing, commend them for their shift

a nice flow of awesome stuff up in this thread  ;D

Challenges & Activities / Re: The Daily Sketch
« on: March 11, 2014, 10:23:34 am »
quick sketch messing around with procedurals

enjoying checking out everyone's sketches  :D

ed: messed around some more after

Challenges & Activities / Re: The Daily Sketch
« on: March 07, 2014, 09:13:31 pm »
did so many sketches  last night instead of sleeping :o to avoid spamming i'll just post 2 of the better ones

Challenges & Activities / Re: The Daily Sketch
« on: March 07, 2014, 04:13:55 pm »
those are some sexy values Indigo  ;D

noodled this sketch out freehand in an hour or two with intermitten breaks (distractions) started on a screenshare with cyangmou on google hangouts (if anyones keen to art jam, chat and generally hang out pm me  :crazy:, starting to get more into being social, especially with creative peeps)

Pixel Art / Re: Town Blacksmith
« on: March 06, 2014, 05:27:25 pm »
yeah that definitely reads a lot nicer and anvil-esque, and does look more settled on the stump, but yeah there is still some perspective issues, but they aren't that jarring,

and if it's on a hill it's pretty close to a 3D render, just reads like it has a bit of a wide focus camera lense

 so it's not major enough to overhaul the image in my opinion, but something to keep in mind is mocking it up in 3D upfront to avoid mistakes, because with that kind of structure using perspective lines is really difficult to construct and nail from instinct, and if it's isometric then yeah it needs to adhere strictly to diametric or trimetric orthographic isometric angles, which it doesn't, is it just a stand alone piece?

General Discussion / Re: Official Off-Topic Thread 2014
« on: March 06, 2014, 04:42:58 pm »
congratz on the good fortune Vandal, that sounds epic indeed  ;D

got any promo art or screenshots for this pixel art game?

Pixel Art / Re: Platformer Character WIP w/ Sword Swing Animation
« on: March 05, 2014, 06:07:54 pm »
glad it struck a chord ;D

the logic behind it is something that is done a lot in painting, it's probably got a technical term, it's just accentuating certain edges while ignoring others, implying and "bluffing" edge definition and making it read better against the backdrop or neighbouring details, in pixel art i guess it's equatable to "sel-out/selective outlining" but it's very purposeful in it's application, I'd link examples if i could find them.  I read about it in magazines not long ago too long ago about breaking lines and implying the detail like this

it has many different contexts of course (the example not entirely applicable directly to this piece), but illustrators use it a lot, in both line work and also paintings  :)

it was definitely conscious on the underneath edge of the hanging cloak, on the upper right side it was more keeping the emphasis from yours (which i later realized where spindly thin arms  ::) ) and wasn't really that conscious, but overall i was trying to emphasis the form and a curved posture,

he reads (especially on glance and as i tried to depict him) as a strong wandering nomad-esque character, I really like that, looking forward to your revision :D

Pixel Art / Re: Town Blacksmith
« on: March 05, 2014, 05:59:21 pm »
it's not the shape or design, but the read, it reads tilted and out of perspective, i was showing with a tick how it should read more or less in the context of the log and scene and ground plane, and the red X representing how it is rather reading like on your's, "overturned" as someone previously stated, and judging by almost everyone's comments it reads like that generally not just to myself. ironically I think you've actually made it read worse in this regard in the latest edit, it's in 3 quarter view, i think it needs the width of the anvil visible like in your render the area in black on the anvil itself. hope you understand what i mean :)

Challenges & Activities / Re: The Daily Sketch
« on: March 05, 2014, 03:47:25 pm »
speedy gesture sketches

you know how you scribble while you are on the phone talking? pretty much what this is but in 3D :lala:

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