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my defective art


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#1 rouncer   Members   -  Reputation: 355

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Posted 23 May 2013 - 12:43 PM

Noone can even tell what this picture is, whom ive showed, if a game came out with this graphics, would it really bother you?

 

sunset.png

 

 



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#2 FLeBlanc   Crossbones+   -  Reputation: 3081

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Posted 23 May 2013 - 03:31 PM

Looks like a waterfall, running water in the foreground, some leafless trees in the back, and I think I even see some skulls/heads piled on the near bank of the water at the bottom, a guy with a sword on the far bank, and a dude hanging from one of the trees. That, or this is the most fucked up Rorschach inkblot ever.

 

The picture, on its own, is kind of intriguing. It hints more than anything. If that background were moving/animated, it might make it a whole lot harder to read, but that might also add an element of menace to the feel of the game. If you were toodling along, just barely paying attention, and all of a sudden, "oh, whoa, that dude is hanging there. Are those effing skulls?" it could be kind of fun.

 

I'd say do a quick and small prototype to nail down the feel and show it to some folks. If it works, run with it. I would give it a play.


Edited by FLeBlanc, 23 May 2013 - 03:33 PM.


#3 silkroadgame   Members   -  Reputation: 211

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Posted 24 May 2013 - 03:01 AM

I have seen the same things that FleBlanc said above.But to tell the truth,it's hard to understand why you make such graphic.I am wondering what will you do next?


http://www.game-silkroad.com
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#4 sunandshadow   Moderators   -  Reputation: 4560

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Posted 24 May 2013 - 03:36 AM

But to tell the truth,it's hard to understand why you make such graphic.

^This.  I can see the person with the sword, the hanging person, the skulls, and the waterfall/river.  But it's kind of physically painful to look at, and I don't understand what the style is supposed to add that would make up for its difficulty of interpretation.


I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me.

#5 rouncer   Members   -  Reputation: 355

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Posted 24 May 2013 - 07:44 AM

Oh, someone even spotted the skulls!

 

It is indeed a strange style, I need to soften the harshness a bit, more colours would help distinguish things.

Its my own personal art program, and it has weaknesses which I have to remedy.



#6 BagelHero   Members   -  Reputation: 1272

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Posted 24 May 2013 - 03:58 PM

It's funny, because from what I've seen you're actually pretty good with art.
It's just hard to tell because whatever you use seems to have you scratching out the lights with some sort of pseudo dodge tool-- thus the harshness.
More colors would probably help, but that isn't entirely it,.. But I can't put my finger on it right now and I'm pressed for time.

The only other thing I'll say is don't self depreciate yourself in the title like that. People assume things that will either influence their view of your art, or won't even come and look.



#7 sunandshadow   Moderators   -  Reputation: 4560

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Posted 24 May 2013 - 04:21 PM

It's funny, because from what I've seen you're actually pretty good with art.
It's just hard to tell because whatever you use seems to have you scratching out the lights with some sort of pseudo dodge tool-- thus the harshness.
More colors would probably help, but that isn't entirely it,.. But I can't put my finger on it right now and I'm pressed for time.

I think the contrast is the problem.  It's physically difficult for eyes to look at such high contrast as between the saturated yellow areas and the black texturing.


I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me.

#8 rouncer   Members   -  Reputation: 355

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Posted 24 May 2013 - 09:55 PM

I think ive solved my problem, instead of working on black, i actually work light to dark and do a bit of soft underwork then the details come out less harsh.

 

viola-> (exact same artist)

 

goodart.png

 

All I need now is multicolour!  and i can stamp my way through a golden axe level.


Edited by rouncer, 24 May 2013 - 11:34 PM.


#9 BagelHero   Members   -  Reputation: 1272

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Posted 25 May 2013 - 01:54 AM

Ahh, that's looking a little more readable! I think you need to study value a little, but unfortunately I don't have any links handy for you...
But yeah, perhaps some value studies will aid you, since sometimes the tones blend into each other just a little too much to be readable.



#10 lemenhatt   Members   -  Reputation: 118

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Posted 27 May 2013 - 06:29 AM

I would love to see a game in this style. Not that I have any suggestions as to what that would be, it'd be nice with a really artistic look, maybe even a bit of surrealism. Could give a very distinct look to make you stand out. Just make sure to work as much on the actual gameplay as the style, I've seen a lot of games with brilliant artwork, that aren't much fun to play.

 

Keep going man, looking forward to seeing the development here!


Petter Stenberg Hansen

3d artist/Developer

10ahead Games


www.10aheadgames.com


#11 Prinz Eugn   GDNet+   -  Reputation: 3515

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Posted 28 May 2013 - 05:11 PM

Good work so far! I think you have a really unique style going, but you sill have room for improvement.

 

I think your real problem is understanding contrast. You need to go farther in defining objects, both by making the objects themselves darker/lighter, but also by toning down stuff that isn't important like the sky and ground. Important things should stand out from background stuff. In your first drawing, contrast was extreme on everything so it was difficult to make out any single detail, but on your second you have the opposite problem- everything is kind of washed out. For example, in your second image the sky is waaaay too close in value to the trees, and in general you have nothing close to white. The upper half of figure on the left however is silhouetted fairly well in comparison. I think looking up some tips on positive and negative space would help, too.

 

I think you might be better off practicing in grayscale since the colorized look distracts from that, which isn't what you want if you want to get better (but more or less fine if you're making it as a final product). 


-Mark the Artist

Digital Art and Technical Design
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#12 Steve_Segreto   Crossbones+   -  Reputation: 1467

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Posted 20 June 2013 - 12:34 AM

I'm interested what you mean by "your own personal art program". Did you write a computer program to allow you to create those drawings? I don't really like them very much, they are hard to look at, but I like it that you have your own personal art program, I wish I had one of my own too!






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