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/ic/ - Artwork/Critique

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>> No.3911552 [View]
File: 154 KB, 666x999, Ruan Jia10.jpg [View same] [iqdb] [saucenao] [google]
3911552

>>3911546
forgot to add pic lol

I also view art as similar to weight lifting. Say you can only bench press 120lbs and your goal is to say that you can bench 225. How do you get there? Progressive overload - add a little bit of weight to the bar every week for that lift as well as do other lifts that help your performance in that area. And in weight training it is equally easy to stagnate if you don't train often enough or you keep lifting the same amount of weight for too long. You just gotta climb that ladder until you reach the top, but it seems 100% more possible if you have a program to follow.

>> No.3044551 [View]
File: 175 KB, 666x999, ruan-jia-diabloiii.jpg [View same] [iqdb] [saucenao] [google]
3044551

>>3043796
Even if we ignore the ugly as fuck brushstrokes you still clearly have no understanding of his values and edge control, also your colors are still pretty shit, yea it's safe to say it's the dunning kruger effect

>> No.2282264 [View]
File: 154 KB, 666x999, 1430921273528.jpg [View same] [iqdb] [saucenao] [google]
2282264

Is Art school worth it?

>> No.2135202 [View]
File: 154 KB, 666x999, 1430921273528.jpg [View same] [iqdb] [saucenao] [google]
2135202

Do you guys have any particularly favorite books or videos when learning how to use color and blending?

>> No.2077849 [View]
File: 175 KB, 666x999, ruan-jia-diabloiii.jpg [View same] [iqdb] [saucenao] [google]
2077849

OP here.

Another example of this heavy armour feel. :)

>> No.2061911 [View]
File: 175 KB, 666x999, ruan-jia-diabloiii.jpg [View same] [iqdb] [saucenao] [google]
2061911

>>2061389
>Amnesia series
>Bastion
>Braid
>DayZ
>Metro 2033 (okay, 80 employees as of today, whatev)
>Space Engineers
>Tribes series
>Fucking Outlast

If I'm not mistaken, I think all of these came out of indie studios. While bigger studios might have the available resources to hire more artists to pump out quality work faster, it by no means limits the smaller studios to creating sub-professional work. Really the biggest difference would be how quickly assets could be created. If you have three artists making all the shit for your game, it's gonna take a tad longer than if you have 30~50, plus, feedback from multiple sources to help refine and create your work to be absolute top tier. Not saying that it can't happen like that at an indie studio, but if an indie studio has room for 30+ artists, they've probably bumped out of 'indie' status.

As for your over the top response, well, maybe you could take a little of your own advice on that thinking bit.

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