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/ic/ - Artwork/Critique

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>> No.7012447 [View]

>>7012441
pwned

>> No.4625106 [View]
File: 11 KB, 354x169, Ferry Scene V2.png [View same] [iqdb] [saucenao] [google]
4625106

>>4624749
thanks :)

>> No.4592505 [View]
File: 132 KB, 800x600, 4JrS-10jni_5dCFQLA2IVrwHbsHO-Jo4vOvvEUG4Ekw.png [View same] [iqdb] [saucenao] [google]
4592505

>>4592368
shi kai "shiek" wang was the artist behind a lot of Halo's most iconic designs, before the series lost its way. The production quality afterwards was always consistently high, but his designs were much more iconic and were what defined Halo's art to begin with.

>> No.4592475 [View]
File: 3 KB, 495x305, Pixel Tips for ic 05-20-2020.png [View same] [iqdb] [saucenao] [google]
4592475

>>4592064
it's very cute. angle of the building doesn't match everything else though, especially the vehicles. I would also recommend defining your shapes a little more clearly in your foliage. Trees and plants often have a degree of randomness to them in real life, but it can translate to messiness in pixel art, especially at this scale. Repeating shapes can help things to have texture/interest without distracting the eye. Your trees have some lighting but it lacks direction and isn't helping to define the form.
Thanks for sharing!

>> No.4590355 [View]
File: 19 KB, 700x540, D13LQR3UwAUrM9X.png [View same] [iqdb] [saucenao] [google]
4590355

>>4586708
well, it could use a background. Also it looks slimy but doesn't have any pinprick highlights that communicate that it's shiny. You've treated the entire thing like it's all made of the same material in terms of lighting.

More importantly though, how much are you going to refine the pixels? because honestly, given how loose it is, you'd do yourself a favor by scaling it down to like 50% and then polishing all the texturing. Otherwise, if you intend to make something that looks finished, you have a very long process ahead of you.
Those are my thoughts.

pic isn't mine

>> No.4590232 [View]
File: 9 KB, 528x332, 1bit pixel house_200Percent.png [View same] [iqdb] [saucenao] [google]
4590232

>>4583224
years after school, when i didn't have a job and just sat around doing my own personal work and looking through old artwork, i realized that i had enormous potential that i never capitalized on because i doubted myself and didn't see any project as "the one."

Knowing yourself helps you see through your own denial. The little lies we tell ourselves add up in a big way over time and keep us from achieving our goals.

I had an idea of who I wanted to be and always looked to the future, and eventually the future hit me, and instead of thinking about what i would be, i had to accept what i actually was, which sucked.

Anyway this is getting philosophical, just try to focus on what you enjoy and work hard. Don't worry if you don't get an art job right away because having 'normal' jobs can help you grow as a person, which is just as important as developing as an artist.

pic is something from the last couple nights.

>> No.4583176 [View]
File: 25 KB, 536x536, 45164644_2243917609229143_5140282345219162112_n.jpg [View same] [iqdb] [saucenao] [google]
4583176

>>4583026
a few different art types. I grew up doing sketchbook drawings, then went to school for game art and learned the whole 3D character/environment pipeline. Then I did concept art/production art for a mobile games company for about 4.5 years, before i left because it was utterly soul crushing working with people who only care about money.

I've alway been heading towards game development but i've considered comic art and animation in the past. After i left the mobile games studio i made a 60 page comic and realized that making comics is a very different challenge from game art or illustration. I dabbled in animation before and after college.
I defined myself a few different ways. As a teenager i was "an artist". In college i was a game artist, then a 2d artist, then specifically a concept artist. Then i realized i had chosen such a specific role that it was keeping me from learning things. "i don't program." "I don't do 3D." "I don't animate." etc etc. Eventually i realized that I just wanted to make games, so i started learning to program. Games are my life; I'm enjoying what i do, and i'm improving.

Sounds like you have some of the same concerns, i know it can be hard to choose a path because you can't do it without closing off other opportunities, and you don't want to make the wrong choice and not know until years later. If you learn one thing, you'll get good but you'll have few skills. If you learn a wide variety of things, you gain a lot of skills but can't compete at any of them.

I would say that you may not be able to decide the path right now, it can take a long time before you understand which things about you won't change over the years.

If all else fails, never underestimate the power of stepping away from your career goals (for a while) entirely to find yourself. If you lack self awareness, you will limit yourself.

>> No.4583005 [View]
File: 31 KB, 638x374, MisterChief_3_200Percent.png [View same] [iqdb] [saucenao] [google]
4583005

>>4582993
it's a hobby and a job. I've been doing game art my whole adult life, and started doing pixel art for fun like 3 years ago. Then i started sharing it and found a lot of amazing artists, and ppl started reaching out to me for paid pixel art gigs. I've been super fortunate!

I use photoshop for everything. I know there are great pixel art programs, but i don't know if i could switch because of the tools in PS. selection tools, warping, levels/adjustments, blend modes, etc. I tend to keep like 500 sprites in a single file too so i can cross reference easily, and photoshop is great for that. photoshop has primitive animation capabilities too, but it's not ideal for trying to make tilesets.

>> No.4582243 [View]
File: 835 KB, 1418x978, House interior Process.png [View same] [iqdb] [saucenao] [google]
4582243

>>4571844
>>4580845
yea, I'd been making little halo pixel characters here and there so i put together a few images for when H2 launched.

>>4580851
a pretty long time, probably 8 or 9 evenings ~40 hours, but i move really slowly.
1 was a sketch from my sketchbook. I liked the idea so i decided i wanted to take it further so i started by just making 2, a bunch of props that i thought would be cool to put in a house, although some of them didn't make the cut. Then 3 I made a sketch in photoshop to figure out the layout of the house. This is the part i wished i had spent more time on, because the layout could've been better (overall house shape is kinda lumpy/boring, no way to access top floor).

>> No.4582193 [View]
File: 1.21 MB, 830x618, zzz.png [View same] [iqdb] [saucenao] [google]
4582193

>>4578583
like this anon said >>4581866

art station is the LinkedIn of art "communities"

>> No.4580160 [View]
File: 44 KB, 883x950, 19665407_688929517973653_2432527858814494188_n.jpg [View same] [iqdb] [saucenao] [google]
4580160

>>4579510
that's not what a thin woman's torso/waist looks like, it's not just a concave LITERAL hourglass. Even if you want her that thin, the shapes of the pelvic bones/rib cage have to be accounted for.

The motion is also completely robotic, it's not really animated, the sprite is just moving up and down.

>> No.4580142 [View]
File: 263 KB, 1800x883, 97070534_3483988234949451_3723189234870255616_o.jpg [View same] [iqdb] [saucenao] [google]
4580142

>>4579582
correct. a lot of FX are used on simple work to distract the viewer from noticing that it is simple.
It's a very lazy tactic in most cases, but easy FX can work great if done well and can be very expedient for commercial/client sketches.

There are a few you should probably never use, though, and Chromatic Aberration is a fair inclusion to that list.

Blur, film grain, cast shadows/beveling, lense flairs, liquify posterize/paint daubs filters, all that stuff.

pic related is actual ep. IX concept art lol

>> No.4580119 [View]

>>4579993
photoshop's pretty versatile, just play around with the different layer/brush blending modes and you'll come up with something that does what you're after.

>> No.4580106 [View]

>>4578321
kek okay buddy pyw and then explain why you hate art

>> No.4578318 [View]
File: 36 KB, 768x960, 53080094_10156458525768043_6065703606865100800_o.jpg [View same] [iqdb] [saucenao] [google]
4578318

>>4575460
artwork can be ridiculous, silly and zany. it doesn't have to play by the rules. This isn't amateur work, these are artists having fun.
>>4578306
this poster is right, this is soulful stuff.

>> No.4577937 [View]
File: 8 KB, 216x218, Cute Skull Kid Pixel 2x size.png [View same] [iqdb] [saucenao] [google]
4577937

>>4577667
lmao looks like a butchered chicken trying to fly
>>4577001
eh, pixel art is pretty niche. i actually just made a pixel joint account and i think imma start posting there, although there will always be... interesting things on /ic/ that you won't see elsewhere.
cute pic btw

>> No.4571860 [View]
File: 780 KB, 325x203, giphy.gif [View same] [iqdb] [saucenao] [google]
4571860

>>4571800
Bobby's great at times but this is definitely not his best work. Still, /ic/ will be /ic/

>> No.4571844 [View]
File: 25 KB, 638x374, MisterChief_1_200Percent.png [View same] [iqdb] [saucenao] [google]
4571844

something i just finished today, for H2's launch on PC

>> No.4571517 [View]
File: 3.42 MB, 1000x811, d4qk325-4a706fdd-8886-4003-b68c-d5fa7d186751.gif [View same] [iqdb] [saucenao] [google]
4571517

>>4569034
neither is better, but painting will always be more forgiving than lineart. My advice is to think less about these two as mutually exclusive categories and simply work with lines and strokes/shapes interchangeably within every piece until you have a firm understanding of what you want your work to be.

I personally love pieces/artists that use linework as a base and then do flats under them, then render over top of the lines, letting them peak through in places. Many other artists love this process as well.

>> No.4571457 [View]
File: 1.31 MB, 6971x5218, Orange Castle WIP 3-16-2020.png [View same] [iqdb] [saucenao] [google]
4571457

>>4570827
and yet you chose to decry it rather than contribute your own meaningful thread dedicated to sharing work or discussing art.

>> No.4569601 [View]
File: 27 KB, 720x432, 66472647_2389573254594821_6817761455660597248_n.jpg [View same] [iqdb] [saucenao] [google]
4569601

>>4563920
This is probably a troll thread so i'll make this quick.
Your work is bad.
Study anatomy.
Draw more often and actually try to improve instead of just "making a new piece"
I can't fathom what in the world possesses you to compare yourself to others' 'success', and be jealous of others when your work is so extremely amateur, but stop it.

And the final nail in the coffin, right in the original post:

>how can i make good art with bad anatomy
>how can i look good without improving

A shameful attitude. Take a long walk and think about art and decide if you actually want to put any more time into this hobby.

If you actually enjoy creating, then your attitude has to change if you want any measure of success or recognition, aside from becoming a lolcow for GMI's.

>> No.4564235 [View]
File: 234 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
4564235

>>4564051
>>4564230
it also serves as an explanation for the design of the beautiful-but-not-so-japanese-looking Tokyo train station.

>> No.4564230 [View]
File: 260 KB, 1200x900, Giyofu Architecture Nikorai-do.jpg [View same] [iqdb] [saucenao] [google]
4564230

>>4563798
I don't know a lot about it, just learned of its existence when i saw the models in the Edo Tokyo museum. Apparently it's known as Giyofu architecture and represents Western influence on Japanese culture/architecture of the time.
It's possible that the Italian vibes are the result Catholic/Orthodox traditions. Pic related is a building that, although damaged was restored and survived to this day in Tokyo. The Japanese seem to have taken a fair amount of inspiration from Italian and French culture, from what I can tell.
Ryounkaku is another Giyofu-style tower that was in Asakusa, until the earthquake.

NGL i love both western and asian architecture but putting them side by side doesn't work if you ask me.

>> No.4559514 [View]

>>4559464
oh wow that's lovely

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