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 Art Dump 
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Post Re: Art Dump
no i died because that drawing spooked me to death


Tue Mar 10, 2015 5:30 am
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spoopsquatch spooped me too don't worry miggles

Also while i've been not-posting-here, i've made an unholy arseload of doodles, so i'll just give you a select few instead of everything at once:


and by "select few" i mean about one quarter of them

Most IRC-goers will probably recognize all of these. :U


Tue Mar 10, 2015 4:34 pm
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Image
input/feedback requested
http://hunewm.deviantart.com/


Wed Mar 11, 2015 6:50 am
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Post Re: Art Dump
Pretty evident joins on the hips/legs, no penis?


Wed Mar 11, 2015 1:43 pm
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animation~


Tue Apr 14, 2015 1:39 am
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pantsu


Tue Apr 14, 2015 2:37 am
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One time I didn't take the opportunity to promote my art and now I have to pee sitting down


Thu May 07, 2015 10:38 pm
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Critique this ^
I need to up my 3D game


Sun May 10, 2015 12:31 am
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Post Re: Art Dump
Everything looks oddly shiny.


Sun May 10, 2015 1:02 am
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Yeah, check out the specular values/maps and ajust the shiny-ness to try and match what the material would be like irl. You could probably tone down the bump/normal too, particularly on stuff like the trash-can, sidewalk and pavement, the bricks maybe just a little. The windows at night look like they are themselves light sources while the light should just be passing through them, I'd try toning down the brightness/intensity of that to. The daytime shots look nicely rendered with the lighting, maybe the shadows could be a little darker still (decreasing ambient light).

With regards to the design, the proportions of the building look pretty realistic for our world, so that's good, but think of stuff like window-stills, doorframes, corner stones, drainage pipes, support beams/columns and all that stuff, and going further, details on the texture like dark streaks of dirt washed down by rain, dirt or moss at the base of the walls near the ground, etc.. Those kinds of details will increase how convincing a building will look (even on its own without props around it). When adding those details though keep in mind you shouldn't overcrowd every surface of the building with them. Keep large areas mostly clear so the eye can rest on the few spots that have detail.

A good exercise would be to grab some pictures of a building you like (or just any) and try to recreate it as accurately as you can. It'll teach you a lot about the shapes and parts used and how to create them, more than just by looking at it. That goes for any type of object. Most importantly though if you're starting out with this is to make things you'd like to make and to keep at it.


Last edited by Adriaan on Sun May 10, 2015 1:45 am, edited 1 time in total.



Sun May 10, 2015 1:40 am
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Thanks a ton because I felt a little lost when I was doing it. Since I pretty much started the materials class barely knowing ♥♥♥♥ about maps. Gonna try to do those exercises.


Sun May 10, 2015 1:45 am
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Remember you just have to look at reality to see how much things should shine, be bumpy, etc, if that's what you're unsure about.
Might be good to start with some smaller objects, like a gate rather than a house, or some piece of furniture, and really focus on nailing the shapes and textures on that as good as you can, to get a sense of what kind of work is needed to make it look good without going straight for something as daunting as an entire building.


Sun May 10, 2015 1:51 am
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For the assignments, I have to cover whole sets including exteriors, assets like the small stuff you're talking about, and I have to tex a human model.


Sun May 10, 2015 2:02 am
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Magic spears and staves and stuff.

Holy ♥♥♥♥ I last worked on these last summer. Neat. Now I just need the water one, and the set can be finished.


Wed May 20, 2015 4:34 am
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Nice swords, bro.


Wed May 20, 2015 11:28 pm
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