Posted by smackintosh on Mon Oct 22nd at 5:45pm 2007
Posted by Natus on Sat Oct 27th at 2:02am 2007
Models are made in xsi.
Posted by smackintosh on Sat Oct 27th at 4:38pm 2007
Posted by smackintosh on Tue Nov 20th at 6:06am 2007
I went for more silly than really twisted humor.
The Good Doctor.
I've been practicing, the posing is getting a little better, I think (hope).
Added some "drop shadow" with Gimp, getting some techniques down in Inkscape.
Posted by Crono on Sat Nov 24th at 10:12am 2007
Your stuff is, undoubtedly, good. Is that what you do, in general, for Insomniac?
Posted by Finger on Sat Nov 24th at 11:41am 2007
Thanks Crono. I'm a level designer at Insom. I don't do any production art or concept art. Designers at insom mainly work on 2D maps to illustrate the level design. I don't build any geometry beyond prototyping.
The art background comes in handy though - I constantly draw at work; sketching out ideas during the design phase. It's an amazing challenge trying to communicate a whole singleplayer level to a team of people . Any sort of visual aid helps, and I would eventually like to be doing the job of both designer and concept artist.
You can always jump back into art - in a way it's like riding a bike. Sometimes you'll find you have actually improved (or matured I should say), despite the time passed. Even an hour a day will knock the rust off quicker than you think.
Posted by Crono on Sat Nov 24th at 12:03pm 2007
I think, I might just need to find some exercises for my hands, like stretching or something. Because they act inept when I hold a pencil. It's actually sort of difficult just to write and it makes my hands hurt only after a couple minutes.

Posted by smackintosh on Mon Dec 3rd at 5:41pm 2007
I did not make the scorpion, it was a tattoo design I found on Deviant Art.

Posted by Crono on Tue Dec 11th at 10:49am 2007

Posted by OtZman on Wed Dec 12th at 5:16am 2007
Sweet, Altered Beast ftw!
[EDIT]
Very nice pics Finger.
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Posted by Finger on Thu Dec 13th at 2:20am 2007
Posted by Crono on Thu Dec 13th at 2:35am 2007
The four on the right are direct rips of the game's sprites ... with some pain in the ass manipulation since photoshop just HAS to resample the image when you change its size.
The one on the left is based off of a picture that I generalized with the pallet of the wolf on the right. I tried to do the same with the cromag man, but it didn't turn out as well.
I used base images, then used the pencil tool in photoshop at a size 2 and carefully moved the mouse. I'm not completely satisfied with the cromag man and the monkey looks a little too detailed to be in a 16-bit game, which this is based off of.
If you're wondering how I grabbed the sprites, I just went off of screen shots and used the magic wand tool at tolerance 1 or 0 and no anti-aliasing.
I'm curious, what does and doesn't work for the overall design? It's too late for the contest, of course, but not for the image.
One last thing, if you want to do really awesome and easy pixel art ... and this isn't totally legal ... get an emulator of Mario paint with mouse support. The game has a stamp section where you can make pixel art (it's sectioned into a grid) it's really awesome and actually makes it much simpler to do pixel art. When you're finished, piece together your character on the main pallet and take a screenshot and paste that in photoshop and BAM.
The only thing that sucks in Photoshop is that if it isn't the right size and you try to change it, it'll interpolate between the colors, which is bad for this kind of thing. So, what I did there, and I'm sure there's another method, but I didn't feel like looking around, was I zoomed in on the picture until it was the size I wanted and then I took a alt+screen cap and pasted it into a new image. It worked fairly well.
That was probably way more text than was needed to answer these questions.
Posted by Naklajat on Thu Dec 13th at 8:45am 2007
When I'm doing small tiles and sprites in PS I like to set the grid to the tile size, and have at least two windows open for the file, one at 100% zoom and one at 600-1200% where all the pixeling is done. To open a new window for the file you're working on select Window > Arrange > New Window.
The white background makes it kind of blah IMO. A screencap or collage from the game would give it a better sense of context.
The early man looks kind of flat, I think largely because he's only 3 colors for most of the body where the AB sprites are 4. I'd suggest try mixing the two pallets to get skin and fur, and beef up the legs a bit cause they look skinnier than the chimp's. Speaking of which it looks like you drew it over the white bg and faded the edges to the background color, giving it a different look to all the others. The guy teaching a lot of the art class in the game program I'm taking worked at Origin on a few of the Ultima games, he said the sprites were all created over a mid-dark cyan background for exactly that reason. Stuff that's drawn to look good on a white background almost always looks washed out or 'glows' at the edges when put into the game.
Overall I like it, I think the concept is great.
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Posted by Crono on Thu Dec 13th at 10:56am 2007
A screenshot or collage from the game would not fit at all and would be quite the opposite of what I was doing. It would look far too jumbled and all over the place. I mean, the entire point was to try to emulate the evolution paintings, which have simplistic backgrounds, often times, white.
Posted by Naklajat on Wed Dec 19th at 1:30pm 2007
~2700 tris at present, I'm building it as a subD mesh for zbrush sculpting, then I'll fine tune the final game mesh over the re-imported sculpted mesh.
And some other random thing:

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Posted by Arzie on Thu Dec 20th at 6:28am 2007
Posted by smackintosh on Wed Dec 26th at 7:38pm 2007
Posted by smackintosh on Thu Jan 3rd at 12:21am 2008

Posted by Crono on Thu Jan 17th at 11:54pm 2008

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