Showing posts with label baldur's gate. Show all posts
Showing posts with label baldur's gate. Show all posts

Monday, December 8, 2014

Digital Painting - Final: Fantasy Portraits


Title: Digital Painting - Final: Fantasy Portraits
Medium: Photoshop CS6
Scale: Each piece is originally 5" x 5"

Notes: We were given free reign over what our final project was to be.
In the vein of Baldur's Gate fantasy portraits, I decided that it would be really awesome to go ahead and try and turn some of the fellow students in class into characters that I would attribute to being in that realm of fantasy.

Top-left is Britney Boswell, turned into an Elven Archer.
She wanted to be an elven something so my natural instinct was to turn her into an archer.
Originally I had a background included in this piece, but when I went back to looking over them as a whole, I decided against it. Since none of the others had any sense of backdrop, why would I include one here.
There are a few snags on this piece though that I didn't notice until critique was given.
A) The bowstrings are a tad on the thick side.
B) The fletchings of the arrows look a bit too thick and not... feathery enough.
C) Some people didn't like the fact that she wasn't looking where she was aiming, I personally like it because it feels like it shows a ton of confidence in her archery skills.
D) The bow's design feels a little unresolved. If you look at the design of it, it doesn't really read as a very sturdy bow. Maybe adding more to the base structure of it could help.
Overall, I really like the way this turned out. I think that the multiple light sources and color schemes help to push the eye all around. The color palette is very harmonious.

Top-right is Brittany Moore, turned into am Elven Swordswoman.
It was an almost immediate response here... I just hear this yell across the class, "I want to be a chaotic-good ELF!" Ask, and ye shall receive.
My choice to go with swordswoman was generally simple. I wanted to have a melee fighter alongside the ranged fighter. With the way it is designed though, I kind of consider this design a half-elf, but... meh, I'm not going to nit-pick.
About the only critique that I remember from this piece was that the hair on the left side of the face should have been blended a bit more into the backdrop.
I have to admit, this is my favorite of the bunch, mainly because of how life-like the eyes are.
But I also have to admit that it wouldn't have been as kick-ass without Lane Brown's input. That guy is a badass!

Bottom-left is April Rodriguez, turned into a Demoness Courtesan.
She gave me the choice on this one by sending me two images. I could have gone either way with this piece. Good or evil. The other version would have been an Angel or something akin to that type of holiness. This one turned out to be kinda unanimously the favorite for the class. It must be those glowing eyes...
The only critique that was really given was about the horns. They felt like they should have been pushed back some as to not compete with the foreground elements. 
Everyone seemed to respond mostly to the way the hair and cloth were rendered on this one. Mental note: Paint like this more often.

And lastly, bottom-right is Misa Dowdy-Cannon, turned into a Squid War-Witch.
Initially I had an idea pretty quickly that was a bit more simplistic. It was just to place her as an evil mermaid type character with throat gills and scales. Things got a bit more extreme as I went...
The main critique was about the color band on the edges. They suggested to either do them more and let them fade out, or take them out altogether.
Somewhere along the way I just started to paint and everything felt like it just fell into place like this. The squid elements manifested in the middle of class and I just continued on with it because of the uniqueness of the concept. Everyone seemed to respond to this one too, but I think it was mainly because of how different and ... creepy it was.
Again, I have to thank Lane Brown for his incredible input. He helped turn this piece from okay to awesome.

There you have it... four fantasy portraits based on photos.
This was an important project for me because it was finally a chance to express my creativity while still using reference taken by myself. 
Ultimately, this was a great project and I would like to do more portraits just like this!

Thursday, September 25, 2014

The Flirty Herbalist


Title: The Flirty Herbalist
Date: September 22, 2014
Medium: Photoshop CS6
Scale: Original is 1500px x 1500px

Notes: Again, I was staring at the old Baldur's Gate and Icewind Dale character portraits. 
This is my second attempt at a fantasy character portrait done in that style. Trying to push into using reference effectively.
Also... here's where I'm getting ideas for the color schemes: http://www.seventhsanctum.com/generate.php?Genname=quickchar

And just for fun... here's the tutorial.


Friday, August 29, 2014

"Ascendancy Soundtrack"

I posted recently about some goals... A bit of this will be reiterating that.
I am still planning on pursuing these, but let me preface these by saying that I am going to be pushing harder than ever this semester! I have very clear objectives for this class that I hope to achieve. 

Firstly, let me start with where I am planning on going this semester. I think that should start with some serious thought into where I get my inspirations from, specifically for my portraiture.



 

 

I choose this one because of the subject matter. 
I think it's interesting to vary your character designs. Alex Negrea seems to be a bit versatile from hyper realistic, to space-faring aliens. Because of this, I want to try and push towards the realistic rendering style combined with this subject matter.


  

 

Ultimately, I can't get away from this painterly style. 
I think that my style actually lends itself towards this type of rendering. I love it so much, and it just so happens to be a good push towards an 'old-world' type of rendering. If you notice throughout some of my work, this happens to be what type of art I paint like.


 

 


I pursue this one because of the process. And also the texture. 
I want to learn how to have a ton more edge control like here. 


 

  


Texture, texture, texture!
I tend to fail in putting anything that visually breaks up the canvas, and somehow Bumskee manages to use this to great effect. I want to learn to start messing around with this.



 



Not only do I like how these are done, but I also love the color approach. 
I want to try and push into this as well! As I implement color, I want to start approaching it with a more academic approach in terms of what color combinations to use and things.

When I first started doing art, I initially wanted to do environment art for no other reason than the fact that I didn't want to animate. As I continue on, I realize that I actually prefer to just design characters. For some reason I had it stuck in my head that environments would be simpler. The reasons are insignificant, because it's much more important to A) have a clear goal up front, and B) to never compromise because "It's easier." As the saying goes, nothing good comes easy. And I whole-heartedly agree, because if it were easy, everyone would be doing it and it wouldn't be worth the time. Like I said, pay attention to yourself early on. I was interested in the character designs from the get-go, and I didn't listen to myself. Fast forward a tiny bit (not much) and you get closer to what I really wanted to do: character art. Baldur's Gate was probably my first real experience into what makes good character art - specifically for the portraiture.



I think from the moment I saw these until now, I just want to do portraits all day long. Character art was really pushed to the fore-front of my mind then and there. I guess that's why if you look through my blog, I've been constantly going back to the portraiture and characters. I have gotten into portraiture probably mostly in the past few months and I think this is an after-effect of my childhood gaming habits. I think I secretly always wanted to do this, I was just worried that I would never be good enough to get to this level.

My goal, overall, this semester is take portraits of people that I know, and use them as a basis for the final result of high-fantasy portraits. It's basically a combination of using very direct reference (since I have this crazy habit of using that), but using imagination to push them into interesting places from the character design aspect. If you look back the past few weeks, I've been starting to rethink my process and really get into a more painterly, but realistic approach to my painting style. If I can master this, I think it could potentially be a gateway into character illustration. Throughout this semester I think I will be heavily diving into the deep end of character-driven illustration. Be ready!


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All artwork above this line is NOT MY WORK
Each artist is listed with their respective work.
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And on a side note... BOXES!

Cardboard is the Best Board


Title: Cardboard is the Best Board
Date: August 28, 2014
Medium: Photoshop CS6
Scale: Original is 2048px x 1612px

Notes: Continuing on with what we were doing last class, I thought it would be good to paint a bunch of cubes all together. What better thing than a bunch of cardboard boxes! Anyway... just a fun painting to mess around with.

Thursday, August 14, 2014

Birthday Present for Mimi


Title: Birthday Present for Mimi
Medium: Gouache on Illustration Board
Scale: Original is approx. 8" x 10"

Notes: Ashley came up to me not too long ago and was like... "You should do this painting for Mimi." She proceeded to describe what she thought would look good and I was like... TIME FOR REFERENCE. And so here is the result. 
The puppy pictured is our little papillon, "Gypsy". This was for a birthday present. :)

Supernatural: Mini-Paintings


Title: Supernatural: Mini-Paintings
Medium: Gouache on Illustration Board
Scale: Each painting is approx. 3.5" x 4"

Notes: Just using reference and exaggerating it for fun. Really just practicing traditional painting. Taking reference and just pushing it hard.

Fantasy Character Portrait A


Title: Fantasy Character Portrait A
Date: August 14, 2014
Medium: Photoshop CS6

Notes: I was staring at the old Baldur's Gate and Icewind Dale character portraits that were done some time ago, and was like... I want to try that! So this is just my first attempt at a fantasy character portrait done in that style. Trying to see if I can manipulate reference for my own purpose while still keeping my painterly style. I think this was a pretty successful attempt...
The comic version in my opinion just looks so graphic and awesome. It was just a play with the filters and managed to make it look sweet! More on this soon...

Thursday, April 10, 2014

Baldur's Gate - "FULL OST"
(if you've never played this game... PLAY IT NOW or, if you're really feeling awesome: !!!!)

I think from the very beginning of my gaming days... at least when I finally sat down and got serious about it, I think that I was drawn to being a video game artist. I can still remember sitting around with buddies playing old super nintendo games like Earthbound and Final Fantasy 3 / 6 and my (to this day still) second favorite game of all time: Chrono Trigger. I would think then that it's safe to say that I always wanted to do something in the video game industry.

My first real experience with video game art that I can honestly say drew me into the world of video game design was probably the cover art for Chrono Trigger:

Yeah, that's the same guy that works on Dragon Ball.

And also the character portraits:

  
 

You would've thought that in those days that my goals would have been clear.
My tastes have changed quite a bit since then, but it just goes to show you that things you do in your childhood really do influence you in the long run.

Initially I wanted to be an environment artist for the silly reasons that I didn't want to animate, that I thought environments would be simpler, there would be less competition for this type of work, etc. The reasons are insignificant, because it's much more important to A) have a clear goal up front, and B) to never compromise because "It's easier." As the saying goes, nothing good comes easy. And I whole-heartedly agree, because if it were easy, everyone would be doing it and it wouldn't be worth the time. This goes into a very different rant that I could go on and on about how a majority of the public looks down upon artists. But I'll save that rant for a different time.

Like I said, pay attention to yourself early on. I was interested in the character designs from the get-go, and I didn't listen to myself. Fast forward a tiny bit (not much) and you get closer to what I really wanted to do: character art. Baldur's Gate was probably my first real experience into what makes good character art.


(I still drool over these)

I have gotten into portraiture probably mostly in the past few months and I think this is an after-effect of my childhood gaming habits. I think I secretly always wanted to do this, I was just worried that I would never be good enough to get to this level.

I was talking to my fiancee the other day and I told her all about how I felt about being a character artist in the long run and I don't think I've gotten a look of "wow, you're really dumb if you don't go after what you love" like that before. I mean, sure the competition is stiff. There is a full gamut of artists with all different skillsets, but the point is that I have a clear goal and I am going to try shooting for it.

 
(my current goals probably lie somewhere between these two)

The whole point I'm trying to make is that everyone that starts art should have a very clear goal of where they're going in the long term. I've met a ton of artists (even some getting close to graduation) who look at me completely dumbfounded when I ask them: "So, when you get done, what's next? Where do you want to work?" And I know sometimes it just takes the pressure of being done with school, just relaxing and things, but sometimes I think it's ultimately important to do a little soul searching up front and really discover your passions. Your career and stress levels will thank you in the long run.

Try it... make a goal list. Look at where you see yourself in one year, five years, ten, etc. And see what kind of results you can get. It takes some real research to discover where you want to be. I'm still working on my first step to my goal-list, and keep in mind that it constantly changes. It's a step-by-step process. Think on micro-level first and work up to the macro.

If you're just starting out in art, for example, and you want to be a character artist... I suggest firstly to bone up on your anatomy. Then consider clothing, then weapons, and so on. Marc Brunet says it pretty well here.

If you ever need critique or anything, let me know. I'm usually up for giving advice and critiquing and things.

And just as a bonus... here's some progress if you just practice your ass off.

 
(2010)                                                                          (2013)

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