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Animal anatomy in Video games
Animal Anatomy and how to utilise and personalise it.
I think its also important to showcase animal anatomy, as animals can have very intricate movement , bone/muscle structures. i find it interesting to get out of my comfort zone when creating different work it shows variation, fortitude and passion to keep learning something new Open to experience is very important, in the art world. For these different sketches they took me no more than halve an hour per page, i was sketching quite fast but just wanted to capture the motion and movement of different animals to showcase on here. to learn about anatomy.
One game that showcases an animals movement is Okami on the PS2 it really captures the movement of the wolf in a beautiful almost painting in motion. The developers really had passion to accurately recreate most of the creatures in the game while also being limited by the technology at the time.
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Unreal engine
The Unreal Engine is a very successful game engine which is responsible for game releases like Borderlands, Gears of War and final Fantasy their our four versions of unreal engine and you can download it for free which is amazing its similar to unity but it comes down to personal preference.
developed by Epic games and first showcased in 1999 with a game called unreal tournament which is one of the founding multiplayer fps games which featured rendering collision detection , ai , networking and file system management into one complete engine it put the industry forward by many strides in both network performance and OpenGL support the engine became popular due to the modular engine architecture and the inclusion of a scripting language known as unreal script it was designed to be extensively improved over multiple generations of games.
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CD Project Red
CD projects amazing work overshadowed. With the latest release from CD Project red, CyberPunk 2077 is a major disappointment from how they marketed the game, saying it was a genre-defining game that would be released when ready, this statement did not age, and the company, in fact, lied about the E3 demo they released faking the gameplay which I have never heard of before. This is so unhealthy for the industry and makes me sad as people put faith in developers to deliver what's promise. At the end of the day, we are consumers buying a product, and you expect it to work and function as intended. From a gameplay standpoint, the lack of time in development left the game in a subpar buggy state , missing features and overblown unengaging content aside from the story. What stands out to me with this game is the extensive effort from the art designers which have produced amazing and fascinating work, Creating a whole city from the ground up. Based on the work of Bruce Bethke. You can see the care and time that went into developing the many different characters models/billboards/architecture/weapons/ vehicles(with unique interiors) and even the litter which is scattered around the world it all references the books and stays true to the source material well which is essential. The game is a stark contrast to release of The Witcher 3 Wild Hunt , which for the most part was very well polished on release and had extensive immersive mechanics that made the world feel alive, this is partially down to the concept art for the game and attention to detail the artists worked into every corner of the world that set it apart from many titles at the time. It focused on a strong narrative story with plenty of side content and a theme of almost medieval France and creatures from many different folk legends from nordic and Swedish tales. These monsters you will be fighting throughout the game are extremely well designed from their extensive movements and appearance some with twisted, terrifying features and great majestic assertion indicated by their colours. The monsters are some of the most memorable in gaming. You had an obligation to learn about your different opponents with a bestiary. This made every encounter authentic and challenging if under-prepared it could be a fatal mistake.The politics of the continent are intriguing and complex, two sides battling over a wartorn country. I think the game contextualised Quests and the monsters well.
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anatomy in concept art
anatomy can come down to learning proportions of different people and life drawing but can also be as complex as recreating different muscle structures and skeletons learning to draw humans in different positioning can be difficult but will result in the overall quality of your work being industry standard.
Its important to understand the anatomy of different creatures and humans identifying these borderly structures and interpreting it in your own style makes your work distinctive and recognisable to the audience its important to set yourself apart with your work.movement and human form can be shown by shadows on a person which is essential when creating work to give it natural definition and tone exaggerated features help make your work unique a lot of my work is halve cartoon and very detailed with different embroidered parts of armour and weapons.
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Microsoft games
Microsoft founded by Bill Gates, is one of the most successful conglomerates to ever exist due to its innovative design philosophies that have carried through decades not excluding the gaming branch of the company Microsoft have made revolutionary video game platforms with 3 main line generations of game consoles.
engines
games
iconic characters
influence/impact
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Game engines how they advance modern concept art
in the early two thousands creating concept art for a project would result in a most likely simplified downgraded version of your work due to the engines capability and technology the concept artists vision could be restricted
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Intended audiences and how to broadern them
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3D rendering in videogames
All 3D models are made of triangles and squares THey are called quads simples shapes but are you to make anything you can think of you must use 3D coordinates to define models and create various different structures using Length ,width and height to help define your positioning.
example of Barebones 3D model files are essential to reference that have Vs to represent the vertices followed by X&Y coordinate of the point or vertex that defines the shape. .Down from that you have the faces f123 that means draw a triangle using vertex 1 2 and 3 from the list above . This is coding that i have a very basic understanding of and takes a lot of time to try and master.
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Realism vs Stylised design decision.
Videogames are designed to take you out of reality, whether that be in an open-world RPG to a FPS/horror game. The setting and characters must be authentic and with a level of detail that feels lived in and believable. The tone of the game is set with the concept of art setting the mood and often setting and genre. Making stylized graphics and characters personalize your work and make it stand out from the competition. Ultra realism is amazing and shows how advanced technology has become due to large scale investments in game engines and processors. This is aided by the highly passionate and talented teams a lot of these IPS employ and can often be overlooked by the casual audience but shows tremendous skill and dedication to produce but lacks identity in some cases making it hard to differentiate one franchise to another. If you look at a franchise like dishonored, you can distinctly recognize the watercolour landscapes and morbid steampunk landscape some even refer to it as a painting in motion. A lot of companies resort to personalized graphics due to the fact that it can be cheaper in some cases and less restricting on certain engines making it more accessible on PC users with lower-end specs , making it in turn more inclusive. It takes groundwork to accurately depict a setting/ place as reference when making concept art that will be used to then render the 3D models on. An example of this is with the studio suckerpunch who based their game in their native city they used audio and video equipment to accurately recreate all the landmarks and locations even tracking the audio of birds and sounds to help add a layer of detail not possible years ago due to cutting edge equipment. With the game Mafia 3 with a setting set in new Orleans in the rolling 60s, they relied heavily on old pictures of the city streets and residents for the character models fashions at the time, even down to the way they walk. they used old magazines and newspapers at the time to have more authentic conversations. NPCs could be talking about; they had advisors and gun experts to accurately depict animations and sounds. All of this work to create immersion for the player is spectacular. for me personally I like creating my own style but find it necessary to acknowledge the fundamental laws of science when creating anatomy and futuristic technology but then also adapting it to a certain bizarre futuristic setting when designing different characters and creatures, making them functioning and giving them necessary features while explaining the reasoning behind certain design decisions. I find this essential everytime I want to create any type of work. i always want to find ways to improve it and add certain details and features as I progress through the different stages of my design. I’ve primarily done this on pen and paper, its what I’ve felt most comfortable using my whole life. Giving you full control of every stroke of your pen is satisfying, the endless amounts of customization is only restricted by your mind. With the excitability of photoshop and as those platforms becoming easier to utilize creative expression will increase ,broadening the landscape of different artwork in the industry. #tags Close
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Gears of War
Gears of War is a visual and technical masterpiece released in 2006 and followed by 3 very successful sequels that focus on the universal horrors of wartime with a conflict between the locust and the cog. The dynamic world had a unique setting of sera. The colourful array of character design and architecture makes it stand out making it a system seller at the time on par with games like the Halo franchise its held close to my heart from a young age due to its eye catching art style.
the Locust are a very unique faction of enemies who dwell underground and wish to claim the surface land through conquering its inhabitants through mass extinction they are a brutal merciless force who take pleasure in the destruction of mankind this is portrayed through their character design being very vicious and ragged but how do you make a foe look so foreboding well the concept artists that include.... wanted to base the creatures off komodo dragons with their hard leather scaly skin and snarled expressions. They also look similar to moles almost their are many different kinds of locust and have a massed a vast amount of giant troll like creatures like the brumark, Rift worms. berserkers and blood mounts its hard to distinguish what creatures they are based on because i think the art team wanted to create a whole new fresh idea for their creature design almost being very alien in that regard but they had to be themed as underground terrifying mutant humanoids.
The coalition are made up of the Cog/Gears who are an elite fighting force equipped with unique full body armour that is very unique to preestablished design they carry a weapon called a lancer an assault rifle attached with a chainsaw... i mean it doesn’t get any better than that right. ]i find the cog to be the perfect force to counter the locust they show emotion but fight with undignified remorse to those who would cross them this is shown with their action in the game but also their character design each character in the game mainly Delta squad are very distinguished appearances with tattoos, expressions and hair styles resulting in a dynamic that is entertaining as different personalities clash. the different locations in the game reflect the kind of hardships the people of sera have been through and subliminally explain the lore of the game expanding your knowledge of the universe indirectly this is to me great art direction as the team really cared about making the world feel authentic and genuine. The story carried a lot of weight and emotion partly down to its brilliant voice acting but people dismiss it as an over the top shooter...
The pictures are from the 4th game which mainly focuses on a new faction called the swarm which are essentially the locust reborn they ad a whole new play style in engagement but lack the same charm as the locust due to how they are introduced into the game
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PhotoShop -Photobashing pictures
Photo bashing is a technique where artists merge & blend photographs or 3D assets while painting and compositing them into one finished piece.
Concept artists use this to speed up their workflow and achieve a realistic style. Some people think of photo bashing as cheating but to use the technique well, you must have an experienced understanding of lighting, composition, and form. Artists do not ignore the essentials of photo bashing. After long periods, your knowledge and skillset speed up the process, which will be achieved faster to the point you can produce a masterpiece in a matter of hours.Photo bashing lets artists work faster than usual and reach higher detail levels by effectively adding realistic photo elements into their environments and characters. If your project is set in an actual location(like Nottingham), it is much faster to adopt a pre existing photograph instead of a painting with no reference. An experienced artist begins a sketch with a base photograph, then uses painting attributes to add and customize elements that are effectively fit everything together. A crowded London street could in a different story setting transformed into an apocalyptic hellscape with a few finishing touches and added detail helped by the photo you are basing it off. Sometimes artists also use 3D assets they render in software like Blender that combine with digital work. 3D part's of real photos make up the majority of photo bashing resources. This helps tremendously when trying to recreate a setting but in a uniquely original way. Photo bashing is used on software like Photoshop. You can use it for creating realistic items/creatures/costumes/ sets(backgrounds), and entire worlds. Photo bashing was developed primarily by game concept artists who need to work fast.
People could use this technique if they want their work to look hyper-realistic or if they are in a rush to meet a deadline. Concept artists are responsible for the look of every item in a movie or game. From weapons to cars, everything needs to be visualized by a designer. A lot of Art Work is needed when a design idea is in production photo bashing allows artists to quickly produce geography for a location.
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