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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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 Re: Art Dump
Holy friggn ♥♥♥♥ bro. Awesome mech there.
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Thu Mar 31, 2011 2:38 am |
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Darkdoom
Joined: Mon Jun 28, 2010 10:06 pm Posts: 461 Location: STEPPING INTO THE RING
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 Re: Art Dump
 Yea... Photographic evidence that NCB signed my evil contract of doom. Just kinda putting it here for proof+1
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Thu Mar 31, 2011 3:27 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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 Re: Art Dump
 I am an artist of the HIGHEST CALIBUR.
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Thu Mar 31, 2011 4:22 am |
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David Rodrigov
Joined: Mon Jan 25, 2010 11:35 pm Posts: 675
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 Re: Art Dump
Darkdoom@: What really happened.  Duh@: One more MSPaint drawing couldn't hurt. In other words, don't ban me, lol.
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Thu Mar 31, 2011 4:46 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Art Dump
 Coloured and detail added. I'm pretty happy with it for now, but I really need to learn to paint without outlines at some point. We'll see. Feedback appreciated.
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Thu Mar 31, 2011 10:14 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: Art Dump
Geti wrote: [img]C-C-C-COMBO%20BREAKER.png[/img] Coloured and detail added. I'm pretty happy with it for now, but I really need to learn to paint without outlines at some point. We'll see.
Feedback appreciated. Robot leg looks short, but I love the style of this one for some reason. Is his right arm a robot arm, or is he just holding a gun awkwardly?
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Thu Mar 31, 2011 11:50 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Art Dump
Right arm is robotic too, but he's meant to be holding it awkwardly with his other hand as well (incidently also metallic) as he's not completely used to this new body.
Also wow, yeah that leg is a bit compressed. O_o must've been funky perspective in the construction but I sure as hell drew it as though it was sideways.
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Thu Mar 31, 2011 12:37 pm |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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 Re: Art Dump
I think the kicked up dirt needs moar highlits, to make it a more obvious pose.
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Thu Mar 31, 2011 3:52 pm |
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DTP
Joined: Mon Nov 03, 2008 2:05 pm Posts: 90
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 Re: Art Dump
really like the pixelated style, forehead is abit big. WIP last gen house. 400tri's under budget so im going to add more details i think. texture is 1024. 
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Thu Mar 31, 2011 5:32 pm |
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Jackal
Joined: Sat Jan 22, 2011 2:23 am Posts: 213 Location: Somewhere over the rainbow of public acceptance.
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 Re: Art Dump
 This, dear friends, is what happens when negative infinity is divided by zero. The equation... Quote: -∞/0 = [see above picture]
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Thu Mar 31, 2011 8:48 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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 Re: Art Dump
It's ♥♥♥♥. It'd be perferred if you didn't post mspaint ♥♥♥♥ in this thread. It might be art but it's horribly bad art.
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Thu Mar 31, 2011 9:00 pm |
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Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
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 Re: Art Dump
♥♥♥♥ YEAH MSPAINT 
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Thu Mar 31, 2011 9:16 pm |
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Darkdoom
Joined: Mon Jun 28, 2010 10:06 pm Posts: 461 Location: STEPPING INTO THE RING
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 Re: Art Dump
just to say it, that* was made in gimp, not MSPaint. Also, as Amazigh just showed us MSPaint can be used to make cool stuff too.
*by that I mean the image I made.
Last edited by Darkdoom on Thu Mar 31, 2011 11:24 pm, edited 1 time in total.
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Thu Mar 31, 2011 9:23 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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 Re: Art Dump
 Seriously, stop it. Wherever you made it.
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Thu Mar 31, 2011 9:24 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Art Dump
DTP wrote: really like the pixelated style, forehead is abit big.
WIP last gen house. 400tri's under budget so im going to add more details i think. texture is 1024. Cheers for the note on the forehead. It's excellent that you're under budget but I think you could cut down the texture size a lot if you create some tile-able textures for the bricks and tiles and only use a 1 pixel block for most of the wood with some small decals thrown in there when you put more detail in. I haven't done 3D in ages and ages and I can't remember if you can tile sections in one part of the UV map but still, it seems wasteful to use such a large texture for something that's so simple from a textural point of view unless you have to render it flatshaded and the lighting must be baked into the texture map or something.
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Thu Mar 31, 2011 9:45 pm |
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