Not much to say here, had to kill some time before the show started. I think the legs are too small, but I didn't have any references to go off of.
http://i305.photobucket.com/albums/n...1/DSCN0283.jpg
Printable View
Not much to say here, had to kill some time before the show started. I think the legs are too small, but I didn't have any references to go off of.
http://i305.photobucket.com/albums/n...1/DSCN0283.jpg
So uhm, does anyone know a good site to recruit a team for a full conversion mod? I havent seen much quality flow out of moddb recently, so I was hoping there were some alternatives.
Rotate 90 degrees next time. I had to stare at it for a minute before it dawned on me that it was an octopus and not some random alien.
Eh mookz that was a while back, I agree with you completely now and have been studying different areas.
Also Nero please dont be so quick to assume, it really degrades the respect I have for you as a fellow artist.
No I am not evading a ban, when I was perma'd from accumulation of infraction points I took it as an opportunity to take a break (forced one). Instead of instantly creating an account or doing something else stupid, I just waited a while and cooled off. About a month or two later I created this account and asked the mod who made the ban if I could return.
Ok, so the dump of pictures I promised is actually quite small because I still have to dick around with the scanner settings. Half of the scans came out horrible looking, but here are some scans that came out OK, though Im still unhappy with them. If the scanner continues to mess up the values and contrast, I will just have to edit them in photoshop, which will make the images take much longer to post.
The below were sketches during periods of free time at school without any references (a habit I need to break)
And yes the pen was done freehand without any previous sketching.
http://i305.photobucket.com/albums/n...erDrawing5.png
http://i305.photobucket.com/albums/n...erDrawing4.png
http://i305.photobucket.com/albums/n...erDrawing3.png
http://i305.photobucket.com/albums/n...terDrawing.png
http://i305.photobucket.com/albums/n...erDrawing2.png
Hopefully I can figure out the issue, because half of these sketches rely on the subtle value I put in, which the scanner decided to rape.
I personally must say you have improved. Also, the respect you talk about... I didn't even know there was such a thing. ;)
The last one and the third last one stand out to me, but the lion seems like it was rushed compared to the guy. (The head just seems to have a lot of shading but no definition of what is what.)
Edit/ Maybe thats just my view on the work though. Nice to see you have moved from a 2d or screwed up 3d look, to this. :D
It's hard to draw things you don't see every day when you aren't using references. People, you see every day. Lions, not so much. Unless you work at a zoo, or watch a lot of MGM movies.
Great stuff, though I think the snipers' ghillies could use some textural work, and convey a just a little more form. Not too much obviously, since they're ghillie suits, but they look like blobs right now. Very nice detail on the gun.
Thank you both.
The lion was rushed more then the man, simply because I lost patience and because i didnt plan the sketch right to make the lion pop.
With the ghilies, I attempted to add some definition, but in the end i overdid it and made it look like highly shaded blobs. I decided this previous was better and took an eraser to it, I kind of wish I did it on larger paper as I wouldve been able to get that definition in. It was sketched in a note book the size of my palm ha
Your getting better, Chains. Nice to see an update from you.
It all really depends on your style. I have an extremely messy style so I create rugged line weights that favor male form over female.
Been stressed from finals, really affected my work so this dump wont be too pretty, not to mention I havent had time to fool around with the scanner. The sketches are done in my usual hand held book at school with no references:
http://i305.photobucket.com/albums/n...erDrawing6.png
http://i305.photobucket.com/albums/n...rawing7001.png
http://i305.photobucket.com/albums/n...rawing7002.png
http://i305.photobucket.com/albums/n...rawing7003.png
http://i305.photobucket.com/albums/n...Drawing5-1.png
You still need to work more about getting your basic proportions and poses done before going into finishing. For example, the guy with the shotgun has really good rendering, but pretty poor proportions, most noticeably on his right forearm. Not to mention, the gun is rather stubby, and the ejection port isn't long enough for a 12ga. shell.
I highly suggest taking a life drawing class.
To be fair, the shells that he drew in that picture would actually fit in that ejection port. Neither is realistically proportioned though, and I second everything ExAm just said.
i think if you're gonna continue sketching with the process you do [with the wiggly lines that you render out as you reach the bottom of the page or what not] remind yourself to make the outline for the shoulders/arm/ribcage like a third larger *_*
thirdeded with the life drawing stuff 8D it's always good
dude, some of that shit is amazing!!!
Ur use of shadow and value is excellent, but ur proportions still need work. Im no concept artist, but I would suggest you spend more time ironing out the position of the limbs and such in ur 2d space beffor jumping into heavy detail mode. There's no CTRL+Z with graphite. :(
Also, in your human drawings, ur completely forgetting about that extra mass a person has at the back of his/her head. Where the skull meets the spinal cord.
http://www.davincibio.org/images/drawing1/blue_head.jpg
We don't need Ctrl+Z for graphite...we have erasers.
Thank yall for the comments and criticism! I am planning to take lie drawing classes after high school, currently I am too weighed down with other issues. The forearm is too long though, and that results from me not placing the elbow at the bottom of the rib cage.
On the subject of the shotgun, I am ignorant of the workings and proportions of fire arms and I should have used a reference.
Also I suck with creating proper line weights.
Sorry this is copy and pasted to save time so the context of it might not make sense.
I would post this in my sketchbook, but people seem to view this more and it is for their benefit, so....~
This is the process of a self portrait I am currently working on at this moment.
The canvas is 1800X2000 in photoshop cs3.
The current time up until now took 2 hours.
First off I just create a generic background of the primary color I will be using. Unsure of what I wanted the piece to express, I chose a basic gray as I could easily add in any color later to complete the piece. As you can see I created this fill on a different layer then the base layer, so if I fuck up my background I can simply delete/ modify without any repercussions.
Next I create another layer for the line art. It is generally smart work flow to create a separate layer or anything that changes the piece for easy editing and organization, and as said before it acts as the ultimate ctrl+alt+z (undo). Usually I label these layers because as the piece progresses, many layers will form and I do not want to spend 15 minutes hiding layers chronologically to find the shading on one arm.
The line art was drawn from the referenced mind, (meaning I was constantly running back and forth from the bathroom to look in the mirror) and was done so to make it more of a challenge. I fully encourage you to use static references such as pictures and personal mirrors, but I felt like attempting something difficult.
http://i305.photobucket.com/albums/n...s1/step1-1.jpg
Next comes the base colors. A lot of people decide to paint into gray scale then use a colorise overlay to color as this allows them to focus simply on values without the distraction of proper color matching. This method is perfectly fine and a lot of artists utilize it, but I prefer to work with the actual colors. The reason for me using this method is again I enjoy the challenge and also I love the tradition feel.
Again, another layer is created for this with the same previous reasons. After finishing the line art, I decided to no longer visit the bathroom and create my own light source. This is difficult because all details previously saw in the bathroom cannot be used and thus to create a proper piece I am going to have to imagine them in my head and rebuild them under this new light. Seeing as this is difficult enough as is, I decided to do a simple over head strong light.
So starting in, I choose a large brush and paint in the shadows, using ONE color (Shadows are uniform in color, never black, become blurred on rounded edges and sharp on angular surfaces) following the form of my face. I then proceed to paint in the lighted areas, again thinking of the form of my face, painting brighter on the things that jut out. Once completed with this I go in with a medium brush and define differences in light and add shadow highlights (everything reflects light, so even things such as the bottom of the jaw that are in complete shadow get some small highlight). Note I keep the colors very bland as this is simply establishing the base colors of my face and the lighting (and lack of).
http://i305.photobucket.com/albums/n...s1/step2-1.jpg
The next phase consists of me going back and reviewing the anatomy some what now that light has been applied. Once that is done I will make a new layer and add more complicated layers. I will post more later.
An update mid process. As you can see everything is much more solid and I have pretty much entirely fleshed out the nose and now I am moving onto the cheeks and eyes. The once I flesh out everything like the nose, other colors and finishing touches will be added.
http://i305.photobucket.com/albums/n...s1/step3-1.jpg
So I in my infinite wisdom forgot to save a .psd of the self portrait, so I was forced to move onto a new project. This is a painting of a comic character for the creator of said comic.
Canvas is 3000X3500
http://i305.photobucket.com/albums/n...progress-1.jpg
One thing someone said on the PA artist corner recently, was that you should always build your WHOLE drawing up steadily, rather than pushing bits ahead of other bits, like the character having significantly more detail than the bike at any one point. Think of it like a guy walking towards you through the fog. You gradually notice more detail until he's in your face.
Youre completely right exam, you start off with large brushes and the background and work your way forward, saving details for final renderings.
I am just extremely horrible with work flow and it really hurts my efficiency. I am finally getting a proper tablet so hopefully having basic things like pen sensitivity will help me speed up the pace and proper plan as I can't even create line art on this thing without taking 5 hours.
Also what is "PA" forums? I am trying to get into other artistic forums to find work.
Penny Arcade Forums, the Artist's Corner. Lots of great people there, lots of pros who will give you great tips.
I'd link it, but the forums appear to be down at the moment.
Working on the main character for an untitled project, currently designing his headphones.
The headphones are attached to the hood so by rotating them he can move his hood as he pleases.
This is necessary as this character is deaf via torture (basically has modified suction cups placed on his ears hooked up to a vacuum, it tears them off). So the headphones are both used for hiding and protecting the now open ear cavities.
Here is the first design, will be posting more. (Note the face and hood are merely a dummy to display the headphones, they will be entirely different for the character)
http://i305.photobucket.com/albums/n...tled-1-8-1.jpg
I kinda like the face, though it does need to be pulled in a bit. Nobody has a head sloped that much.
I haven't posted here in forever, some old crap I dug up from about april, still haven't found any jobs.
http://i305.photobucket.com/albums/n...s1/armor-1.jpg
GENERIC CYBER SUIT MANLY POSE GO.
Well I am back to having a lack of scanner in the household and as mentioned before most my work is in a portfolio at school under a blob of red sculpey wondering it's existence in the universe so I can only post what meager works I have.
http://i305.photobucket.com/albums/n...1/IMG_0212.jpg
Made the spear crooked.
http://i305.photobucket.com/albums/n...1/Img_0213.jpg
This one is blurry, but I painted in every scale. Pain in the ass.
http://i305.photobucket.com/albums/n...Img_0462-1.jpg
http://i305.photobucket.com/albums/n...Img_0464-1.jpg
http://i305.photobucket.com/albums/n...Img_0465-1.jpg
http://i305.photobucket.com/albums/n...1/IMG_0652.jpg
made the head too long in this one and fucked up the left eye.
http://i305.photobucket.com/albums/n...1/IMG_0653.jpg
Your organics and animals are awesome. The only crit I can offer right now revolves around the can and bottle. Whereas everything else (which you're so good at) can be morphed and crafted with lines that aren't exact measurements, cans and bottles (of which are manmade) need to give off a definite equality in terms of lengths. What I'm trying to relay, with manmade objects at least, symmetry is not only beauty, but it's also a necessity. Sorry if this sounds more like a preaching or lecturing than some criticism. Just thought I'd give my two cents was all.
The bird is the best one. My suggestion to you is to take a step back from your works at intervals so they don't end up wobbly, like the spear tip, the Coke bottle, and that portrait.
Thank you for the critcism and I totally agree with what you have stated. Overall I have a very terrible workflow and in general need to start planning out all my pieces and properly measuring them instead of just free handing it.
Yeah, sounds like a good way to tackle honing your skills. I get this way too with modeling environments, but even more so with smaller objects since I'm so used to spending time covering larger areas with less polygons. It's all part of the process I suppose. You have a tablet correct?
You don't have to sit there with a ruler and actually take empirical measurements. Take your pen and get a feel for the size of one part of your reference and use it as a guide to get everything proportionally set up. Besides, proportionality isn't the big issue I see. It's that you don't notice when you've deviated from what you are actually looking at. You have to see the big picture and make smaller corrections as you go.
Great stuff man! Glad you are postin again! :D
Keep at it!
3 hour sketch, being xmas break and all I am going to be on an art binge, so what better subject to start it off then with something about coffee?
Process included as usual:
http://i305.photobucket.com/albums/n.../coffeee-1.jpg
http://i305.photobucket.com/albums/n...offeee-2-1.jpg
http://i305.photobucket.com/albums/n...offeee-3-1.jpg
That is really cool man!
update after some crit.
http://i305.photobucket.com/albums/n...offeee-6-1.jpg
Definitely much better. I really like it. :)
I think the edges need a bit of cleaning up, especially where the fingers overlap, but other than that, it's an awesome design.
There we fucking go, not all squiggly.
I was confused as to why Hitler was drinking coffee. :downs:
It is not coffee, its orange jews!
kill me.
Anywaysss I tried to do a forest scene but I felt I couldve done better so I am not sure if I want to continue it.
http://i305.photobucket.com/albums/n...dscape-5-1.jpg
I feel like it lacks depth. Change the color of the haze as the terrain recedes to something a little more contrasting with the greens and blues of the trees, maybe?
It lacks some accuracy in brook/river references. For example:
Attachment 2571
Attachment 2572
It really looks like you let go in certain spots. I can't quite put my finger on it, but there definitely seems like there's something off about how it's all setup. Hope the references help. Sorry I couldn't be more specific.
Thank you for the tips, unfortunately I feel it is beyond help as I did not plan it properly.
Anyways I have some time to kill so I am doing some half ass conception.
Some cheap info on it: side views
http://i305.photobucket.com/albums/n...hematic1-1.jpg
Top/bottom view with(out) swivel camera
http://i305.photobucket.com/albums/n...hematic2-1.jpg
And then here is an orthographic view of me rendering it with some changes to the body. This will be one of a couple slightly different versions.
http://i305.photobucket.com/albums/n...e1render-1.jpg
Obviously I have to finish the above render, but I am reserving that for tomorrow. After the render is finished I am going to go into detail on the "feet" of the robot and show the design for anterior limb paddles that will help it swim. I will also be doing an up close study of the swivel camera on top.
That's neat! It reminds me of the tachikoma's and the HAW-206 Multiped Tank from Ghost In The Shell.
Love the brush technique for the black bordering on its sides. Great job!
Anyways I moved onto prototype 2 considering what criticism people gave me.
I sleeked out the design a bit more, focusing on giving the front a kind of jet ski appearance with the same function in mind as one. As you can see I opened up the vent to suck in water and right now you cannot see it I added exhaust on the back to eject water.
I thinned up the camera to not be as noticeable and also to lessen surface area resisting against the water when it swims.
I redesigned the gun and created front/back sliding covers to help with rotation.
The arms I completely redesigned looking at current generation robotic arms. It will have 3 fingers to grip things along with the ability to stabilize in water and on land (will have "scoops" on each arm to turn in the water, and has protrusions right before the wrists that rest on the ground to give it balance.)
The robot no longer uses legs as transport on land, but instead uses 2 treads (much like a tank) that will provide movement, plus efficient turning on land. They also in the wheels feature buoyancy devices, where once in the water they fold outwards much like fins and helps maintain balance with buoyancy.
The rubber inter tube structure has been moved to the back and surrounds a tank that will work as a swim bladder to control what depth it functions at.
Here is the main shell plus fleshed out arms. I do not plan to draw in the treads as the arms would completely block any significant view of them, so I will have to do multiple angles.
http://i305.photobucket.com/albums/n...ototype2-1.jpg
Some guy posted a symmetrical silhouette for shits and giggles so people could paint on it using some alchemy program:
http://filesmelt.com/dl/yeahfam.png
I decided to try it out.
http://i305.photobucket.com/albums/n...k_sketch-1.jpg
So I have been flipping back in my sketchbook, I was 15 years old when I joined this forum and now I am 18 living out my dream to be a concept artist. Even though this studio section isnt the most lively place, and even though I was an ass to a lot of people back then I still have some kind of strong attachment to this place. This is basically where it all began for me and this site both helped me decide and achieve what I wanted to do in my life. So thanks to everyone who has contributed to this sketchbook so far, even if you may never read this.
Anyways enough of the emotional bull, here is the finished version.
http://i305.photobucket.com/albums/n...k_sketch-3.png
thats freakin awesome!
Youre welcome to model it anytime! ;)
Whoah hey, chains became good. You've got some nice work in here dude.
Chains is basically the forum's best example of an awesome turnaround.
Holy shit.
I remember the days back in 07-08 when most of us gathered at Halomaps and used Xfire a ton. You and Josh have improved so much since then. Glad to meet people like y'all that lie out your ambitions.
Thank you all for the compliments, and yea Exam I was a very troubled kid and I am glad I got past it all.
Yea you have always been a pretty decent dude, though ironically back in those days I thought you were an annoying and immature kid when I acted exactly the same. Blind to our own issues I guess, but that is the past. (:
Ok so as said I am entering the creature of the week competition at www.conceptart.org
The requirements are that it had to be a flightless, armored bird. I looked at all the entries and they all seemed to be the kind of terror bird/dinosaur kind of creature so I decided to try something a bit more creative.
Basically it is a bird that swings from branch to branch then dives down and impales it's victim with it's modified beak.
Here are some wip images then the final work:
http://i305.photobucket.com/albums/n.../process-1.jpg
http://i305.photobucket.com/albums/n...process2-1.png
Final:
http://i305.photobucket.com/albums/n...xplanation.png
The voting doesn't start until the 25th, but if you want to vote for me go here:
http://www.conceptart.org/forums/sho...d.php?t=235377
Since I work fast no one else has posted theirs yet but you can see their WIP's in this thread:
http://www.conceptart.org/forums/sho...d.php?t=235376
I feel like the birds beak should be made from something else. Imo, it looks like the head is in-complete at the moment, because its all mostly one color. Maybe have the birds eyes be blue or? Its head just doesn't seem to pop out at me. Instead my eyes are moving around the painting looking for the more detailed areas.
But again, amazing stuff man. Inspiring!
The tail is actually what's bothering me the most. It has more of a water colour feel than the upper body, which has a sharper image. Basically, the style within the picture isn't consistent where it should be.
Thank you both for the critiques, I have been given some other advice on other forums as well which leads up to this list:
-Extend canvas length at bottom, the composition seems a tiny bit too tight.
-Tone down the blue a bit as it is too bright, not enough value change between background and foreground.
-Tail and head need sharpening
I will work on it a bit more.
I know you've been at this for a while Chains, so I thought I'd ask:
What references and resources did you utilize to become so good at realistic drawing? And considering how different it is to use a paper/pencil compared to using a tablet/stylus, what applications are best for creating quality work (for instance, I'm currently using Autodesk Sketchbook)?
The way I learned to draw and paint is not efficient or very valuable information.
I pretty much did drawings and paintings all the time, but instead of doing studies or any proper work to improve my art I instead did what I would consider "art sightseeing."
Basically I viewed other people's work and anatomy exercises over and over until I got a decent understanding of how they did things to an extent. Then by blundering through attempts to create that style through trial and error I would eventually learn something new. This was extremely foolish of me since my art could have began improving at much earlier stage and only knowing bits and pieces of how artists worked crippled me greatly.
I didn't until recently start using pen pressure on my tablet which helped my work so much.
http://www.conceptart.org/forums/forumdisplay.php?f=42
This site has amazing tutorials for many mediums and art styles and if you take the time to read them and apply them you will learn so much.
Also I would recommend looking up loomis anatomy books and studying those and also try doing some barque studies.
Concerning the pencil to tablet transition, the only thing that works is to use it so much that it becomes second nature, just like when learning the controls to a video game or any other learning experience.
The equipment I use is simple, and there is no big secret to how I work.
I have an intous 4 medium tablet, I work in photoshop cs5.
I work on a canvas sizes 2500X2500 and up as lower resolutions affect your line quality.
I never zoom in past 25% and generally use large brushes and let the pen pressure setting control the size of my brush and the opacity.
I would probably ask someone more skilled than me, because by all standards I am still a novice.
Working on a poster for a contest, the words will be where the little scribbles are.
http://i305.photobucket.com/albums/n...posterplan.png
Needs a little more white space on the left.
I will just have to shift him to the right or shrink him down as we are restricted in our dimensions.
Sweet! Make sure you post the finished version here! :D
Thank you for the kind words.
Also Josh here is the final poster, I don't really like the text but I have never really gotten into the graphic design portion of concept art.
http://i305.photobucket.com/albums/n...sterplan-2.png
i'm not a fan.
it's pretty alright and such, but i simply don't care for it, but that's just a matter of taste.
Chains, are you familiar with the rather large group of people that talk about the art institutes being a scam and whatnot? If youre not, definitely look into that.
Donut to be quite honest, I cannot afford it unless I get scholarships anyways. Even then if it is a scam, I am not too worried about it as all I am interested in is their 3 year bachelors degree. The field I am going into technically does not require an art degree to be successful, but my mother is the kind of person who believes having a slip of paper will instantly improve your life quality. I do not plan on learning much there especially when half of the first year is introducing photoshop to people, but if I get that degree I get financial support from my mom and that along with the freelance work I have been pursuing, I would be able to afford much more specific schooling. This schooling of course is online and my mom has an outlook that any kind of education online is for losers. Of course these "loser" online schools are taught by industry professionals and would be specifically working to improve my art.
Hell, most "art institutes" and art sections of colleges do not teach freehand skills but more to rely on the computer to do the work for you. So I find the art institute to be a necessary evil I have to deal with to get what I really need.
edit- Neuro, I am not a huge fan of it either. I got the news of the competition the day before it was due so I feel it was rushed and not properly planned.
The slip of paper has to mean something to people and businesses in order for it to do you any good. AI slips are not worth the paper they are printed on. You would be better off investing in DigiPen or going to a regular 4-year that has a respectable art program.
E: BTW, try scaling down that last picture and putting it in landscape.
i suggest you read this. this is a personal testimony from moses, a member here at modacity: http://clubvoxannalive.com/sueainow_...php?topic=78.0
there are tons of law suits filed against them too, and if im understanding this correctly, the credits you earn there wont transfer anywhere.
im not really sure how much of whats out there is true, but i can personally vouch for moses' story. i was there for every second of it while it was happening. better to be aware then to spend a ton of money and waste your time.
I was going to apply for AI Senior Year of high school, but then I read about all of that, looked up reviews, and saw that they all back up the poor reputation. Seriously, save your money and your dignity and go somewhere else. AI is a for-profit organization that uses students as free labour to make products for investing companies.
Honestly, you're better off learning the digital stuff yourself unless you don't know where to start. For instance, I'm going to a Liberal Arts College (Georgia College & State University) and so far it's pretty good with what you can learn, especially with what's available to you. I am 2 Hours from home in the middle of no where and SCAD is only 30 minutes from my house. Regardless, I didn't waste my time with it for a couple reasons, one being how expensive it is and two being that most colleges can't keep up with modern technology on an aestheticdevelopment basis. What I'm trying to say is, don't even worry yourself with an overly-hyped Art Institution. If you want or need formal education, then it's best to find what college would suit you the most in a variety of fields.
Either way, the smarts you have with drawing on paper and on a digital surface basically go hand-in-hand; what's important, however, is realizing how to properly transition into the digital medium. You can't implement Chiaroscuro the same way digitally as you do with a pencil. You can't perform the same techniques with a stylus as you can with a pencil (please correct me if I'm wrong, Chains). I know I'm mediocre and more or less a novice, but this is what I've basically gotten above.
Also, carefully research the Digital Media department of the college or university you're looking at. A lot of them suck.
on a side note:
i'm more or less at a point where i get to choose jobs i want.
i got there without any education in this stuff
You are also in Europe though; credentials matter less over there. Here you are expected to at least have an Art degree, mainly to show you went through years of nonsense to reach the point of employment. That's just what I've been seeing looking at job postings for the more well-known companies stationed in the U.S.
Well, I know for the video game industry in the USA, that isn't true. If you can show that you know your stuff and that you have experience, you can get a job. A degree helps, but not all that much. Basically, start teaching yourself and making game mods as soon as possible. Get involved as often as you can. Build a portfolio of quality work and try and see as many of your mods as you can to completion that way you can reference them on your resume.
Oh, and networking. You need to go to GDCs and the like, talk to people, and build a web of people that you can contact regularly. It's always good to have an "in" somewhere.
I agree with you on these points, especially with what's in bold. Simply being involved in a modding community can help you exponentially get better at your craft. I may try this again, once my current dilemma with school is resolved.
A degree is more or less a tie-breaking factor when employers are hiring. If you and another applicant are virtually equal, but you have the degree, then you will more than likely be hired over the guy who didn't have the degree. It's not so much necessary as you say, but it does help in the event of deciding between two potential employees.
Canada = No diploma/degree = no work out of country permit.
That's one of the main reason's I am going to uni for 3d next year. :)
Also, lets not keep derailing Chains thread. :p
I am fine with the conversation, it is relevant.
Anyways your suggestion to get known in the modding community is an interest I have always had, I just can't find a decent mod team that isn't working on a almost dead game. I was on Higuy's project for a while, but I just can't get into halo anymore, I had loads of fun back in the day, but I just don't feel that spirit anymore for it.
@Dark Halo: Yes and no. A studio may just as easily look at the resumé and say "hey, this guy taught himself everything he knows; that's some serious dedication and we could use that."
A degree can work either way, which is why it really boils down to the experience.
Chains: you could start your own project in whatever game/engine you want. Just remember The Rule: have something to show before recruiting.
or join something that's already in progress.
i joined www.eternal-silence.net when hl2 was just released.
making a full conversion mod and getting it steam-published and being able to say 'i did about 80% of all the visuals' will really land you ANY entry-level job in the games biz.
Hey, I followed that for awhile. I never did play it though, I got caught up with other things.
turned out retty fucking good, too bad nobody played it heh.
too steep learning curve.
Learning curves don't concern me. Good gameplay once you do learn, does.
This is why CoD and Battlefield suck. They don't really have a learning curve and they are pretty brain-dead games to me. I'll have to download ES and give it a whirl (I remember the alpha one).
Battlefield can be a rather strategic game if you have the right people on your team. If not then yes, it's a lot of mindless carnage. I hate that CoD and Battlefield get put in the same category of game. They're so different it's not even funny.
AI had a presentation at my school a while ago.
It
was
adorable.
They had AI students talk over this animation so they can pretend it belongs to them.
That's pretty damn atrocious. I would not want to be affiliated with AI in any way, shape, or form.
They are also so similar it's not even funny.
I acknowledge the strategic differences, but the truth is that DICE has played them down too much. It's an option on the table for play, where as it used to be a requirement. BC2 had a better balance between CoD-style play and Battlefield-style play; all they needed to do was introduce a Support class for a total of five and add jets back in that had a focus on anti-air; also maps with more than 4 capture points.
Well if any of you know some modding sites in which I could look for a team, do not hesitate to post them.
No offense chains, but you did have a to work with team, until you quit...
You might be surprised. H2CE got NiTrOuSoXiDe noticed.
That said, yes, latching onto a team working with CryEngine 3 would be far more ideal. Try Crydev and Crymod as areas to search. IMDB might also be a useful place to look up mods for games that you're into. Most teams I see are short-handed in one way or another.
#
you do concept art.
how does an engine have ANYTHING to do with that?
also, 'getting your name out' doesn't mean dick to be honest.
just make kickass art, and your name will get out regardless of what you do.
the type of project you work on is ABSOLUTELY irrelevant to wether or not you get better.
unless you want to get 'famous on the interbutts' (i know i sure as hell wouldn't want to be)
i mean this in a totally non-offensive way, but it sounds like you've got a feeling of 'i'm too good for this' going on.
that being said, i realise there's not much creative freedom n doing a halo-mod, and you'd have a better chance of making cool stuff (non-halo stuff) in a (ahem) 'real' mod.
Sorry if it came off as 'i'm too good for this', I didn't mean it like that at all.
I think Higuy's campaign is amazing, it is more of a personal issue and as you said creative freedom. Furthermore while the engine does not matter, I feel a newer mod on a newer engine will get my artwork seen. If I do kickass art and it is for a game that people do not look up anymore, how will it be viewed? Also higuy's mod and any halo mod here is just as 'real' as any other mod, but from my experience the instant people hear the words 'halo' and 'artwork' they have instant disdain and consider me some 14 year old fanboy.
On a final note, for the better part of me learning digital art (The last 3 years or so) I have been doing halo art and I am to be honest burned out on anything closely related to it.
UDK is always a solid place to search for projects (considering there are a plethora of them). You may also want to try the Nexus forum ones for projects revolving around Fallout or Elder Scrolls games.
Chains, get a online portfolio together and solicit yourself here
http://www.moddb.com/forum/board/recruiting-resumes
And no, concept art is concept art anywhere you go. It dosent depend on the mod, it depends on your quality and how well you perform, and if you have a portfolio on a site like game artist or polycount. I can understand you not working on a halo mod becuase thats all you've done and your out of creative ideas, but saying that you don't want to do it becuase you wont get notice is utter bullshit.
Higuy, I do not want any hard feelings between us and I do legitimately feel that my work will get noticed on a newer game because simply more people will run into it. I have no reason to make a statement made of 'utter bullshit' as what would that accomplish at all, so please tone it down a bit. I am sorry if your post was not meant to be harsh, but I can't help but feel a bit of hostility from you.