Yeah of course, no rush at all.
Kinda late but here it is:
http://i.cubeupload.com/lKMjDw.png
It really falls apart a bit when seen at this size, hahah!
ServBot, that robot reminds me of what this artist does:
https://www.artstation.com/artist/rahmatozz
ServBot, that robot reminds me of what this artist does:
https://www.artstation.com/artist/rahmatozz
Also here's my most recent piece. I did this during the last couple days, and finished it about 20 minutes ago... not completely happy with it, but I enjoyed it nevertheless:
https://www.artstation.com/artwork/tourmaline-valley
Ahh gotcha, fair enough. The visual style reminds me of Mikhail more, but the designs themselves might be closer to Claxton indeed.I wish, haha. Absolutely love Mikhail, though I wasn't thinking of him at the time. Most of the time I draw robots I worry about ripping off Trevor Claxton.
Hahah, no! That would have been crazy. That rock is about 70% photos, with some painting and stuff on top getting rid of some details I didn't want and adding some I wanted (obviously the shape and everything was done first, I just added photo on top mid-process to get extra detail).Is that rock texture hand drawn?!
Ahh gotcha, fair enough. The visual style reminds me of Mikhail more, but the designs themselves might be closer to Claxton indeed.
Hahah, no! That would have been crazy. That rock is about 70% photos, with some painting and stuff on top getting rid of some details I didn't want and adding some I wanted (obviously the shape and everything was done first, I just added photo on top mid-process to get extra detail).
Ahh gotcha, fair enough. The visual style reminds me of Mikhail more, but the designs themselves might be closer to Claxton indeed.
Hahah, no! That would have been crazy. That rock is about 70% photos, with some painting and stuff on top getting rid of some details I didn't want and adding some I wanted (obviously the shape and everything was done first, I just added photo on top mid-process to get extra detail).
^^ The hair movements are really good in the animation. kudos.
So may as well share this here. I've been writing a story on and off for about 6 years now establishing the [big] universe, key characters and plot. That may seem like a long time, but I didn't make much progress until the last few years, with this year culminating in the final drafts. This week I managed to create my first composite of my main character and concept for one of the settings. It's still a bit rough and is nothing official, but it marks one of the few moments I've been able to project how the art and setting might look.
Wont spoil the story synopsis just yet, but it takes place entirely in a self-contained Dream World (meaning it's not in "our dreams"). It's been a challenge to develop everything alongside my artistic abilities, because i'm not always able to put the story or characters onto paper. After all that time however, I'm finally coming into my own style and am excited to see how both of those continue to grow.
Feedback is appreciated, especially on her costume. This character alone has gone through 60 different iterations before landing on this one and I'm almost completely satisfied with it. Here's what her hair looks like
^^ The hair movements are really good in the animation. kudos.
So may as well share this here. I've been writing a story on and off for about 6 years now establishing the [big] universe, key characters and plot. That may seem like a long time, but I didn't make much progress until the last few years, with this year culminating in the final drafts. This week I managed to create my first composite of my main character and concept for one of the settings. It's still a bit rough and is nothing official, but it marks one of the few moments I've been able to project how the art and setting might look.
Wont spoil the story synopsis just yet, but it takes place entirely in a self-contained Dream World (meaning it's not in "our dreams"). It's been a challenge to develop everything alongside my artistic abilities, because i'm not always able to put the story or characters onto paper. After all that time however, I'm finally coming into my own style and am excited to see how both of those continue to grow.
Feedback is appreciated, especially on her costume. This character alone has gone through 60 different iterations before landing on this one and I'm almost completely satisfied with it. It's difficult to create a unique design to serve as both an iconic representation of the world and a template for other designs while keeping it simple and easy to replicate. Here's what her hair looks like
Here are 3 variations I made for some sort of giant structures set in some tundra.
Don't wanna clutter this so the third I'll just leave it for the link.
https://www.artstation.com/artwork/6veEn
Each one took me around an hour, and I did them on Thursday and Friday during my lunch breaks (two of them) and Thursday after work (another one).
Love the character design. I think her costume is really simple and great, which could make her iconic depending on her relevance in the story. The glowing neccklace is what seels the whole costume I think, just enough to tell it appart from other normal wizrd robes.
And for not being final the drawing and colouring is already pretty great.
Mik, stop being so awesome!
Are you working on any games or movies making scenery art by any chance?
I work as a 3D artist (ie, no sketches or paintings or anything needed) at PlatinumGames, working on Scalebound specifically. And I'm terribly far from awesome yet, but one day I want to be able to shift my position from 3D artist to concept artist... hopefully. One day...
I don't have much to say other than I am a huge fan of the costume and character design. I look forward to seeing more.
Love the character design. I think her costume is really simple and great, which could make her iconic depending on her relevance in the story. The glowing neccklace is what seels the whole costume I think, just enough to tell it appart from other normal wizrd robes.
And for not being final the drawing and colouring is already pretty great.
MIk you're a big inspiration for me while I'm learning how to do level design concept, and now that I know you work for games I'm slightly less jealous lol. Keep on doing your thing!
Thanks guys! Yea drawing wise the proportions and face still need a lot of work, and the costume isn't 100% either, but the overall shapes, colors and themes are getting really close and it's great to have a visual representation at that level.
Her costume is designed to be visually appealing both in motion and standing, especially in low-lighting conditions. It invokes an air of mystery and modesty but also emphasizes her physique. Its primary influences include witch attire, faerie/pixie garb, and a retro sci-fi sleekness; there is a touch of cosmic overlay to give it a slight "outer space" look. It's inspired by the shapes of spiders (thin arms, thin thorax and a wide abdomen). Form fitting, but loose look; it heavily resembles nightgown pajamas. The colors feature gradients and are mostly neutral to suggest ambiguity, with splashes of brown, violet and blue to make it look like it's always reflecting blacklight.
That blacklight of course comes from the necklace, which is part of the main hook of the story.. Working title of course. Can't call it that or i'll end up pissing some natives off, lolIt's a Dream Catcher, and so are the ones hanging on the buildings
I work as a 3D artist (ie, no sketches or paintings or anything needed) at PlatinumGames, working on Scalebound specifically. And I'm terribly far from awesome yet, but one day I want to be able to shift my position from 3D artist to concept artist... hopefully. One day...
Nothing private too recent that I can show right now, though I'm working on something now but that will take a while until I can show it. Work related, I was the main artist in charge of what was shown for Sclaebound during the Gamescom trailer, but obviously most of my team joined for things here and there so it's not just my work, obviously.Holy cow dude, that's awesome. Do you have any 3D work you can post?
Thank you! Everybody here is showing improvements and that's amazing. There's so many people that make me go completely jealous! But in a good way, as it gives me motivation to go and improve myself. You keep doing your great stuff as well!!MIk you're a big inspiration for me while I'm learning how to do level design concept, and now that I know you work for games I'm slightly less jealous lol. Keep on doing your thing!
Yeah, I've been doing 3D for much longer. For now I'm trying not to use 3D on my artwork so I get things like perspective inside my head, but eventually I will probably throw in basic 3D layouts sometimes, I imagine. Also for things like making vehicles and whatnot.So you more accostumed to 3d modelling? Thats makes you even more amazing, as doing concepts is only a hobby and you aready are great in my book with the things you show in this thread.
Also pretty cool you are working at Platinum (now I understant you gaf member tag), hope all is going great there!
It actually remind me of that, so I think you are capturing perfectly what you wanted to tell.
Hey! Thanks for the comment, I want to think I got better compared to what I was able to do about a year ago. The journey is still going to be quite long until I can do this for work, but it's an enjoyable journey nevertheless.Mik your skills have really come into their own the last two years, youve worked extremely hard and getting a really well rounded set of skills and its really been evident. Im especially proud because, for Spaniards like us, we usually have to leave our home in order to get opportunities so Im really proud to see you at a great company doing meaningful work (something Ive felt really lacking in my own career for the last 3 years)
Great job, I would love for us to be able to collaborate in the future. You know how to find me
Thanks barik!^ Mik: great stuff as always!
Glad you think so. Sometimes, if I can't visualize what I want to draw, I'll try to describe it and it helps. Is a constant iterative process for me where I have to discover the perfect design, and I know I'm so close. Keep pushing and pulling different shapes and colors. I just scrapped everything again and got here. Not done yet and i'm already in love with it.
60th time's the charm?
Hey! Thanks for the comment, I want to think I got better compared to what I was able to do about a year ago. The journey is still going to be quite long until I can do this for work, but it's an enjoyable journey nevertheless.
Regarding to Spain, it would be nice if it had more opportunities... I don't know if I'd take them anyway, but it would be nice to know at least. And yeah, currently working on a big title is great and I'm learning a lot, but on my earlier company not really, and it was probably way more wasteful (as in, lack of self improvement) than I would have liked it to be... but I guess for some things you just can't depend on your work or others to help out :/
Oh, and yes, knowing how small this industry is, I wouldn't be surprised if one day we end up working on something together without even knowing, hahaha! But yes, I know where to find you, and yes again, I would love to collaborate on something whether work-related or for fun one day!
She has so much charming personality in her face. Love it!
Tried making a character rotation:
nice. am going to guess that the hair was the most difficult.
do you guys design your hair to be easier to animate, or do you like having the challenge?
Agree with this, and it's something that is becoming standard in the game industry. Doing 3D blockouts and sending them to the concept artists is quite common and helps the concept artists skip the whole setting the perspective planes, though it kind of limits them a bit on what they can do.Hey guys. Don't want to flat out promote the Kickstarter I'm involved in, but I think some might be interested in checking out this bit of concept art work flow.
I built the scene in Unity with the game assets. The image below is not the final composition obviously.
I also added some lights from within the game engine (not pictured) and then brought it
to Photoshop to add more color and detail.
It's definitely not a bad Idea to incorporate 3D, it has helped me with environment stuff too.
Agree with this, and it's something that is becoming standard in the game industry. Doing 3D blockouts and sending them to the concept artists is quite common and helps the concept artists skip the whole setting the perspective planes, though it kind of limits them a bit on what they can do.
I personally haven't started using 3D yet for my stuff because I wanna work some basics first, but I plan on doing so eventually (hell, I'm a 3d environment artist to begin with, would be silly not to use that).
Love your work.
Companion piece. My apathy is just too strong.
Love your work.