Uknownxl's Art Thread


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UknownXL
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Hello Everyone,
I was hoping I could post some of my work for our current games here and collect some feedback. This is for a current project we are working on called spirit void. Take a look and please comment. Let me know if you have any questions in regards to the game or anything and I will be happy to respond.

Uknownxl Art Thread

 posted 2012-05-08
UknownXL
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Took some feedback in the chat and made an update. Also added in some of the other items I have off to the side. Let me know what you guys think.

Uknownxl Art Thread

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 posted 2012-05-08
pepperpunk
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Maybe add some extra chipping and bits broken off on the bricks around the edge of the hole in the wall?

Also, maybe add some variation to the texture on the floor blocks, at the moment, the texture repeats on each block and is noticeable. There's also issues with the lighting direction on those blocks, there's a clear light source, so the floor blocks to the right of the image should be highlighted in the opposite direction. Overall it's a nicely put together piece, but a little more work to sort out the lighting, and to add some more atmosphere would work great. Also, if you could animate the cloud very slowly drifting across the moon, that could be a really nice bit of polish that wouldn't take long to do.


 posted 2012-05-08
IbeTom
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Love the artwork, so much attention to detail! By far the best part is the painting of the king, like I told you , I love it :D

 posted 2012-05-08
UknownXL
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@Pepperpunk: Thanks for the feedback! This is actually just a mock up so nothing is really final. All of the artwork is made so I can easily put together levels with our level editor. So things like more chipped blocks and so on are not a problem. With the floor blocks I was thinking of adding a wooden floor that is one piece rather then multiple blocks. I did want to animate the cloud but I think those things will be handled with code. But either way I assume its fairly simple.

@IbeTom: Thanks for the comments! The characters in the game will be very similar to that style so maybe thats something you can look forward to.

 posted 2012-05-08
kevintrepanier
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It's neat, there's a good feel to the color scheme. It's a bit flat though. What bothers me the most is that the light filtering through the hole in the wall doesn't come from the moon at all. Highlights and shadows are not clear either about where the light come from.

For example, the little desk in the second picture. If it's close to the wall under the hole, it should be darker as there's not much light that fall on it. If it's far from the wall, maybe the light rays should fall behind the desk instead of over it. In both cases, the light comes from behind but I don't feel it with the shadow you used.


 posted 2012-05-09
UknownXL
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I went ahead and took the moon out and have it so I can add/remove it for different scenes. I also have it so I can attach different beams of light.

 posted 2012-05-09
KevinDoesArt
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I think your biggest issue is with value clarity- any painter will tell you that selling realism is 100% about value, the color can be almost whatever the hell you want. Your lighting is inconsistent and just not that interesting; you should really use value with a little artistic license to emphasize important elements and give the scene real depth.


Coming soon...

 posted 2012-05-10
DrawnSean
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Did a quick go over on it, I found that the image was quite confusing to look at and that the detail everywhere dragged the eye everywhere to! :) I tried " focusing " the eye on the sitting knight using highlights and darkening areas. More notes included.


 posted 2012-05-10
UknownXL
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Hey Sean, yeah I like the look of that and its what I had in mind. There are a few ways to do it but im afraid it could kill performance. I could have a lighting overlay that displays the shadows in correspondence with the light. Plus I would have to adjust the lighting for each object in the lights path. (there will be over about 40 rooms)

The problem is the game is put together using an editor. So all the pieces I have made are made so i can easily insert them in different places. I am not sure how I would go about it when the graphics will have different shadows depending on what room they are in.

 posted 2012-05-10. last edited at 2012-05-10
Antriel
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really nice Sean!

Problem is the game is dynamic and robot moves.. beside other stuff. So it might be quite difficult to get that effect dynamically.

 posted 2012-05-10
UknownXL
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I am pretty clueless when it comes to Photoshop so I have been trying to sketch a bit more lately and im trying to learn more. I put something together yesterday mostly for fun and would love others opinions on it. I created the character in flash. I was going to color it in Photoshop but that didn't go over well. So I ended up doing some quick details again within flash. I did the tiles in Photoshop though.

Let me know what you guys think.

 posted 2012-05-11
DrawnSean
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Like the guy! , cracking on the tiles also looks pretty cool.

The angle of the shadow looks off, and compared to the man standing the tiles look like they need to be skewed "forward" more if you get what I mean.


 posted 2012-05-11
UknownXL
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Yeah I was thinking the same in regards to the tiles. I actually drew the tiles first then the character. Going for a zelda esque view. I actually didnt even think about the shadow. I just added it in as an after thought as well. I had it there to show Peter (my coder) thats how I would like to have shadows if we went dynamic with it.

 posted 2012-05-11
DrawnSean
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Too much free time.


 posted 2012-05-11
UknownXL
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Seems kind of off to me. But could potentially work while in action.

 posted 2012-05-11
Antriel
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Well that depends on where the light comes from :P

 posted 2012-05-12
UknownXL
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Hello Everyone,

I haven't posted in awhile so I thought I would update everyone with what I have been working on. This is the title screen for a quick 2-3 week project I currently have in development. (until Antriel is able to work on Spirit Void again) The project is nearing its end and im close to having everything finished. Let me know what you guys think.

And here is a game play image. Note that the final game will display a shadow engine which is not shown here.

I would love to hear some feedback.

 posted 2012-05-25
UknownXL
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Here is something I have been working on today. I plan to add a background and perhaps some foreground elements. I think it would work nicely with a parallax effect. Let me know what you guys think.

 posted 2012-06-20
UknownXL
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Another update:

This is my first shot at 3D. Its low poly, but I think it looks pretty good. Let me know what you guys think.

 posted 2012-06-22
RamosEmanuel
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That pure stealth artwork is hot


....where my skin...give me back skin!....

 posted 2012-06-23
UknownXL
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Hey guys got some new progress today. Been watching tutorials and stuff to see how others do it and I think its helping alot. I would love some feedback.

Feel free to check out the site to view some of the other models I have.

http://www.iconic-games.com

 posted 2012-06-24
UknownXL
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Here is an image of a game I have been working on the past few days. Obviously not all the art is shown, but I think the game is taking a nice shape. Let me know what you guys think.

 posted 2012-07-02
RamosEmanuel
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Ther are ok , they dont impress me much but as i sayd above,that stealth art is sick, very well done


....where my skin...give me back skin!....

 posted 2012-07-02
filya
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You are working on a wide range of art styles. Not being an artist, I am not sure whether that's a good thing or bad.


CraZ Outbreak is now available for sitelocks!

 posted 2012-07-02
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