FrozenDeath

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  1. FrozenDeath

    Android

    Here is a long overdue kiriban for Kodiakx, his robot mastermind Android. Done in Photoshop with a little ZBrush.
  2. FrozenDeath

    Dirty Linework

    Thanks! Here is the color image.
  3. FrozenDeath

    Dirty Linework

    http://battlewraith.deviantart.com/a...mple-100986636

    I'm working on the color. At one point I was thinking of doing a metallic look with the boots/arms. This is a gradient map applied over the top of the color I had done at that point. I'm using a lot of gradient maps and adjustment layers in Photoshop now. It really makes it easy to color things quickly and allow you to make tons of changes quickly because you only have to paint in the values (ie black and white) most of the time.
  4. This thread is pure gold. It really paints a picture of how these forums have turned out the way they did.

    This, I think really captures the mentality that drives these forums:
    [ QUOTE ]
    So, yes.. in the same way I, as a social drinker, can be angry at someone who drinks till they can't stand then drives home without being a hypocrit; and the same I, who occasionally lose my temper and yell at my son, can be angry at someone who relentlessly verbally, emotionally, and mentally abuses their child without being a hypocrit; I, as an occassional thread jacker, can be upset that a group of people drive every thread in this forum into gibberish, without being a hypocrit.

    [/ QUOTE ]
  5. FrozenDeath

    Dirty Linework

    It's all digital. Lately I've been using a brush setting in CS2 that is fairly transparent but more defined than an airbrush setting. So I can lay down some fine lines and progressively darken them by drawing over.
  6. FrozenDeath

    Dirty Linework

    here I think I'm going to do more monochrome shading and then do the color. I'm working on a more pencil-like approach with my lines. Anyway, hope y'all dig.
  7. Thanks for the replies guys!
  8. Hai,

    Was drawing faces and thought this one would be good for Larissa
  9. He did a great job, congratz!
  10. That turned out really nice!
  11. Hola,

    Here's a couple recent pieces:
    My blaster, Mere Mal Faire

    And this non-coh piece which I made for a Halloween themed show at a local gallery. I used a combination of 2d and 3d in this piece which I hope I can refine and use for more superhero based stuff.
  12. It was yesterday right? My account was borked, but best wishes. Hope it was fun.
  13. [ QUOTE ]
    I have that issue of Spectrum.

    [/ QUOTE ]

    ???

    Thanks for the replies!
  14. [ QUOTE ]
    wow, the ending sketches were different than I expected, seen to many tentacle hentai to not expect that,

    [/ QUOTE ]

    Not sure why, but based on this comment I pictured her gnawing her way through the tentacles.
  15. FrozenDeath

    Color Design

    Talking about color, you're basically talking about value (light and dark) and hue (which is the actual color component--red, yellow, blue, etc.). Another thing to consider is saturation, which is how much color is being applied. Saturated colors look intense, desaturated ones look washed out--weak or more subtle.

    Designing a character, you want it to read. You want to lead the viewers eye and not have the different elements be confusing. The natural response for many people is to simplify the design so there is less to work with. That's why you end up with so many characters that are variations of one color or a color plus black or white. Particularly using one tone plus black is popular because you just have to worry about one color and value. But it IS way overused and should be avoided if you want a character that is going to stand out.

    You absolutely should learn to use opposing colors. The way not to use opposing colors is to have them spread equally over the area of a costume (like the random generator would do). Decide what color is the primary one and then use the opposing color to make significant elements pop. A plant character may be mid range green, with a greenish-yellow as a secondary tone, and then bright red or orange for the eyes, spikes, fingertips...whatever needs to pop and be threatening.

    The effect can be more subtle as well. Imagine a bright yellow outfit with dark tights. Instead of making the tights black, you could try a dark, desaturated purple. The opposition of the colors, as well as the values, creates a different kind of tension than just yellow versus black.

    I generally use at least 3 colors in my designs, sometimes 5-6 with variations in the dominant tones, but it all boils down to what you're trying to achieve and YMMV.
  16. FrozenDeath

    A good artist

    I was actually wondering about Timm. I'll seek out his website.
  17. FrozenDeath

    A good artist

    [ QUOTE ]
    He does share Juggy's fondness of repeating poses

    [/ QUOTE ]

    You mean like tracing? I know Timm has a recognized style that can be easily recycled--did he reuse his own poses as templates? I've seen his stuff but I'm not that familiar with his work process.

    Congratulations on the pieces Woody! That guy's a nice find.
  18. ???
    Anairellan is offering commissions. You can click on his name in Larissa's post above to go to his deviantpage for examples. Very reasonable rates.
  19. [ QUOTE ]
    I understood about 5% of the technical stuff....

    [/ QUOTE ]

    Ambient occlusion and image based lighting are basically workarounds to simulate radiosity (light that bounces and reflects the way it does in the real world. ).

    Subsurface scattering refers to the way light enters into certain materials and is redirected causing a glow effect. Like the way your ear turns red when there is a light behind you.

    I take the optimized morphs thing to mean they use stock figures that are tweaked to approximate individual characters.

    "Photo-real multi-level translucent core texture maps"

    Generally when you texture something in 3d, the information is broken down into channels. So you have a color channel, diffuse channel, specular channel, luminosity channel, bump channel, gloss channel, etc. So you make all these different textures that go into each channel to precisely control each attribute. Then when you render, all this information is combined into the final look.

    There are lots of solutions out there for these things, the real catch is the technical prowess and artistic vision to pull it off. Welcome guys, best of luck!
  20. Stealing is one thing. Quality is another.

    In terms of his quality, well I laughed my [censored] off reading the criticism of his work. But from a market perspective, he had to have been doing something right. I mean, yeah you can flaunt whatever standards you want but at the end of the day somebody was buying these books. I certainly wouldn't hold his art up as a great, or even good example of how to produce a comic. But on the other hand, I don't think he should get extra scorn points for being successful.

    Image was a new line, so people could look at the art and decide whether or not they thought it was worth buying. There are so many worse incidents out there where a comic suddenly changes staff and the writing and art goes down the toilet.

    I'm still emotionally scarred from when Jack Kirby left Machine Man and was replaced by Steve Ditko and writers who immediately removed half of Machine Man's weaponry from his body for no apparent reason. Or when John Byrne left The Hulk and was replaced by Al Milgrom and the book went from completely awesome to sucktastic in the span of one issue.