Sunday, April 13, 2014

Digital painting practice.

Was practising some digital painting today, trying to establish a sharp look.


Sure would be a lot easier to be proud of myself if not for...


*sigh*....

I'm sure that after that game's release, artist suicides went through the roof.

41 comments:

  1. Is that Rayman Legends? I've never played Rayman but the games look cool.

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  2. You're too hard on yourself. Your art looks pretty slick and it's done well (I like the lighting!).

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  3. That rock makes me instinctively try to click it to mine precious resources!

    I wonder how many artists worked on Rayman Legends...

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  4. You ARE being too hard on yourself. Do you want the art to be a strong point of your games? If you were to do that, then it'd be fair to compare to games like Rayman Legends and Trine. But as it stands so far, your games have had very charming art and fit the scene that areas took place in.

    Although that's just the gameplay. When it comes to the H and CG, it helps to be quite artistic (which you're obviously getting better at).

    Keep making fun games with good mechanics. That's what everyone (mostly) likes your games for imo.

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  5. As an artist, I actually thought Rayman Legends was pretty damned ugly, like almost all the French artwork I come into contact with.

    I fucking hated the goofy flash-inspired animation for all the characters, too. = \
    Anything besides pixel art in 2D games just feels cheap to me. Maybe it's my age showing.

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  6. There are a lot of things I can argue about against Rayman's artistic design.

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  7. Hey I think your art is ... SOLID. Bum bum tish

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  8. As a new comer into the world of art making. I would love to just have the skills you have right now. I have so many stories/ideas I want to make into a game that it kills me. Other days I would just like to draw out a view of a city or town or something that I see that I would love to be real. Nothing to fancy of course. I just think your skills are amazing. I'm just hoping you'll make a non h-game in the future, That's just me though

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  9. You are a one man team.
    Comparing yourself to Ubisoft (wait, is rayman Ubisoft? dammit, can't remember if we french have more than one studio...)

    It's pointless. It's comparing a puddle to the ocean in terms of ressources, budgets, staff number and everything.

    Your art is good. Don't worry that it's not the BEST.

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  10. uummm...... what's the name of the game that you are working and focused now? sorry if i looks like...... a slowpoke and idiot. sorry for bad english *sweating*

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    1. To my knowledge, he hasn't released any names yet; neither for the project temporarially on hiatus, nor the metroidvania-style one he's working on in the meantime.

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  11. Congrats Kyrieru, you may have just unwittingly solved your art slump problems.

    You have envy.

    You got depressed because you have envy for art that is better than yours. So that's something you need to consciously adjust about yourself; whenever you catch yourself being disheartened about work you see, repeat to yourself "Do not envy, admire and get inspired." Look at what that game does right and pick out the techniques and creative decisions you can reverse-engineer and learn from.

    Making a game as beautiful as the latest Rayman games is not outside of your capabilities; they simply employ techniques you haven't mastered or are unaware of, an it's your task to figure it out and employ those techniques as well. If you're going to get depressed every time you see something beautiful and amazes you then why the fuck are you an artist in the first place?

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    1. Actually one of my problems is constant inspiration. When I'm working on games, I actually avoid playing to many other games because I know it will start giving me ideas for other games, and then I lose enthusiasm for what I'm working on.

      As for Rayman, I played it a long time ago at this point. I was just using it as an example what I currently measure myself against in terms of digital painting.

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    2. Oh. Alright. Then you're looking for the alternate medicine, 50 CC's of "Sit Your Black Ass Down And Finish The Goddamn Game"

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    3. For some reason I read that as sit your as BACK down like 3 times...

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  12. Also, here. youtube(dot)com/watch?v=9kQllLy_X4I

    Color theory and selection. The art you see in that picture revolves around the green/cyan spectrum and yellows for highlights. Learn it if you like it so much.

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  13. TRIPLEPOST C-C-C-COMBO

    Oh but go ahead and finish the games you're working on, you can dick around practicing with color theory and painting after you collect your rent money. Otherwise you'll Phil Fish it and re-create your game's art from scratch three times.

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  14. I like these progress posts... hot stuff coming!

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  15. Jesus Christ, anon, I'm pretty sure kyrieru knows basic color theory. Thats shit you learn in sixth grade art class. He already employs more advanced color theory in his games than "paint everything green."

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    1. It's actually kind of funny, because one of the first things I tell people when I'm giving them tips on color theory is hue and saturation shifting, and the relation between greens, blues, and yellows is generally the first example I give -__-

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    2. It's been a while since you've done one of those tutorial things. One of the biggest things some people actually struggle with (Including myself) is colour. Do you think you could do a tutorial on that?

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    3. @Kyrieru: I know, right? :'3
      I'm sure the other anon had good intentions, but "learn color" to you is like saying "you should learn your scales" to someone who's been playing piano for ten years. Insultingly simple. :'D
      I don't know if you've seen this site yet, though. It goes into all the why's and how's of color and light. Very interesting, I think, and it has information I haven't seen anywhere else. Should containt at least a little info for artists of any skill level: www.huevaluechroma.com
      I think your color choices are already pretty great, but if you ever have any questions about how color works, it's an excellent resource. Cheers!:3

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  16. Okay, yes, Kyrieru could theoretically create a game with artwork on par with the Rayman image he posted up there. But since he's one man and not a corporately-owned software development team, you could probably expect a project with that level of art to take several years to finish, because of all the detail required and the high resolution of the art itself.

    You have what you have. Stick to what you have, and we don't expect you to do the impossible or improbable. And just because Michelangelo painted the roof of the Sistine Chapel, doesn't mean we expect that kind of artwork painted in our office lobbies and living rooms.

    That said, nice boulder. I instinctively want to break it with some high explosives because it's clearly going to be obstructing my path.

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    1. I wouldn't expect to create a game with such a large selection of graphics alone, however the "standard" of those graphics is what I aim to achieve.

      If I made a game with painted backgrounds, I'd still be taking a very tile set oriented approach, which would make a game with such graphics doable. Just not as seamless or spectacular.

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  17. Backgrounds are another example of delegating tasks to specialized artists. Like with sex CG, as they are welcome, but entirely unnecessary if your pixel-sex is good enough, you can use one back-color pattern per stage, so those elements are entirely detachable and optional. There are people that are great with static(or very simply animated) landscape painting, but awful with living beings and animation of any kind. The trouble is finding one that is compatible with your art and game style.
    On partially unrelated note, could you do a simple gallery patch to Kurovadis?

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  18. I can relate to many of the commenters here. I don't really like most of the modern cartoon-ish like drawings of France. I've been to France and there are other places I've seen with a motif similar to Rayman; the best descriptions I can give are they usually look round like and have many rounded features, they do look like they are making it goofy. The best comparison I can give is that they give me the vibes that they come from the art in children's books.

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    1. I think it's an aesthetic that works very well for certain things, but not in others. For example,
      http://www.magicforces.com/post/64687656124/these-backgrounds-from-the-jungle-book-are-so

      Backgrounds like the ones found in the jungle book are a bit more "neutral", and in most cases more realistic to a certain degree. However, that aesthetic applied to a game with Rayman's tone wouldn't quite have the same impact. Rayman is a game that revel's in the ridiculous, the silly, and the over the top. And it's those qualities that make it great.

      Indeed, you could say it looks like something from a children's book, but it comes down to whether or not you see that as a problem.

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    2. Talking about french art, have you ever watched Wakfu? It's has a very particular style, like between the Avatar series and American animation. Unfortunately I'm no good at french

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    3. Wakfu was initially a flash game. It's been heavily influenced by the roundiness of flash vector graphism. That, and most of the artists working on it are from the japan-cartoon french generation (heavily influenced by both animes and cartoons).
      This style is more of a synthesis of different styles than a style in itself.

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  19. Hey Kyrieru, I just remembered a game I played a while back that might interest you, specifically with the art, game design, and overall presentation. The game was called Punisher, here is a link to the game.

    http://www.dlsite.com/maniax/work/=/product_id/RJ110019.html

    I thought that this might give you some inspiration towards different styles and approaches with the atmosphere of the game you're designing. I think Punisher might hold some elements that you might like an consider adding and using towards your game, specifically with the environment.

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    1. Oh, I forgot to mention I'm not interested in guro or death of the protagonist but the the focal point should be on the style used rather then the genre, I mean that game got a bit weird towards the end especially with some of the bosses and traps but the art style was excellent.

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  20. how about some sprite previews?

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  21. ...People are nonchalantly talking about art practices on a blog like this...
    That's fucking awesome.

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  22. You know that that background was probably the product of 50+ hours of detailing and editing, right?

    That being said, yeah, artists that are paid well get to focus on developing their artistic abilities (and not worry about being able to pay the bills), and will get better, faster because of it. That's why celebrities look so good (other than the fact that they often become celebrities BECAUSE they look good). They have enough money to buy higher quality foods, enough time to go to the gym every day and cook healthy meals, and enough resources to have a personal trainer and nutritionist and so forth.

    Life ain't fair, and money is everything.

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    1. I don't think it would have taken 50 hours. With experience comes quality, but with experience also comes a lot of speed. 8 Hours would be enough for a good artist to do a background of that quality from scratch (Just an image). However, a Rayman level isn't just a bunch of large images, so it's hard to say how long it actually takes to do an entire level.

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    2. There's NO WAY that painting took 50+ hours. A lot of non-artists talking about art in this thread. = =;;

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  23. EEEWW
    please dont tell me there will be futa in your beautifull games? :[
    I just the voting on the side
    will there be a switch to turn abnormals (like futa) off ?

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    1. Kurovadis had futa so you are backstabbing yourself. Kyrieru tries to cater many fetishes so I don't see a reason why futa is so wrong in games with rape, vore and inflation >_>

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    2. rip me then i guess
      my last words are "please let it be turn off able" after all
      ^.^

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