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  3. KoKo5oVaR

Posts by KoKo5oVaR

  • Thurnip's paintings and stuff

    • KoKo5oVaR
    • October 19, 2013 at 4:38 PM

    Also what helps if you don't feel confident with perspective, is taking the picture you want to draw into 3dsmax or other, and blockout the volumes in 3d; that will help you a lot as a base for your perspective.


    If you feel that's like cheating you can use this technique instead, you find where the horizon is in the picture and where are the 2 exit points


    Quote

    [Blocked Image: http://3.bp.blogspot.com/_F94JTwTwuvM/TRdajpbtlXI/AAAAAAAAAY0/aAld4jVF_XI/s1600/two+point+perspective+grid.jpg]


    It's the easiest way to do it


    Although the real thing would be 3 end points, works well if you want to use focal for something tall, like for example, when you look at the top of a skycrapper from the bottom, the top will be smaller than from where you are.

  • Thief 4

    • KoKo5oVaR
    • October 19, 2013 at 3:31 PM

    It's indeed looking awesome !

  • Thurnip's paintings and stuff

    • KoKo5oVaR
    • October 19, 2013 at 1:52 PM
    Quote from Sentura

    I like your workflow, it's a great way to do details right. I don't really have any critiques for it, but maybe you should try painting at a bigger resolution? One of the things I discovered was that doing things at higher resolution let me have more precision for brush strokes and generally left paintings look better.


    What works for me i find when doing painting, not line work, is starting with a huge resolution, zoom it out to be small on screen, and force yourself to work with big brushes that don't let you go into details with a fairly high opacity like 75%, you then try to use the less brush strokes as possible; and then once you got a satisfying basis in color and composition, you get into the polishing and rendering by zooming in and using smaller brushes.


    Anyway that's great stuff thurnip keep on these going !! What you could try is using less sharp lines, because what is sharp means details, and what is details is usually considered as the focus point, so to have a sense of atmospheric perspective that could be an idea for what is the background


    This one from antonov is a good example i find for atmospheric perspective techniques, the lesser and lesser high contrast and the lesser sharp lines and details

    Quote

    [Blocked Image: http://images.wikia.com/dishonoredvideogame/images/4/45/Dunwall_bridge_concept_art_by_Viktor_Antonov.jpg]

  • Indie games and developers

    • KoKo5oVaR
    • October 18, 2013 at 8:47 PM

    To follow this discussion of games dubbed down, sorry for thief4, i want to share a game completely unrelated, but shows that there exists games so hardcore and detailled that they are not even fun anymore; what's funny though is that the game is priced something around 70 euros, imagine a big publisher coming up with something like that. Would never happens. Although this is a shame, because a game like that with amazing graphics would be orgasmic to me.


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    It's so nerdy it makes you feel ashamed to play it, but still a great wargame, i recommend!!!

  • Indie games and developers

    • KoKo5oVaR
    • October 18, 2013 at 4:48 PM

    It's just a question of business model i think, look at what Paradox Interactive does; they a have an awful lot of games in their catalogue but almost all of them aren't dumbed down and are to be aimed at a faithful hardcore audience.


    Square enix on the other end publishes a few costly games, so they have to get the largest audience possible, and thus dumb down the gameplay for that matter to avoid to frustrate the majority.

  • Thief 4

    • KoKo5oVaR
    • October 18, 2013 at 12:31 AM

    I understand your point shacky, but i'm pretty sure given the size of the team, the budget, and the japanese publisher; in no way you will be able to find back the charm and the atmosphere you liked in the old thief 1 & 2. Like HP said in a previous post, it's just made for a broader audience, not a niche for fans.

  • Thief 4

    • KoKo5oVaR
    • October 17, 2013 at 7:10 PM
    Quote from Nysuatro

    Imagine working on the game and reading all these bad negative comments ...


    Man i worked on rome2 ... go read the comments, it can't be any worse if that helps. People are expecting a LOOOT of things from legendary licenses. Even if the game is better than the previous one, they will be disapointed. Actually i think they just make up expectations

  • How to work together?

    • KoKo5oVaR
    • October 13, 2013 at 2:52 PM

    interesting fact from this video : don't trust women, sirens etc they want to destroy your broship and you won't be able to finish your map


    You'll have sex instead and it's not productive

  • Richard Malinar env art portfolio, need feedback :)

    • KoKo5oVaR
    • October 12, 2013 at 3:38 PM

    Check your pms dam

  • What have you cooked recently

    • KoKo5oVaR
    • October 12, 2013 at 3:33 PM

    Gayest thread ever, first food contests, now oiled muscles

  • How to work together?

    • KoKo5oVaR
    • October 12, 2013 at 12:15 AM

    Hey mate,


    Some ideas that i found to work well with me; First put off egos and the feel of personal property over what you do; easy said ..


    Then try to find who between you two is the guy who starts stuff easily and who is the one that finish stuff easily, if that's the case, then one starts blocking out and the other polish, and switch the roles from time to time.


    I find it to be very motivating, because if your in lack of inspiration, your mate gives you a base to work on and you want to work as best as you can to polish his stuff and make it looks good. And the other way around, you see your idea coming out awesomely nice and it makes you all motivated to start something again in anticipation for what it will become.


    Basically value your friendship over the work, in that case you owe your mate something and he does too, in that case you will give the best of yourselves for that friendship, because you have the work of your friend in your hands.


    But i'm pretty sure it doesn't work with everybody, it won't work especially if there is competition, strong egos or if one of you is very critical and judgemental. Then in that case it's better to find everyone a strong defined role and stick to it.

  • Beyond: Two Souls

    • KoKo5oVaR
    • October 11, 2013 at 7:47 PM

    What a classy toilet

  • KoKos sketches thread

    • KoKo5oVaR
    • October 11, 2013 at 2:47 PM

    Postapo character, big rocks, small rocks, old tire, sunset & whatnot


    [Blocked Image: http://kokosovar.free.fr/postapoperso.jpg]

  • Board game tiles (Design question)

    • KoKo5oVaR
    • October 9, 2013 at 1:13 AM
    Quote from Beck

    3D print that stuff. It'd look awesome


    Yes please, then do this https://plus.google.com/photos/1014140…7633?banner=pwa and send it to us, i would be very grateful

  • Richard Malinar env art portfolio, need feedback :)

    • KoKo5oVaR
    • October 8, 2013 at 10:42 PM

    Thanks a lot for your feedback guys

  • Beyond: Two Souls

    • KoKo5oVaR
    • October 8, 2013 at 10:39 PM

    Somebody i trust worked at quantic dreams, and he told me : "i got hired there, 2 weeks later i left seeing what it is"

  • Board game tiles (Design question)

    • KoKo5oVaR
    • October 8, 2013 at 8:26 PM

    Those looks indeed simply made in photoshop with photomanipulation or drawn


    If you don't feel confident with painting, you could totally model that in max, bake a lighting, get a shot from top view and then polishing the painting/textures in photoshop


    What i don't know though, is how you could print that easily at home on hard cardboard

  • The Half-Life 3 thread of closure and memorium AKA what Tyler McVicker just said on YouTube

    • KoKo5oVaR
    • October 4, 2013 at 1:55 AM

    Breaking news, in this episode :


    http://www.valvetime.net/threads/valve-…-expand.243965/


    http://pastebin.com/TZwb9rxK


    Who knows, maybe it's fake and valve is playing around with the internet ?? i ... i don't know what to believe anymore


    but still,


    where's insta ?


    and what the hell is Jean Rochefort doing in the hl3 dev team


    [Blocked Image: http://www.palzoo.net/file/pic/user/Jean-Rochefort.jpg]

  • Richard Malinar env art portfolio, need feedback :)

    • KoKo5oVaR
    • October 3, 2013 at 5:01 PM
    Quote from PogoP

    Good stuff man!


    I kinda wonder if it should be a little bit wider? There is so much wasted space on the left and right of the main content part, which makes all the thumbnails really small!


    yikes that was what i was affraid of ! I only have a poor laptop running on a small resolution, thanks man i need to check that on a bigger screen !


    dux, i need to find them back, probably lost this udk scene was cursed. Thanks, i feel the same for the game , not enough budget, SEGA, not enough time ... errr


    @marcem cheers mate, i need to check that out, blogspot is annoying ;x


    knj cheers dude , i ... i love bricks ..

  • Richard Malinar env art portfolio, need feedback :)

    • KoKo5oVaR
    • October 3, 2013 at 3:51 PM

    Hey guys, i'm actually looking for work again, so i made myself a new portfolio; and before sending applications in an industrial fashion, i'd like to know if you guys have any feedback to give me to improve it. It's ALMOST finished


    http://richardmalinar.blogspot.com

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