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Dota2CharacterArtGuide.pdf

Dota2CharacterArtGuide.pdf

http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterArtGuide.pdf

Related:  Character Design3D Real TimeCHARACTER AND CONCEPT DESIGNProReferences et textures

Khaos Dwarf Concept Art! Hi Everyone, Well we promised more Khaos Dwarf content for you today, and we thought what better than to show you some of the fantastic concept art we are having done by Des Hanley. These are still very much a work in progress, but we here at Mantic just think they are so good that we have to share them with you: Let us know what you think. And keep checking back for even more great content! Mantic Games is all about providing the best fantasy and sci-fi miniatures and games at great value.

Game environments – Part B: rain In examining the concept art for Remember Me , it is easy to see that the team at Dontnod had to produce wet complex urban environments, often in the rain. The team set to work to produce the most realistic and yet flexible environment to allow the game level designs the maximum impact, flexibility and rendered quality. Here is the detailed account of the effects animation work to produce rain. This is part 2 of our three part series on game environments.

On background art 1 - Leo De Wijs Visual ProductionsLeo De Wijs Visual Productions If you’re new to this site: Hi! I’m a Dutch art director and concept artist and I spend most of my time working on a variety of creative projects in animation, education and business. It’s really interesting stuff I would love to share with the world all the time, but unfortunately a lot of what I make involves information my clients consider pretty sensitive, so I usually can’t. The guide to implementing 2D platformers Having previously been disappointed by the information available on the topic, this is my attempt at categorizing different ways to implement 2D platform games, list their strengths and weaknesses, and discuss some implementation details. The long-term goal is to make this an exhaustive and comprehensible guide to the implementation of 2D platform games. If you have any sort of feedback, correction, request, or addition – please leave it in the comments! Disclaimer: some of the information presented here comes from reverse engineering the behavior of the game, not from its code or programmers.

free game graphics It is once again time for a prototyping challenge! The rules are the same. You are an elite programmer that wants to make something fun without spending ten years in art school learning how to draw stick figures. I provide some easy-to-use graphics and an intriguing game design for you to riff upon. Send me the links to your masterpieces and I'll post them for folks to enjoy and critique. This time, we are tackling an ancient, yet still fascinating, genre that is long overdue resurrection: The God Game.

The Shape of Design EDIT: Updated details on shipping, especially for our international friends. Hi. My name's Frank Chimero. Game environments – Part A: rendering Remember Me Sébastien Lagarde of Dontnod Entertainment explores the world of complex game environments especially for accurate wet simulations with a case study on the incredible new game Remember Me. This is part 1 of a 3 part series where we explore game environments. Part 2 focuses on the rain, and part 3 on the materials used in Remember Me. Introduction Sébastien Lagarde has just finished as part of the team on Remember Me from Dontnod Entertainment and published by Capcom (releasing June 2013 for PlayStation 3, Xbox 360 and Microsoft Windows). How to draw - 90 drawing tutorials and pro tips Every month, ImagineFX magazine is inundated with queries from digital artists looking for advice on a specific problem they are having with their drawing and painting projects – as well as their usual hit of hints, tips and inspiration. ImagineFX has a wealth of professionals on hand to answer those questions, provide tips on how to draw better, and provide tutorials for those learning how to draw and paint. They can even come to the aid of fellow pro artists who have become frustrated by a specific technique. Here is a collection of those digital painting and drawing tips and tutorials, gathered together in one mammoth feature to help you improve your artwork. Most of the articles are Photoshop tutorials unless otherwise stated but the tips apply to other photo editor applications whatever software or hardware you are using – and some will even be of use to you if are a traditional artist. Happy drawing!

The Cinematography of "The Incredibles" Part 2 See Part 1 here.Continuing with my case study of the shot compositions from Pixar's film "The Incredibles". All images used here are ©Disney/Pixar (unless otherwise stated). Composition in film includes many different aspects; color, shape, line, contrast, positioning, cropping, viewpoint, rhythm, perspective, proportion, geometry, and many more. The dinner table sequence is a nice one that showcases how well you can move the camera around depending on which character(s) you want to make as the focus of the shot.

Jack Kirby-Julius Cesar costume designs In 1969, Sheldon Feldner contacted Marvel Comics, asking if one of Marvel’s artists would be interested in designing costumes for a production of William Shakespeare’s play Julius Caesar by the University Theatre Company at Santa Cruz at the newly-built Cowell College of the University of California at Santa Cruz. As luck would have it, the Kirby family had recently moved to California, and Stan Lee recommended that Feldner contact Jack Kirby. Kirby designed the costumes and provided a drawing that was used on posters, handbills and programs at no cost to the students. 1969 – Julius Caesar Military photocopy 1969 – Julius Caesar Civilian photocopy 1969 – Calpurnia original art CG Education The Visual Difference Between Linear and Non Linear WorkflowBy Neil BlevinsCreated On: Sept 21st 2013 If you don't know a lot about Linear Workflow (LWF) yet, you may wish to read Wouter Wynen's Linear Workflow tutorial and my Linear Workflow In Vray For 3dsmax Cheetsheet before reading below. While these are max/vray specific tutorials, the theory is the same for all renderers and 3d apps. This lesson comes out of a discussion we had on the vray forum, there's plenty of tutorials discussing how to use Linear Workflow, and why you should use Linear Workflow, but there isn't as much information out there on exactly what the visual difference is between a Linear and a Non Linear workflow image.

Temple of the Seven Golden Camels: Contrast and Variety I often talk about how creating distinct and interesting characters with unique personalities is one of the most important parts of our trade. I'm warning you now, this is another one of those posts! Raymond Chandler was a writer of detective novels and the creator of the iconic hard boiled detective Philip Marlowe. Towards the end of his career, he sat down for an interview with Ian Fleming, the writer of the James Bond novels. Why Crunch Modes Doesn't Work: Six Lessons Why Crunch Mode Doesn't Work: 6 Lessons There's a bottom-line reason most industries gave up crunch mode over 75 years ago: It's the single most expensive way there is to get the work done. by Evan Robinson Executive Summary When used long-term, Crunch Mode slows development and creates more bugs when compared with 40-hour weeks. More than a century of studies show that long-term useful worker output is maximized near a five-day, 40-hour workweek.

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