Sunday, April 29, 2012



So this is my Alchemist character. She doesn't have a name in particular, although I guess we can call her Valwyn. She is very strong despite her slender build and baroque outfit. She collects ore throughout the Aetherworld on her own, using her giant grappling hook/drill a.k.a the Valkier-Lassan. It's also known as the Angel Blossom because the explosion as it launches looks like wings,  and the hook is somewhat floral in design. It also has a meter on the side that can point toward denser, safer rock to grapple into. Valwyn stores fragile potions under her layered dress where they are most likely to be kept safe and tougher minerals are kept in pockets in her boots, which in turn strengthen her leg power, helping her move quickly and climb. She can't, however, take a hit too well, as the materials she carries on her are sensitive and may backfire.

This picture started out as a triumphant success for me, but I got too caught up in the nitty-gritty of it before I was done planning, resulting in a background that didn't quite match my character in terms of composition and details and points of interest that could have been more cleverly executed. I know now that I could have done this picture WAY better now, but it's time to move on. I have tons of art to get back to. All of which will be a step up from the last.

Sunday, March 11, 2012

Level of Detail



I've just noticed something about level of detail in art. I know it's best to start with thumbnails, but I've found a bit of a pattern you can follow that helps with just how you should go about it.

Start with a thumbnail of your work at say 2%. Does it succeed from that distance? will people who are 30 feet away from your piece be intrigued by it? Then zoom in. Now you're at 3%. Scribble on some more details. Will it succeed from a little closer...say 20 or 15 feet? Then zoom in. continue until you're at about 5% or 6% and start deciding where you want to focus your detail. Start broad at this point, since you're zoomed out pretty far. Throw down a new layer and circle your main point of interest (make it about 50% of your image) and add detail to it. Zoom in again and make another, smaller circle detail that. Continue with this pattern. Every once in a while zoom really far out and ask yourself if it works. If it doesn't, DO NOT HESITATE to go back and fix it, even if it means you have to draw over precious details. If you zoom back often enough, you won't let yourself waste time on details that won't work. Anyway, continue to zoom in until you are at say...I don't know...12.5% (this is VERY rough. None of these numbers should be in stone). This is where you choose multiple focus points (although you can do this earlier on, too. It's up to you). Draw anywhere from 1-6 circles and number them, in order of importance of where you want the eye to go. For example, if it's a chick swordfighting an orc, make the first point where the blades contact, make the second the girl's face, and the third the orc's face, and then the fourth something like the orc's foot sliding on the ground, showing that he's losing his footing, and so on. It's all up to you! It's your story to tell, so set these circles wherever you want. Continue to add detail until the hierarchy is achieved. You don't have to make these sections circles, either. They can really be whatever shape you want, as long as it works with the composition.

Thursday, March 8, 2012

Aether Glass

The working model for my Aether Glass GUI.

Countess Vespara

With her crown she controls her bees, fooling them into thinking she is their queen, as their real queen loses her wings and transforms into a shell of a vespa, and is kicked out of the hive.

We also have the Fett loungin' out below. After catching Han, he got pretty lazy about his work.