Monday, April 21, 2014

Good bye

Good bye, people who don't really read this blog anyway, I'm migrating over to my own site at fisguard.com//blog. See you there, nobody! :P

Dreadwing

This one was based off /u/lolazaurus' character on Reddit. It's based off of his Avian necronight Dreadwing and his pet that vomits blood. A lot of blood.

Sunday, April 20, 2014

You've earned your meal


He doesn't know wheres he's from. She doesn't know where he's from, but he can teach her how to catch food.

Wednesday, April 16, 2014

Mock Starbound Scene

I drew this scene in Photoshop to give my own spin for a new biome for Chucklefish's game-- the urban biome.

Sunday, March 30, 2014

Gladia- Melifinian Guard


A proud guard of the North Claudian Rim. The Melfinian archers defend their quarters with their front unarmored and donning bright colors, showing a complete lack of fear and justified confidence to their enemies. Gender isn't necessary when it comes to their tradition and ability in battle.

Thursday, March 20, 2014

Sokkori


This is my monster hunter/trainer Sokkori! I based her off my girlfriend.

Wednesday, March 19, 2014

UNFINISHED JUUUNKK!



This will be a render of Sokorri and her sea creature basking in the early morning light. It's just some basic forms and is subject to a higher amount of detail. She'll be clothed when it's finished

Saturday, March 15, 2014

The folks at FX liked this one. Its for their upcoming show "The Strain", by Guillermo Del Toro. Also, hands are a bitch.
Man, legs are hard to draw. :/

Shirt related stuff

A sublimated tee I painted for Disney.
Tony Hawk youth designs featuring Hawk Kid. We also did some sketches to develop another character for our own Skate Monkey brand.
Here's The Gentleman as a bite sized sprite. Animation in Photoshop isn't as bad as it used to be.

The Gentleman. He doesn't take crap from nobody. Probably.
A poster I did for a charity event to help a local theater move to digital film.
The Drowning Melifina. It eats clouds and rains water to power itself.
Some pixel art.






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.