theme
crime
Black bird trying to art
#inktober day 1: craetaegus the dream catcher
quick revision of and old character, the son of the dream of a wolf and a hawthorn… I must draw more of him :)

#inktober day 1: craetaegus the dream catcher

quick revision of and old character, the son of the dream of a wolf and a hawthorn… I must draw more of him :)

4 hours ago   &   2

Inktober begin today!!! I will try to made it this year, wish me luck :D

"Samwell & the White Walker"

Second week of the weekly doodle, theme: Game of Thrones
Since the last week I was a bit dissapoint with the composition, colour and shading of my drawing, this time I’ve been reading and watching tutorials, using references, etc and…. it works! and I can see improvement here. Still some steps to be a really pro picture but, this time, I’m pretty happy.

Anyway, constructive critique is welcome! :D

"Samwell & the White Walker"

Second week of the weekly doodle, theme: Game of Thrones

Since the last week I was a bit dissapoint with the composition, colour and shading of my drawing, this time I’ve been reading and watching tutorials, using references, etc and…. it works! and I can see improvement here. Still some steps to be a really pro picture but, this time, I’m pretty happy.

Anyway, constructive critique is welcome! :D

1 week ago   &   11
tardigrad:

Below is the copy-pasted text from Mather’s original post. Send a link to your work and commission-rates at matthewebel@matthewebel.com with the title “Art Book Artist”.
Listen to the demo HERE.And go HERE for character references.

I’m assembling an art book for my upcoming album, High Orbit Saves The Pandas, and I’d like to try and feature some original concept art from my talented art friends.This can be ANY MEDIUM, but will ultimately be in 9x7 book format. While digital art is the obvious choice, photos and photos of sculptures or crafts are also perfectly acceptable. So this could mean:* A digital image of me and my robot cramming pandas into the back of a shuttle* A photo of a huge space anomaly done in ketchup and other food products on the asphalt outside your house* A 3-D rendering of the alien space ship that’s attacking Earth and turning everything into pumpkins* WHATEVER, so long as it’s got something to do with the story or music.The HOSTP Art Book will be given as a Kickstarter reward and potentially sold via matthewebel.com. You would retain all rights to the original work (including selling the original), but licensing the image to me for publication and promotion.Because this will be part of a full album project, I’m going to be somewhat discriminating on quality level. Again, ALL MEDIUMS ARE ACCEPTED.WHAT’S THIS ALL ABOUT?Rock and roll. And space. And pandas. My robots and I travel back in time to save the earth by bringing an extinct species, pandas, back to the future (sound familiar?). It’s a parody of Star Trek IV and a new album of piano rock all wrapped up into one.WHAT I’D GIVE YOU* An immediate download of the entire album (demo version) for inspiration* Credit and link to a PG-rated site in the book* One-time commission feeWHAT I NEED FROM YOU:* Your commission price* A link to a representative sample of your work, something close to what you’d be making.I wanna start this project soon, so spread the word and poke me if you want to be a part of this!

If you’re not an artist yourself, you can still help by re-blogging or spreading the word about this — it would be both useful and highly appreciated :)

tardigrad:

Below is the copy-pasted text from Mather’s original post. Send a link to your work and commission-rates at matthewebel@matthewebel.com with the title “Art Book Artist”.

Listen to the demo HERE.
And go HERE for character references.

I’m assembling an art book for my upcoming album, High Orbit Saves The Pandas, and I’d like to try and feature some original concept art from my talented art friends.

This can be ANY MEDIUM, but will ultimately be in 9x7 book format. While digital art is the obvious choice, photos and photos of sculptures or crafts are also perfectly acceptable. So this could mean:
* A digital image of me and my robot cramming pandas into the back of a shuttle
* A photo of a huge space anomaly done in ketchup and other food products on the asphalt outside your house
* A 3-D rendering of the alien space ship that’s attacking Earth and turning everything into pumpkins
* WHATEVER, so long as it’s got something to do with the story or music.

The HOSTP Art Book will be given as a Kickstarter reward and potentially sold via matthewebel.com. You would retain all rights to the original work (including selling the original), but licensing the image to me for publication and promotion.

Because this will be part of a full album project, I’m going to be somewhat discriminating on quality level. Again, ALL MEDIUMS ARE ACCEPTED.

WHAT’S THIS ALL ABOUT?
Rock and roll. And space. And pandas. My robots and I travel back in time to save the earth by bringing an extinct species, pandas, back to the future (sound familiar?). It’s a parody of Star Trek IV and a new album of piano rock all wrapped up into one.

WHAT I’D GIVE YOU
* An immediate download of the entire album (demo version) for inspiration
* Credit and link to a PG-rated site in the book
* One-time commission fee

WHAT I NEED FROM YOU:
* Your commission price
* A link to a representative sample of your work, something close to what you’d be making.

I wanna start this project soon, so spread the word and poke me if you want to be a part of this!

If you’re not an artist yourself, you can still help by re-blogging or spreading the word about this — it would be both useful and highly appreciated :)

1 week ago   &   94
Weekly doodle: week 1Trying some stuff here, some works fine, other don’t do it. Anyway the way of improvement is open:DConstructive critique will be appreciated :)

Weekly doodle: week 1

Trying some stuff here, some works fine, other don’t do it. Anyway the way of improvement is open:D

Constructive critique will be appreciated :)

2 weeks ago   &   13
snigglemuffin:

naamahdarling:

howtonotsuckatgamedesign:

mirrepp:

Some harsh but very very true words

When people let me review their portfolios (on career day or open days at my game design school) I explicitly ban them from commenting during the review… …because otherwise they will follow the impulse to downplay everything I see in an attempt at being humble."this is an old image…"
"I’m not happy with that one…""this is just a sketch…"
"I did this really quickly…""there is better stuff on later pages…"It’s totally understandable to have those impulses. The quality of art is not empirical data and therefore impossible to measure. Good art, bad art, it all comes down to standards. And you don’t want to come off as naive or self-absorbed.But just don’t do it. Don’t talk yourself down in front of others. In the best case you have someone supportive who now thinks “damn, this person needs to be prepped up all the time. Do I really want to work with somebody like that” or in worst case “now that you say it, yeah, this is kinda lame/rushed/unfinished/lazy, go away.”You can only submit what you have. If that is not enough, then it’s not enough. Your attitude will not change that. But if it is enough, you can do serious harm by not being confident of who you are now.This means appreciating what you are able to do right now and have a clear vision of what you want to learn, be confident that you will learn it in time. Be proud.

This is really important.  Eliminate this urge.  Eliminate it professionally, when having contact with people in a position to buy your work.  Eliminate it socially, when you just share your work for fun.  Destroy this urge as thoroughly as you possibly can.
Because when you have done that, you’ll find that you feel at least 25% less shitty about your own work.  You lose the urge to do it.  You stop reinforcing those negative thoughts, and they retreat.  They may never go away completely (although they might!) but this is good practice for ignoring those thoughts flat-out.
Don’t shit-talk yourself.  Even if you can’t be SO PROUD, don’t ever try to influence anyone’s opinion toward your work in the negative.
Try to love your work.  Try to see what you learned from each piece, even if it’s a failure.  If you feel that you learned nothing, appreciate the fact that just spending time on it is honing your skills and giving you valuable practice.
i used to be super not-confident in my own work.  When I stopped pointing out the flaws in my own stuff, I felt better about it almost immediately.

Want to know why they originally failed me on my Master in game design? It wasn’t because I delivered bad results, but because I talked myself down. I said I wasn’t happy with certain aspects and you know what they said?
"You’re not confident enough to graduate. Look at everything you have done during your study and give yourself credit where it’s due. Not only did you design games, you also draw and texture for them, that is no small feat."
Next time I presented my work I did it in a confident manner, adjusting learning moments and this time I was congratulated on groundbreaking research.
Just saying.

I made this ALL the time so… time to cut with it. I’m a kick ass :D

snigglemuffin:

naamahdarling:

howtonotsuckatgamedesign:

mirrepp:

Some harsh but very very true words

When people let me review their portfolios (on career day or open days at my game design school) I explicitly ban them from commenting during the review… …because otherwise they will follow the impulse to downplay everything I see in an attempt at being humble.

"this is an old image…"

"I’m not happy with that one…"

"this is just a sketch…"

"I did this really quickly…"

"there is better stuff on later pages…"

It’s totally understandable to have those impulses. The quality of art is not empirical data and therefore impossible to measure. Good art, bad art, it all comes down to standards. And you don’t want to come off as naive or self-absorbed.

But just don’t do it. Don’t talk yourself down in front of others. In the best case you have someone supportive who now thinks “damn, this person needs to be prepped up all the time. Do I really want to work with somebody like that” or in worst case “now that you say it, yeah, this is kinda lame/rushed/unfinished/lazy, go away.”

You can only submit what you have. If that is not enough, then it’s not enough. Your attitude will not change that. But if it is enough, you can do serious harm by not being confident of who you are now.

This means appreciating what you are able to do right now and have a clear vision of what you want to learn, be confident that you will learn it in time. 

Be proud.

This is really important.  Eliminate this urge.  Eliminate it professionally, when having contact with people in a position to buy your work.  Eliminate it socially, when you just share your work for fun.  Destroy this urge as thoroughly as you possibly can.

Because when you have done that, you’ll find that you feel at least 25% less shitty about your own work.  You lose the urge to do it.  You stop reinforcing those negative thoughts, and they retreat.  They may never go away completely (although they might!) but this is good practice for ignoring those thoughts flat-out.

Don’t shit-talk yourself.  Even if you can’t be SO PROUD, don’t ever try to influence anyone’s opinion toward your work in the negative.

Try to love your work.  Try to see what you learned from each piece, even if it’s a failure.  If you feel that you learned nothing, appreciate the fact that just spending time on it is honing your skills and giving you valuable practice.

i used to be super not-confident in my own work.  When I stopped pointing out the flaws in my own stuff, I felt better about it almost immediately.

Want to know why they originally failed me on my Master in game design? It wasn’t because I delivered bad results, but because I talked myself down. I said I wasn’t happy with certain aspects and you know what they said?

"You’re not confident enough to graduate. Look at everything you have done during your study and give yourself credit where it’s due. Not only did you design games, you also draw and texture for them, that is no small feat."

Next time I presented my work I did it in a confident manner, adjusting learning moments and this time I was congratulated on groundbreaking research.

Just saying.

I made this ALL the time so… time to cut with it. I’m a kick ass :D

2 weeks ago   &   35644
naominovik:

ursulavernon:

A friend requested I make this, and so here it is, and I offer it to anyone who needs it, with all the authority vested in me by whoever vests these things. Print it out if you need to.
The best art advice ever given to me—ever, ever—was “Don’t be afraid to make bad art.”
You will make a whole lot of crap in your time. Some will be truly awful and some will be merely mediocre. And that is totally normal and totally fine and for the love of little green apples, just keep going, because that’s the only way I know to get to the good stuff eventually.
(I normally feel horribly egotistical mentioning my awards, but I think this counts as using that power for good.)

I second this about a millionty.

naominovik:

ursulavernon:

A friend requested I make this, and so here it is, and I offer it to anyone who needs it, with all the authority vested in me by whoever vests these things. Print it out if you need to.

The best art advice ever given to me—ever, ever—was “Don’t be afraid to make bad art.”

You will make a whole lot of crap in your time. Some will be truly awful and some will be merely mediocre. And that is totally normal and totally fine and for the love of little green apples, just keep going, because that’s the only way I know to get to the good stuff eventually.

(I normally feel horribly egotistical mentioning my awards, but I think this counts as using that power for good.)

I second this about a millionty.

2 weeks ago   &   10583

leseanthomas:

Here’s some of the most amazing and invaluable advice you’ll most-likely ever get from one of my good colleagues and legends in comics/gaming, creator JOE MADUREIRA. It’s what i’ve been preaching to you aspiring artists since i arrived on DA, but i think his POV says it perfectly:

*WARNING: SOME MATURE LANGUAGE*

"DO YOU REALLY WANT TO BE A SUCCESSFUL ARTIST? 


Or a successful WORKING PROFESSIONAL?



Believe it or not there is a difference. I’m not usually a soapbox type guy, I don’t like instructing people, and I think I’m a terrible teacher. But hey, it’s Friday and I’m in a strange mood. So here goes:

I’ve noticed that a good number of my fans happen to be aspiring artists themselves. This is for all you guys. I get asked constantly: "Where should I go to school?" "What classes should I take?" "What should I study for anatomy?" "What pencils and paper do you use?" "Should I be working digitally now instead of traditionally?" "How do I fix my poses? Learn composition? Perspective?" "When am I going to develop my own style?" "Who were your influences?" "Teach me how to draw hands!" The list goes on…


Here’s the deal. All of that stuff *is* important, and it may nudge you in the right direction. A lot of it you will discover for yourself. What works best for one person doesn’t work for another. That’s the beauty of art. It’s personal. It’s discovery. DON’T WORRY ABOUT ALL THAT CRAP!

Instead I’m going to answer the questions that you *SHOULD* be asking, but aren’t. These are things that have only recently occurred to me, after doing this for 20+ years. These things seem so obvious, but apparently they elude a lot of people, because I am surprised at how many ridiculously talented artists are 'failing' professionally. Or just unhappy. The beauty of what I’m about to tell you is that it doesn’t matter what field you’re in or what your art style is.

In no particular order:


1) DO WHAT YOU LOVE. If you are passionate about what you’re doing, it shows. If you’re having fun, it shows. If you’re bored, IT SHOWS. Some guys are able to work on stuff they have zero interest in, and still pull off great work, but I find that when I do this my motivation takes a huge hit. And Motivation is key. Money is not a great motivator. It’s temporary like everything else. And honestly, I’ve gotten paid the most money for some of the shittiest work I have ever done. That may sound awesome, but it’s not. And here’s why…

2) You MUST stay Excited and Motivated. Have you noticed that there are days you can’t draw a god damned thing? And some days you feel like you can draw anything? It’s 4am but you don’t notice because you are in the ZONE. Your hand is racing ahead of your mind and you can do no wrong?! Maybe it’s some new paper you got. Or a new program you’ve been wanting to try out. Or you just found some amazing shit on DeviantArt, or watched some movie that just makes you want to run straight to your board. This relates to the above because while it is possible to involve yourself in projects you aren’t excited about—maybe you need the cash, or think it will look good on your resume, whatever it is—it’s not going to last. You need to stay fresh. Expose yourself to new things. New techniques. You should be getting tired of your own shit on a fairly regular basis. Otherwise other people will.

3) Check your Ego. If you think you’re the shit, you’re already doomed. You may be really, really good at what you do, but there’s someone better. Sorry. There’s always plenty to learn, even for us old dogs. So when I meet young upstarts who have this sense of entitlement, or a know-it-all attitude, I just have to laugh. Some of the biggest egos I’ve ever witnessed were from people who have accomplished the least. Meanwhile, most guys who are supremely talented AND successful, and have EARNED the RIGHT to have an ego and throw their weight around, don’t. Why is that? It’s because…

4) RELATIONSHIPS ARE IMPORTANT. This may be one of the biggest lessons I’ve had to learn. Early on, I didn’t value my relationships with people. Creatively or otherwise. I felt like I didn’t need anyone’s help and I could figure everything out on my own. Let’s face it, many of us become artists because we are reclusive, social misfits. We’d rather stay inside and draw shit than go outside and play. We like to live inside our own minds. Why not?! It’s awesome in there! And sometimes we don’t want to let other people in. But like I said—you can’t do it alone. I can honestly say that as much as I try to stay current, as much as I try to push my work and draw kick ass shit that will excite people, I would not be where I am today if it weren’t for all the other people I’ve met and learned from along the way. Guys who pulled strings for me. Took risks on me. Believed I was the right guy for the job. You need to manage your relationships. You need to network, and meet people. Drawing comics is still a pretty good place for reclusive types—but if you want to work in big studios—Making games, Films, animation, basically any other type of job on the planet, you’d better start making some connections. Be likeable. Be professional. That doesn’t mean be an opportunistic ladder climber. Fake people lose in the end. Be yourself, but be professional. It’s no secret that when people are hiring, our first instinct is to bring in people we know. It’s human nature. I don’t like unknowns, even if their portfolio is awesome. If we have a mutual connection, if they have great things to say about you, you’re in. If you have AMAZING artwork to show, and I call your last employer and they tell me what a pain in the ass you are to work with, you’re done. Talent and skill only get you so far. I am literally amazed at how often I meet guys that are total assholes and think they are going to get anywhere.

5) Here’s the BIG ONE. The greatest obstacle you will ever have to overcome IS YOURSELF. And the Fear that you are creating in your own head. Stay positive. Stop defeating yourself. There are artists I know that are so damn good they make me pee my pants. I look up to these mofos. I study their shit and I want to draw like them. And they are almost NEVER working on their DREAM project. And—big surprise, they aren’t happy in their job. “Why NOT?! WTF is WRONG WITH YOU?!” is usually my reaction. And the answer is almost always "The market isn’t great right now" "Other stories/games/comics like mine don’t do very well" "The shit that’s hot right now is nothing like mine, It’s just going to fail." "I’m not sure I’m good enough." "I need the money." "Too Risky." "I tried it before and failed. " It doesn’t matter what words they use, they are afraid for one reason or another. I know. I’ve been there.

But here’s the deal. YOU NEED TO TAKE RISKS. Guess what? YOU ARE MOST LIKELY GOING TO FAIL. If you want it—REALLY want it, that won’t stop you. You will learn A LOT. My good friend Tim constantly jokes about how I jump out of planes without a parachute and worry about the landing on the way down. You may think that I’m lucky, that it’s easy for me to say because I’m already successful, that I’m in a different situation than you all are. But it’s not true. Risk is risk, no matter what level you’re at. If you’re already successful, you just take even bigger risks. But they never go away. Everything in life is Risk vs. Reward. Not just in your career. LIFE. You’d better get used to it.

I didn’t know what the hell I was doing when I got into comics. I left the #1 selling book at the time ( Uncanny X-men ) to work on Battle Chasers during a time when 'Conan' was about the only fantasy comic people knew. And no one was buying it. I wanted to work in games, so I started a game company. I had NO IDEA WTF I was doing. I just wanted it, really bad. We tanked. It failed. No big surprise. But the people I worked with got hired elsewhere and rehired me. I started ANOTHER game Company. We had 4 people and a dream, and some publishers wouldn’t even meet with us, because their ‘next gen console’ teams had 90+ people on them. I literally got hung up on. "Stick to handheld games, it’s smaller, maybe you can handle that…" one MAJOR publisher told us. I don’t blame them. But we didn’t let it stop us. Thank god we didn’t listen to them. Vigil was born. Darksiders happened, AND we got to make a sequel. It stands shoulder to shoulder with the best games in the industry, and the most elite and experienced game dev studios in the world. How is that possible?!!! Hardly any of us had even worked on a console game before. I’ll be honest, I was thinking we would fail the whole time. I just didn’t care. If I had to play the odds on this one, I’d bet against us.

Why am I telling you all this shit? This is not me patting myself on the back. It’s just stuff that has somehow only dawned on me recently when it’s been staring me in the face for so long. I feel like I need to wake you guys up!!! I’ve been limiting myself. I’ve gotten afraid. I’ve taken less risks. I saw my career going places I didn’t want to go. I wasn’t happy and I wasn’t excited. And I’ve realized, that all that stuff I just talked about is the reason I am where I am today. Not because I have a manga style, or I draw cool hands, or there’s energy in my drawings, or all the other things people rattle off to me. There are other guys that do all that same shit, and do it better. And amazingly, those same guys constantly tell me “Man, I wish I could do what you are doing.” “SO DO IT!!!!!” PLEASE listen to me—because I want you guys to make it. I want to look to one of you people for inspiration some day when it’s 2am and I need to keep drawing. Stop worrying about all the other stuff—the pencils, the paper, the anatomy, all that shit. It will only get you so far. You’ve already got most of what you need. I hope this helps some people. From the bottom of my heart, thank you for all the support over the years. You are all one of the greatest motivating forces in my life and my career. Sappy but true. Ok, let’s go draw some shit!!!”

3 weeks ago   &   11384

Some details of a concept art i’m working on. More stuff is comming :D

3 weeks ago   &   4
Some new stuff in which i have been working lately (AKA: I’m not dead, i’m fighting hardly with my art-block and some pics are incoming)This is a preview of a logo Photoshop and minor details come from Illustrator :)

Some new stuff in which i have been working lately (AKA: I’m not dead, i’m fighting hardly with my art-block and some pics are incoming)

This is a preview of a logo Photoshop and minor details come from Illustrator :)


4 weeks ago   &   2

eyecaging:

Here is some pictures that inspire me and keep me focused.

1 month ago   &   10671
draftmare:

Draft mule. I can’t get over how big his head is! I love it!

I know nireblue will love this

draftmare:

Draft mule. I can’t get over how big his head is! I love it!

I know nireblue will love this

1 month ago   &   711

I simply love this film, can’t decide yet if equal, less or more than the first one :)

wannabeanimator:

How to Train Your Dragon 2 (2014) | visual development - Jason Scheier

1 month ago   &   2079

I’ve return to skyrim… or I must say “skymod”. Planning some modding stuff asap :)

2 months ago   &   1
3D base WIP for a future illustration. 1500 polys more or less (yeah, I know, i’m cheating ;) )

Base 3d en proceso para una futura ilustración. Unos 1500 polígonos por el momento. (Sí, lo sé, hago trampas ;) )

3D base WIP for a future illustration. 1500 polys more or less (yeah, I know, i’m cheating ;) )

Base 3d en proceso para una futura ilustración. Unos 1500 polígonos por el momento. (Sí, lo sé, hago trampas ;) )

3 months ago   &   2