that is not very 3d

anonymous asked:

I just want to say I second your opinion on the video. It absolutely fits the funky laid back vibe of the song and of the music in general that Calvin has been going for. Very fun funky video. It seemed like it was in 3D even at times when I was watching. I swear it makes you feel like you are trippin in a good way. Anyway I enjoyed it. So now we wait and hope we get some interviews etc. Here we go Calvin fam

YES!!! LETS GO AND HOPE FOR SOME INTERVIEWS!! Sounds like there may be one on Beats 1 tomorrow??? 

As for the video, I think its just fun. Its happy and colorful and FUN, just like the song. 

Captain Underpants Review

Characters: All loveable and given their own dosage of childish uniqueness. Each one is relatable to all audiences, yet relaxed and humorous enough to create a storyline followable for younger audiences. Each design is unique and crisp, with appealing visuals for anyone to enjoy. However, the main characters are a bit too similar to allow for a truly interesting character dynamic, although their comedy together tends to save this. 9/10.

 Plot: The plot tends to bounce around and be loosely bound to the story, but the main goals of the characters are never forgotten for too long. The characters don’t spend too much time on side quests, and when they do it’s for an appropriate amount of time. The storyline is very smooth and well-flowing, all while being entertaining for the audience (primarily fourth or fifth graders, although I, a freshman, enjoyed the potty humor at times.) 7/10. 

 Visuals: Very cartoony and appealing! The animation switched from 3D CGI to live-action and hand-drawn animation, often consisting of creative transitions and special effects (such as sweat drops and exclamation marks). The character designs were, as I said, crisp and visually appealing. Designs were varied amongst extras and main characters, and it was impossible to find any two characters that looked alike. 10/10. 

 Representation: One of the main characters is a little black boy, and his best friend (the other main character) is canonically gay. These two are openly affectionate and supportive with one another (seen in hand-holding and hugs), ditching the stereotype that men must be cold and emotionless. 7/10. 

 Humor: Absolutely. Nailed. It. This movie almost seems to be made my children, what with its childlike humor and funny gags. It’s sure to make any kid between the ages of 6-11 laugh out loud! While primarily potty humor, the movie has a few brief moments of more nature humor, primarily coming from the show'a antagonist, yet still remaining chuckle-worthy for the kids. 9/10. Total Rating: 8/10! C'mon guys, go give this movie a chance! It was definitely better than I expected.

My new meds make my skin throw a fit. It’s not terribly bad, just a few things here and there, but it’s bumming me out because I’ve never really had too many run-ins with acne.

My four-year-old sister, however, is under the impression that it’s just “3D freckles”, and that they look very, very pretty. She wants all of my freckles to “pop out”, especially the ones across my nose; they’re her favourite.

And it puts me in this weird position where I can’t say, “No, this is acne, and it’s bad,” because I don’t want to teach her that it’s a bad to have unclear skin, you know? I tried to tell her that my skin was sick because of the new medicine, but she was having none of it. She didn’t think they were any different than all of my literal, actual freckles, despite my efforts to delicately tell her otherwise.

Kids are weird.

The more I think about interactions I have with children, the more I realise that children will consistently compliment “flaws” until they’ve been taught not to.

Like, a kid at the library, whose sister has vitiligo, saw my scars once and suggested that his sister and I should be cats for Halloween, since I have “tabby skin” and she has “calico skin”. “I can be a black cat,” he immediately added. “It’s not AS cool, but they’re the spookiest.”

When I started losing weight, my little brother immediately demanded that I gain it back, because I wasn’t as comfortable to cuddle with anymore.

And my other little sister always wants to wear her paint-stained clothes to school so that “everyone can tell [she’s] an artist”.

I don’t know. I guess talking to little kids just reminds me that all of this superficial shit we worry about really is 100% made up.

rachelhanke  asked:

Hey Charlie! First off, I adore your art. It gives me all the feels. Secondly, since you're primarily a self taught artist I'm wondering if you have any resources you strongly recommend for someone hoping to someday have a similar job to yours in concept art? If you've already answered this question just let me know and I'll comb through your blog to find it!

ESSAY IMPENDING.

I think, along with resources, I’d always recommend having a good idea of what ‘area’ you want to work in too. My job is kind of a strange one (in that it’s an house job but we’re not producing the games or films or actual products.) We are a step in the production line. I get to be part of sweet projects, but also I get to be part of many… I’m not locked into whatever a studio might be making for 2 or 3 years etc. My fingers are in a lotta pies.

The reason I say that is because a lot of people coming into concept will likely need more skills than I have. I am 95% a 2D artist. I work with 3D but very rarely, and not enough to know the inns and outs. I like 2D… and I consider illustration to be the sweetest spot of all the work I do, so I’m quite happy with that balance (and I’m an old fucking curmudgeon and I don’t wanna learn no 3D.)

If you went for a traditional role in a games studio, it will probably be more expected for you to be fluent in 3D. Not always of course! But it’s likely another good skillset to have. Purely 2D (just art focused) roles are not something that I see as often as mutiltasking roles. Which makes a lot of sense. 2D art is often mostly needed at the beginning of a project, and briefly at the end. In my seven years at Atomhawk I’ve seen a lot of people in other studios laid off, and a lot of studios go under. So, multitasking roles mean people will always have something to do.

APOLOGIES. I’M SOUNDING A LITTLE DOOM AND GLOOM. Great jobs exists! People will always make cool stuff!

I’m very much a jack of all trades and my job demands a lot of different things: characters / turn arounds / outfit designs / expression sheets / illustration / marketing art / pitch art / but it’s all primarly focused around characters. So. If characters are what you want - look into that! I would say that when it comes to apply for / getting work etc, we always love to see range. If someone isn’t showing me all the process behind their work it’s likely the first thing I’m going to ask for when it comes to an interview. I think if you have shiny work (on a freelance basis) a client would have enough confidence in the end result. But for a production role like mine, I wanna see that stuff.

Rough sketches through to shiny polished work. The whole lot. I want it all. I want to see people’s thinking! I’m rambling.

First of all: be able to draw well. Know your characters. Know your figures. Know your anatomy enough to make it convincing and be able to twist it when you need to. We get a lot of people who apply, who, quite simply (don’t hate me) are not good enough yet. We have people who work in tons of different styles and methods but at the heart of it, they can draw well.

DESIGN. Mother of god. Design. Drawing well is the first step, but you also have to have that creative flair to be able to come up with ideas and be able to sell them convincingly. Drawing the thing is only half the battle. No one wants a beautifully rendered character wearing the most impractical / boring outfit you’ve ever seen (just an example). Thinking logically about design is something I’ve seen underestimated many times over the years. In fact, I’d go as far as to say it’s more important than someones drawing abilities. When it comes down to it, drawing is just the tool to represent the design.

Resources wise: the internet is your oyster! Cast a wide net. Create the kind of work you want to do but also push yourself. I think the results are usually better when artists find an area they’re good in and the push the boundaries of that. Better than trying to be a jack of every single trade possible. Don’t have an awesome portfolio full of character work and then think ‘oh, wait, this is just characters, maybe I should stick a fucking car in there too?’ YOU KNOW? Do what you do - and do it well.

Briefly just a few of the things that helped me most: any massive black videos you can find. Mostly for process. Jason Chan’s videos easily had the most impact for me, both in learning how to improve my process and painting the kind of characters I wanted to. Micheal Hampton and Mike Mattesi (force) for anatomy and energy in poses. Your peers! Your favourite artists in the industry at the moment! The places and people you will learn the most from are always so very individual.

Shit that was long. Good luck!

PS. It’s also my humble opinion that you should never take all of your advice from just one person - just take the pieces that click for you :)

i wrote this immediately after viewing the emoji movie trailer

THE BRAND MOVIE TRAILER

[inoffensive contemporary pop music plays over the entire thing. flyover shot of a colorful world that zooms in on Brand walking around being a Brand in Brandopolis]

BRAND: [voiceover] hey. i’m a Brand. this is the world of Brands. but i’m different from other Brands. i’m unique and that makes me an outcast and unloved.

[Bully Brand pushes Brand down]

BULLY BRAND: YOURE SUCH A FREAK

BRAND: aw man.

[scene transition to Brand running from danger and falling, only for Independent Female Brand to show up help him escape from the danger]

INDEPENDENT FEMALE BRAND: you ok? you look different from other Brands.

BRAND: yeah haha i’m fine haha oh my stomach

[cut to Independent Female Brand and Brand somewhere that will look very nice in Imax 3D]

BRAND: wow, i had no idea there was so much more to the world than Brandopolis.

INDEPENDENT FEMALE BRAND: [gazing lovingnly at Brand] me neither.

[inoffensive contemporary pop music chorus starts as various scenes of Brand, Independent Female Brand, Funny Brand, and Cute Marketable Brand do stuff that’s very humorous and actiony. the last scene is of Mayor Brand facing off with the main character]

MAYOR BRAND: i’ll destroy the city to show that the most important thing is obedience!

INDEPENDENT FEMALE BRAND: nuh uh! we’ll will stop you! Right boys?

[cuts to the other 3 Brands looking very scared as the music abruptly stops.]

FUNNY BRAND: [poops fall out]

BRAND: oh boy. [facepalms]

[music resumes as cut to scene Brand is giving an impassioned speech to a bunch of other Brands.]

BRAND: I may be a Brand but i’m also a individual and that’s the power i have. you just need to be yourself. and be the best Brand you can be.

CROWD OF BRANDS: [uproarious cheering]

INDEPENDENT FEMALE BRAND: you’re so cool Brand. i’m so happy i met you. i love you

BRAND: yeah whatever

FUNNY BRAND: bazinga!!!!!

[ cut to title of film and release date ]

It’s time for a video game rec post! I’ve spent the last few nights playing a very nice indie game, Severed. I fell in love with the game the second I saw the trailer for Nintendo’s release of the game last year and I downloaded it the second it came out, but I didn’t get around to playing it until now. And I was NOT disappointed. 

If I had to describe the in just two words, I would say that it is “gorgeously gruesome.” In the game you play as a young girl named Sasha, fighting to get your family back from a mysterious realm of nightmares. I really don’t want to say much more than that, for the sake of allowing the game to unfold for itself. The gameplay revolves around fighting monsters, swiping on the screen to attack, solving puzzles, and navigating mazes. 

The strongest selling point of the game is its art style, which I adore 

The game is a lonely one. Lonely and creepy and full of uncertainty. And I loved it. I loved exploring while haunting music drifted through ruined, decrepit halls soaked in despair and death. I love stuff like this, and I loved Sasha and pretty much everything about the whole game. There was also a strange bird that turned out to be surprisingly lovable… 

The mechanics of the battles (particularly successfully “severing” enemies) can be difficult to get the hang of, and the battles get more complicated as time goes on. However, I can offer potential players a little reassurance. First, there aren’t any repercussions for being killed, so feel free to repeatedly die without worrying that it will be held against you. Second, even if you have a hard time collecting parts for upgrades in battle, the game makes sure you can gather all that you need before the end. And lastly, there is a casual gameplay option for those who want it. 

So! If I’ve piqued your interest, you can play the game on: 

  • Nintendo Wii U and 3DS for $14.99 
  • PS Vita for $14.99
  • iOS for $6.99 (and FYI, it was named the 2016 iPad Game of the Year! But it can also be played on an iPhone or iPod touch) 

If you love ugly monsters, one armed girls with living swords, exploring realms of horrors, and suffering, Severed is a fantastic and memorable game. I hope you’ll give it a try! 

anonymous asked:

How does one draw a ghost with all those odd angles?!?! Every time I try it either comes out flat, or looks like a grade schooler kept erasing his/her drawing of a stop sign.

Hey!

I’m guessing you’re ending up with a ghost that looks a bit like the little guy on the left… 

He’s a bit flat and he just seems to have too many sides, yeah? I know I had a lot of drawing that looked like this when I started trying to draw them -not that I’m any sort of expert now- but, I’m happy to offer what I’ve learn so far :) For instance, the ghost below was started by drawing a square- you can still kind of see it, right?

So first off I’ll say, references are invaluable, little light & friends are surprisingly complex. I know there’s actually a full on reference sheet of the basic ghost model floating around online that shows it from the front, side, back- a nice solid reference for getting started. Personally, I also made my own (very rough) 3D model of a ghost so I could spin it around to get a better view of their many angles. 

But as far as straight up drawing them, I’ve found a couple main points that help me.

1.) Generally, I find it’s better to start with the round body rather than the outside form. This part is consistent no matter if they’re floating at your shoulder, expanded to scan a nearby environment, or floating in a tired sphere to mark your latest death. Even at strange angles, this part will stay the same. Not to mention it allows for a more consistent scale if you have a couple different ghosts in one scene.

2.) The floating points that surround this body are really a sort of modified pyramid shape, and they’re all at different angles (well, the same angle, but in different directions). This can be really hard to visualize. To start with- each one of these bits not only curves a bit around the middle sphere, but it also touches two others, which creates a straight edge between them, but not a flat one (if that makes sense). So, a simple shape is not going to properly express this without some modifications. A triangle is probably the easiest place to start- it’s not too hard to just crop the ends off for those smooth points. 

So, as much as a pain as it is- you have to remember that each of these is an individual part, and they can all move freely around the body. I’d suggest drawing each one individually, rather than one overall shape. If you’re not sure where to put them, draw an “X” or something similar through the body and that should help keep an even size between them. 

Bonus.) Drawing them at an angle also helps add a lot of volume. Drawing a ghost straight on is fine, but then a lot of the form relies on any shading done, rather than the overall silhouette. And with all of those angles facing directly towards you, it can be a bit challenging to figure out appropriate shadows. It might be a little tricker to balance the perspective at times, but changing up the camera angle does show off those forms nicely.

I hope this helps! 

Best of luck :)

ive owned Splatoon since the minute it released, played it to a pulp, drawn fifty billion squids, and never drew Marie until now

Low Poly Guide

A brief and badly written tutorial on how I do low poly work as promised Ow<)/

//I’m very sorry to those just learning 3D, as half of this probably won’t make any sense. But if 3D was easy we’d see a hell of a lot more of it than we do, so never give up! It’s a tough area but you can make amazing things once you get your head round it, and there’s a huge array of tutorials already out there that can help you get started.//

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