about feedback archives submissions

//loonygames://issue 2.12://painting on polygons://1, 2
switch to printer-friendly version

What's new today:

New!!!
The archives have been cleaned up, dead links fixed, and the printable versions restored! Also, don't miss the new comments on the main page!

Livin' With The Sims
theAntiELVIS explores the wild and wacky world that is Will Wright's The Sims, asking the inevitable quesiton, "is The Sims the first step toward a virtual life where everyone is Swedish?"

Pixel Obscura
Josh Vasquez on Omikron: The Nomad Soul.

Real Life
Check out our newest comic strip, Real Life! Updated daily!

User Friendly
Updated daily!


Random Feature:

User Friendly: the comic strip for geeks. Updated every day, right here at loonygames.


Search the Archives!

Painting on Polygons:
Critiques

By Rick "Flatness" Grossenbacher
Vol. 2, Issue 12
February 17, 2000

 

Somebody told me the explosion wasn't realistic. How can I make it more realistic?

This is a tough question for me to answer, actually. For one, I’m not sure if a human being has ever seen and explosion in outer space (other than a supernova, but that’s not what were talking about here). Maybe NASA has performed some weird experiment to see the properties explosive matter in space -- although I haven’t heard of it -- but considering that there is basically no oxygen in space I wouldn’t have a clue what it would really look like. Anyhwho... since this is science fiction, you really have to use you imagination to think one up. The one thing offhand that I would immediately do to make your explosion look more real is make chunks of metal flying out from the blast hole. Also, you might want to alter your mesh and make part of the base peeled back from the blast. Nice work on your graphic, I hope my advice helped.

On to the next critique...

This is an image sent in by Angus "froofy" McCann ([email protected]).

(click for a larger view)

Angus sends word that it was created using 2b and 3b pencils, then scanned and cleaned up in Paint Shop Pro.

This is a really nice drawing. You can see that Angus spent a lot of time doing some nice detail work inside every part of the drawing. He also did a nice job getting the arms to extend outward and forward.

A few things that I can see that might make the robot look better is by making the legs longer. They are looking a bit stubby to me and could be extended downward quite a bit. Also, it would be nice to see the feet extend outward too. I think they wouldn’t be really be big enough to support the size and weight of the robot.

You definitely have some cool machinery going on this guy’s body and I particularly think the head is well created -- it’s kind of small for the body, but I personally think it looks cool that way. Another thing I was thinking is that the waist of the robot might be too big. I think there is just too much girth there -- looking from the armpits down to the waist, there isn’t much of a change (it kind of indents in, but could probably stand to go even further in). Instead of just having it gradiently pinch inward, maybe if it sort of steped in at one point. All in all this is very nice. You’re definitely on your way!

Well, that’s all the time I have this week. I hope this was helpful not only to the artists who sent their work in, but also for others. Critiques are a part of just about any college art course you take because they help people learn to see and understand art styles and techniques. Also, the best part is that it helps artists improve. Thank you very much to both O.DOGG and Angus for submitting their work.

- Rick "Flatness" Grossenbacher works on Gameboy Color games for Vicarious Visions.

 

<<Prev


about feedback archives submissions
loonygames

Credits: Illustration © 2000 Dan Zalkus. Painting on Polygons is © 2000 Rick Grossenbacher. All other content is © 2000 loonyboi productions. Unauthorized reproduction is prohibited, you cartoonish villian, you.