OH YES. I DID.
Want awesome chest harnesses or body armor? Something perfect for that new cosplay/costume/LARP outfit? NOW YOU CAN GET YOURS RIGHT HERE. Just follow this link.
And let’s add one detail right here- right now would be a GREAT time to order these, or anything else from Tormented Artifacts at this point. (Yes, I need to be able to pay my bills before stuff gets turned off)And, if you drop him a note, he can likely work out a custom design, if you have one in mind. (Though now that his intarwebsHAVE been turned off, replies are likely going to be a tad delayed.)
Help an artist in dire straits! An artist who does AMAZING leatherwork! An artist who recreated Tony Stark’s repulsor beam both in leather, and steampunked out to the max!
He also makes art and makes masks and makes clawed gloves and makes bootwings that lace onto your big stompy boots and he will work in bone if you really want something fashioned from bone.
What more do you want? A lollipop?
What she said.
Visual Shoe Dictionary
More Visual Glossaries (for Her): Backpacks / Bags / Bra Types / Hats / Belt knots / Coats / Collars / Darts / Dress Shapes / Dress Silhouettes / Eyeglass frames / Eyeliner Strokes / Hangers / Harem Pants / Heels / Lingerie / Nail shapes / Necklaces / Necklines / Puffy Sleeves / Shoes / Shorts / Silhouettes / Skirts / Tartans / Tops / Underwear / Vintage Hats / Waistlines / Wool
I’ve received a lot of letters from artists asking to check out their artwork and their blog, and I’ve noticed that a lot of them openly write unhealthy amounts of negative comments about their artwork, it was super depressing, honestly. :(
Confidence plays a very very important role as an artist, it’s what helps us learn and grow without the constant feeling of doubt and jealousy! You are a unique individual who must go down your own unique path, and as scary as it sounds, you can’t rely on others to hold your hand all the way through. You are the only one who can get yourself to where you need to go, and beating up your artwork is not the way! Trust yourself and your abilities to make a change, and you can do anything!!
Love your art, love yourself!
When something doesn’t look right, but you can’t figure out why, make a copy of your layer and try some of these tricks. Staring too long at a piece without breaks is often where I “kill” a piece and lose scope of the work as a whole. Thanks to letsplaygods for the supersaturate trick.
I already flip and value check often. Though those other things seem like pretty niffty tricks to keep in mind when i’m spending more than 4 hours straight on a piece//working on something from start to finish.
Also for the love of god remember to zoom out. I’ve had so many awful moments of “this is lookin’ greaFFFFFUUUUUUUU”
I use the flip trick religiously, and the value check when I remember to. Zooming out is also VERY important. It has been hard to teach myself to work initially zoomed out. Focusing in too tight can totally mess up your piece. Remember, people see the big picture first, then the details. That’s how you should work as well.
Sorry if this is worded weirdly, but how much patience is required when making games. I know games can take years upon years to develop, is it frustrating going through that process? Does it get to the point where some people just want to quit? When working on games long enough, does the process seem a little easier or is it still frustrating?
Honestly, working on a AAA game with a big team is like building an enormous jigsaw puzzle, one with thousands and thousands of pieces. You’re working on your own little section, and you get to know people who are working on parts near you, and you start piecing things together. It takes a bit, but you start getting little incremental views of things that are part of the game as you start carving them out.
As you continue to piece things together, you start seeing chunks emerge. Little pieces of the gameplay that you work on start working together, and it goes from being “that thing” to actually having some elements being playable. If you take a step back from your own stuff, you can see similar pieces coming together from other places - it’s entirely removed from your own section of the puzzle, but you can see how what they’re building is pretty cool.
As development continues, the chunks steadily increase in size, and new chunks coalesce from other pieces. Larger chunks will eventually start absorbing the smaller ones as they get close to each other, and the view becomes clearer and clearer. You start seeing nearly-complete systems, near-final visuals, great lighting and visual effects, levels, characters, etc. Things literally start coming together.
At some point, the largest chunks are bigger than the pieces missing, and at that point you can see the entire picture - but you have a bunch of holes that need filling. That’s about when you begin the scramble to fit the remaining pieces into the holes to finish it out. This is the finishing process, where you’re looking more to fix the things that are missing and mentally filling in the gaps than simply focusing on putting things together.
It’s a long process, and definitely takes dedication and patience. The initial assembly can seem daunting, and the finished product can feel like it’s ages and ages away. In games with extended development times, this can be demoralizing too - some developers lose hope that the game will ever be complete for those games that end up in development hell, and their work will suffer or they’ll quit. This can be contagious - so-and-so quit, causing a hit in morale for those who worked with that person, which can cause a domino effect. This usually happens when you feel that you’re not really making any progress toward the goal. Sometimes the pieces you’re putting together get thrown out because the feature gets cut, and it always feels terrible when the thing you’ve been working on for weeks/months/years be cut and considered wasted. In those situations, the developers often withdraw into their own little circles - they’ll view overall issues as “not my problem” and focus on absolving blame from themselves more than building a product they can be proud of. It’s always sad when such a thing happens, because it always translates to the finished product.
For those who manage to stick it out and complete development, however, it’s usually an enormous achievement. The thing you’ve been working on for years will finally be done and released into the wild where players will finally be able to see it. It’s also why having a “shipped title” on your resume is such a big deal - as a developer, you’ve been through that trial by fire and built something that has gone through the entire process. It’s also why AAA game developers almost invariably tend to be respectful of other AAA developers, even if the games aren’t so good - they know how hard it is just to make a game, let alone a good or great game. The finished game will always have its issues, for sure - there will still be rough edges and bugs you never got around to fixing, or dangling parts that are never expounded on, but its completion is a great accomplishment for anyone.
As I’ve said from time to time: shipping is the whole idea. Ain’t nothing matters if the thing never makes it out the door.