tag:blogger.com,1999:blog-326502692024-03-13T22:44:33.072-07:00KoshimeArtDigital Art Blog of Dr Chee Ming WongKoshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comBlogger34125tag:blogger.com,1999:blog-32650269.post-46132811380133713732014-04-14T14:10:00.002-07:002015-07-16T06:10:35.962-07:00Evening SketchesSome exploratory evening sketches, to explore distant lands<br />
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<a href="http://1.bp.blogspot.com/-FmWALhrqXt4/U0xN0qvQe0I/AAAAAAAABDc/_r_0_2bDhPI/s1600/KSH-Propulsion.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="283" src="http://1.bp.blogspot.com/-FmWALhrqXt4/U0xN0qvQe0I/AAAAAAAABDc/_r_0_2bDhPI/s640/KSH-Propulsion.jpg" width="640" /></a></div>
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<a href="http://2.bp.blogspot.com/-wn_Q7IctNcc/U0xN-y9IYpI/AAAAAAAABDk/MlvENqhOKjA/s1600/SP-Lavapit_koshime.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="384" src="http://2.bp.blogspot.com/-wn_Q7IctNcc/U0xN-y9IYpI/AAAAAAAABDk/MlvENqhOKjA/s640/SP-Lavapit_koshime.jpg" width="640" /></a></div>
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<a href="http://1.bp.blogspot.com/-4gRSfwjQDTg/U0xONX5UOQI/AAAAAAAABDs/Rsst6WpFfY8/s1600/SSP-ElectricCastle.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="368" src="http://1.bp.blogspot.com/-4gRSfwjQDTg/U0xONX5UOQI/AAAAAAAABDs/Rsst6WpFfY8/s640/SSP-ElectricCastle.jpg" width="640" /></a></div>
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<a href="http://4.bp.blogspot.com/-a_xdyoe68nw/U0xOmG_n5hI/AAAAAAAABD0/2NK9etIq5sI/s1600/SP-islandwarship.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="640" src="http://4.bp.blogspot.com/-a_xdyoe68nw/U0xOmG_n5hI/AAAAAAAABD0/2NK9etIq5sI/s640/SP-islandwarship.jpg" width="427" /></a></div>
<br />Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-45125536419700375562013-05-22T10:03:00.001-07:002013-05-22T10:03:36.248-07:00Some pre production work for Dishonored<div class="separator" style="clear: both; text-align: left;">
<a href="http://1.bp.blogspot.com/-LWGvBCUeE6U/UZz6GjWG2VI/AAAAAAAAAjg/RgCxid3NzGg/s1600/Opusartz_dishonored_preproduction2bg.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="158" src="http://1.bp.blogspot.com/-LWGvBCUeE6U/UZz6GjWG2VI/AAAAAAAAAjg/RgCxid3NzGg/s320/Opusartz_dishonored_preproduction2bg.jpg" width="320" /></a></div>
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<a href="http://4.bp.blogspot.com/-gZNIfRlLS20/UZz58K-oV5I/AAAAAAAAAjY/Ne5qqDYz_HA/s1600/Opusartz_dishonored_preproduction1.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"></a><a href="http://3.bp.blogspot.com/-Rn4hznurfGQ/UZz5zRc-UjI/AAAAAAAAAjQ/EdOIY59AnCc/s1600/Opusartz_dishonored_preproduction.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="126" src="http://3.bp.blogspot.com/-Rn4hznurfGQ/UZz5zRc-UjI/AAAAAAAAAjQ/EdOIY59AnCc/s320/Opusartz_dishonored_preproduction.jpg" width="320" /></a><img border="0" height="197" src="http://4.bp.blogspot.com/-gZNIfRlLS20/UZz58K-oV5I/AAAAAAAAAjY/Ne5qqDYz_HA/s320/Opusartz_dishonored_preproduction1.jpg" width="320" /></div>
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<a href="http://4.bp.blogspot.com/-_o5dGdPTQss/UZz6QcxCh6I/AAAAAAAAAjo/hpcIoy7p01Q/s1600/Opusartz_dishonored_preproduction4.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="196" src="http://4.bp.blogspot.com/-_o5dGdPTQss/UZz6QcxCh6I/AAAAAAAAAjo/hpcIoy7p01Q/s320/Opusartz_dishonored_preproduction4.jpg" width="320" /></a></div>
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<br />Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-34845824770590764082013-05-21T11:53:00.000-07:002015-07-16T06:21:39.008-07:00Delta Epsilon - Trading Scene WIP<div class="separator" style="clear: both; text-align: left;">
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<a href="http://1.bp.blogspot.com/-_YOYvKJaizI/UZvDvjErVgI/AAAAAAAAAjA/GuTkpWwUErQ/s1600/Koshime_DeltaEpsilonHeader.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="151" src="http://1.bp.blogspot.com/-_YOYvKJaizI/UZvDvjErVgI/AAAAAAAAAjA/GuTkpWwUErQ/s1600/Koshime_DeltaEpsilonHeader.png" width="400" /></a></div>
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<b>Codename Delta Epsilon </b></div>
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Description: WIP of a space construction/trading scene above a semi watery planet for a side project codename Delta Epsilon</div>
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<a href="http://4.bp.blogspot.com/-2684IDvoAgo/UZvB55miAAI/AAAAAAAAAiw/86foAdb-xLg/s1600/Koshime_DE_TraderWIP.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="250" src="http://4.bp.blogspot.com/-2684IDvoAgo/UZvB55miAAI/AAAAAAAAAiw/86foAdb-xLg/s1600/Koshime_DE_TraderWIP.jpg" width="400" /></a></div>
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<br />Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-31598117152297647772013-02-04T08:15:00.002-08:002013-02-04T08:16:32.956-08:00Mechanical Sketches - DaywalkenHere are some recent mechanical sketches to share ranging from biomimetic robotics, to bio organic walkers and of course scifi spacecraft<br />
starting with the Mars Daywalken<br />
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Chee<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-j5kZcnbiW_k/UQ_bZRaug3I/AAAAAAAAAcA/9FwgDUihLDw/s1600/CMW-Daywalken_productionnotes.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="420" src="http://2.bp.blogspot.com/-j5kZcnbiW_k/UQ_bZRaug3I/AAAAAAAAAcA/9FwgDUihLDw/s640/CMW-Daywalken_productionnotes.jpg" width="640" /></a></td></tr>
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Notes: The Daywalken came about as a love child between stories of the Nephilim and the possibility of a pre Mars civilization which inhabited a planetary system with a different atmosphere, gravity and physical mechanics. Extrapolating this further, there was a temptation to explore an ulterior motive to Curiosity's exploration on Mars - as a front of sorts. In actuality, various agencies have already inhabited and are in the midst of exploring the various planetary bodies for the seed of human kinds ancestors. (NB: this is purely fictional)</div>
The far right shows a recovered Daywalken by an apparent secret space program, reverse engineered for humanities own purposes</td></tr>
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Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-28229721452075742202012-07-16T22:04:00.002-07:002012-07-16T22:04:18.297-07:00Soujorn<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-UQ9J2nhQ21M/UATtR0nmz_I/AAAAAAAAAX8/s03-r5ZUoJA/s1600/NC177MMXII_Soujorn.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="376" src="http://4.bp.blogspot.com/-UQ9J2nhQ21M/UATtR0nmz_I/AAAAAAAAAX8/s03-r5ZUoJA/s640/NC177MMXII_Soujorn.jpg" width="640" /> </a></div>
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After a long while in terms of self imposed Sci-Fi exile, for one reason or another, it is good to return to the roots that started it all in digital painting. In particular, I quite adore the illustration styles of early space illustration styles and thus here is a ode to John Berkey</div>
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Notes: In the distant future of Mankind, assuming we achieve sufficient conscious mass to collectively reach beyond the stars, and put our petty squabbles aside somewhat - I'd imagine there would be all sorts of explorers whereby the seemingly infinite vastness of interstellar "space" would represent what the Wild West and various undiscovered trails of the Classical World equivalent would come to be.</div>
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In this instance, I suspect transport to afford a high level of alternative propulsion systems. This will probably encompass:<br />
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<ol>
<li>interplanetary propulsion (gets you from A to B in a conventional manner)</li>
<li>interdimensional propulsion (A type 3 civilization might be able to start exploring the 11 dimensions theorized. We have to become a type 1 civ firstly)</li>
<li>passive propulsion (a mixture of low energy/laser propulsion method which can utilize in effect the cosmic winds, perhaps some advanced perforated meta material to represent solar sails, or a field device that in effect captures certain particles - far more advanced than say a 50-nanometer beryllium sail)</li>
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Lastly, I'd imagine for mankind to afford this high level of exploratory travel - we would require to seek a whole new level of science that is able to explain and understand mankinds biofield and energy interaction, to provide for a sustainable safe future. Perhaps, controversially mankind might not require a organic body in the future, whereby the collective memories are uploaded onto a storage device, and a cloned body effectively produce via a advanced organic 3D scanner/prototyper device.<br />
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All in all, its good to be back!<br />
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<br />Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-64000691045369964512012-03-22T02:49:00.004-07:002013-05-21T08:18:20.964-07:00Uk Games Development & Tax Breaks<div class="separator" style="clear: both; text-align: center;">
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<a href="http://static.guim.co.uk/sys-images/Technology/Pix/pictures/2012/6/15/1339753756314/Need-for-Speed-Wanted-008.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://static.guim.co.uk/sys-images/Technology/Pix/pictures/2012/6/15/1339753756314/Need-for-Speed-Wanted-008.jpg" height="192" width="320" /></a></div>
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2010 - 2011 represented a tidal sea change for Games development in UK & internationally. The closures of traditional studios and AAA content, the rise of digital content and self publishing heralded the change of guard and redrawing of battle lines to win the minds and hearts of the gamer.<br />
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Granted the term Gamer, has rapidly expanded to now be inclusive of a large swath of tiered groups loosely redefined as Core, Casual, Social & Online across a plethora of various platforms and hardware.<br />
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Gaming in itself has experienced a massive explosion. When you think back 5, maybe 10-15 years ago gaming itself was seen as a niche hobby undertaken by the core gamer. Then consoles and online gaming changed the scene radically, with the traditional doomsayer heralding the death of traditional PC gaming. Likewise with the rise in portable gaming and digital distribution, there are some that bemoan the death of traditional retailers (as epitomised by GAME group going into administration), some camps drinking too much Facebook and digital kool aid harping about the death of consoles and another camp evangalising about the future being about mobile smartphones.<br />
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The fact is, the GAMING universe is ever expanding and it is a MASSIVE pie, more than enough for every single living human being with opposable thumbs - from your grandmother to your 5 month old toddler, they are all enjoying interactive entertainment and education so this is truly an exciting time to be in the gaming sphere, with tiers of various game ecologies to co exist (with degrees of overlap)<br />
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<b>2012 - The year so far</b><br />
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Fast forward to 2012, and already we have a colourful range of keynotes occuring in gaming history:<br />
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<ul>
<li><b>PS Vita</b> gets launched with a solid lineup of software and modest success. </li>
<li>The <b>new ipad</b> is launched, boasting a "retina display" - although in reality there are no games optimized or built to fully incorporate the upgrades that lurk beneath for higher quality entertainment. In addition, the ipad had a hidden function in the form of a gestural controller to sync with the launch of the eventual Apple TV (launched later this year) - which will further represent Apple's launch into the battle lines traditionally occupied by consoles</li>
<li>The eventual sad demise of the GAME group came to fore with GAME voluntarily deciding their stock was now worthless following the withdrawal of stock of all the major publishers, epitomised by the withdrawal of Mass Effect 3 and other EA titles. The effect of this is still unfolding as GAME seeks to find solution to repackage valauble aspects of its overall business to resume trading under a new guise (ideally). </li>
<li>Mass Effect 3 faced a large outcry with certain portions of gamers seeking further closure with the game's ending</li>
<li>And finally, a first ray of optimism came totally unexpectedly via the UK budget whereby George Osborne announced the formation of a tax breaks for Games, animation and Film industries in teh April 2013 budget. This was followed almost universally by key industry leaders heaping positive praise and cheer (as this represented a U turn from years of govermental rebuttal to the rallying cry to provide a level playing field vs the largely lucrative and immense brain drain of talent overseas)</li>
</ul>
<b>GAMES TAX BREAK in UK</b><br />
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<blockquote class="tr_bq">
"Following consultation on the design, the Government will introduce
corporation tax reliefs for the video games, animation and high-end
television industries from April 2013, subject to State aid approval,"
reads the official budget report.<br />
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The report puts the relief for video games at £15 million in 2013-14, and £35 million in 2014-15.</blockquote>
Tax breaks are a controversial subject and the current cheerleader for its implementation has been the fourfold increase in game jobs, development and economy stimulus enjoyed by Montreal and other related countries eg. France. This in turn stimulates local economy, higher education and R&D, thus pushing forward local technology centres of excellence and future tech.<br />
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For now, the report is a welcome potential stimulus of things to come, with some folks even commenting a return to a golden era of gaming renaissance in UK thus putting the great back in great Britain.<br />
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For this we have to especially thank TIGA's Dr. Richard Wilson for seeing this through and everyone else involved in this tireless campaign to improve our lot for UK PLC.<br />
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<blockquote class="tr_bq">
UK trade association TIGA, which has long campaigned for tax credits
said the news is "terrific" for the regions development sector and help
contribute UK GDP by £283 million.
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"Tax relief for the video games sector will increase employment,
innovation and investment in the UK video games industry," said TIGA CEO
Richard Wilson.
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By the time these tax reliefs can be set in stone, hopefully they will filter through to the many UK startups and local hubs, that together we can collectively benefit as a nation of carbon neutral, high value networth and exciting interactive entertainment companies, with a few sterling IPs built along the way in the hands of the indies, old guard, and publishers all in it together<br />
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Well done folks, this is just the beginning to be great!<br />
Great to be gaming on in UK!Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-45359990753868308992011-12-22T01:43:00.002-08:002015-07-16T04:54:01.972-07:00How to IP design <div class="separator" style="clear: both; text-align: center;">
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<a href="http://community.imaginefx.com/forums/storage/737/370560/401047_10151092456340171_694230170_22423628_1819075090_n.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><br /></a></div>
Hi Folks,<br />
Seeing as I am probably not allowed to share anything
commercial for the next ten thousand years, lets go one better than
look at the thought that undergoes the design of design. <br />
Hopefully, this can be more of a interactive conversational aspect that may pique folks interest.<br />
Lets start with a look at sacred cows - IP franchises<br />
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<span style="font-weight: bold;">How to design/re-design on a existing IP </span><br />
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Above is a comparison of two stills. On the left (Prometheus) and the right (Alien 1979)<br />
When
the original film is re reviewed (minus the lens of nostalgia), it
stands up to the test of time, admirably well. This is primarily because
of good old school basics, good use of live action, miniatures (kit
bashed0 built with skill and a good eye of maximising (the most from
conventional means - another great example was the recent movie Moon)<br />
Sometimes
less is more, and although Alien probably represents cutting edge VFX
in 1979, you could say we have advanced the pioneering front further.
BUT, in many many ways we have lost (collectively) our cutting edge eye
in the unholy name of digital<br />
<br />
Digital, is just like another
tool, akin to a a saw or a hammer or a screwdriver. Each has its
purpose, although sometimes commonsense seems to be lost - much like
trying to drill a hole with a screwdriver, instead of a drills or worse,
emptying a bathtub with a thimble<br />
<br />
<span style="font-weight: bold;">Developing a Good Eye</span><br />
Some
of the great visual artist have a rock solid foundation in basic art
skills (be this traditional or being able to sketch down one's ideas
effectively) and being able to communicate this coherently to the viewer
(client)<br />
What is lacking of late, is the critical eye<br />
There
is sometimes a total dis continuity of practical applied design,
favouring wild fanciful aesthetics, or whatever is used to make a image
look "pretty". As a illustration that is totally the right approach, but
the forethought on design is often missing. And it is this aspect, that
can really sell and enhance the believability of any illustration or
design further<br />
<br />
Much akin to allowing someone to run, without
going through the steps of learning to stand, walk or crawl - have you
ever noticed that its only toddlers who run around aimlessly with pure
joy. but as soon as it confronts obstacles or needs to stop, it becomes
hesitant/unsure what to do. This is the fundamental crux that may
confront most current artist - they enjoy the flight of painting pretty
pictures, sometimes just going into the zone (but this is really
painting on autopilot like a mindless zombie, without much active
cerebration)<br />
Getting back to design and fundamentals, it is thus
vital to instill a sense of practical design and reaching a nice blend
of design forethought without getting too bogged down in a illustration.
<br />
Once a illustration gets too firmed up, its far too easy to
render and noodle details and before you know it, some parts of a image
may look great in isolation, whilst other elements languish<br />
So, with that lengthy preamble, let us analyze the idea of tackling a existing IP<br />
<br />
<span style="font-weight: bold;">Body Suits </span><br />
The
newer Prometheus body suit designs tend to reflect a more contemporary
slimline look and feel. The bubble helmets become suddenly clear
thoughout, and the more conventional cosmonaut look/feel has been
ditched.<br />
<br />
For a producer, this can create some creative pains.<br />
<br />
Does
one stick faithfully to that of old for the sake of continuity, or does
one re intepret it totally from scratch eg. JJ Abrams Star Trek reboot
and give it a new lease of life (in a new alternate timeline)<br />
Ridley
Scott keeps some of the main defining cues, and probably with the lens
of experience has decided to ditch that which is clunky (that may look
quite out of date) and go with a compromise of new and old<br />
<br />
Reintepreting
existing old IPs in a new lens is a total minefield, and if one is
faithful to the source, there can still be space to produce somethign
fresh and liberating as long as one has a skillful hand to curate what
is needed to tell a good story<br />
<br />
<span style="font-weight: bold;">Next time: Old CRT and monitor displays vs newer flat panel displays, sexy holographics and User Interface. </span>Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-5293317802976972962011-09-14T10:40:00.000-07:002013-05-21T10:05:27.876-07:00Wacom Cintiq 24HD | Flagship process<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-SP2AAC3-Sbs/UZuozy-oBtI/AAAAAAAAAhU/lKyRJp4ANFI/s1600/Cintiq24HD.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-SP2AAC3-Sbs/UZuozy-oBtI/AAAAAAAAAhU/lKyRJp4ANFI/s1600/Cintiq24HD.jpg" height="241" width="640" /></a></div>
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Here is a simple developmental process for the collaboration with Wacom's new flagship Cintiq 24HD launch<br />
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<a href="http://3.bp.blogspot.com/-fwQIUCwYdyo/TnDmovUrF-I/AAAAAAAAATw/kFmXbD6RJAE/s1600/Koshime-Cintiq24HD.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-fwQIUCwYdyo/TnDmovUrF-I/AAAAAAAAATw/kFmXbD6RJAE/s640/Koshime-Cintiq24HD.jpg" height="360" width="640" /></a></div>
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<a href="http://2.bp.blogspot.com/-gRKqpn4R7SE/TnDm1sDxwqI/AAAAAAAAAT0/EIkX2mI6UZc/s1600/CintiqFlagship-ProcessMap.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-gRKqpn4R7SE/TnDm1sDxwqI/AAAAAAAAAT0/EIkX2mI6UZc/s640/CintiqFlagship-ProcessMap.jpg" height="460" width="640" /></a></div>
Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-44073899012907173032011-07-18T09:23:00.000-07:002013-05-21T08:30:09.194-07:00July Updates<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-gXMVSrzfZT8/UZuS0Q_HchI/AAAAAAAAAgo/1lB-rYb0kbk/s1600/InFamous2_Opusartz.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-gXMVSrzfZT8/UZuS0Q_HchI/AAAAAAAAAgo/1lB-rYb0kbk/s1600/InFamous2_Opusartz.jpg" height="151" width="400" /></a></div>
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<a href="http://4.bp.blogspot.com/-c2BbLcg41p0/TiDW_jiMoyI/AAAAAAAAARk/hL88s4v5cHM/s1600/Cole_GoodEvil.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><br /></a></div>
Hi Folks,<br />
<br />
We've been busy at Opus Artz and I thought I'd add a small update and thoughts.<br />
<br />
<a href="http://opusartz.blogspot.com/2011/07/infamous2-production-design-concepts.html"><b>inFamous2: Production Design & Concepts</b></a><br />
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With the launch of inFamous 2, we're finally able to share a load of character concepts and designs over at our <a href="http://opusartz.blogspot.com/2011/07/infamous2-production-design-concepts.html">Opus Blog.</a><br />
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Now, what I would like to add is these character developments also share a snapshot of how a concept undergoes an iterative design during production, called production design. And as such, one will be amazed and the large combined effort required to produce a sum total better than its parts.<br />
Which is why, one should always remember that the concept artist alone, is not a rockstar or works in isolation. And rather, the combined input, feedback and artistic, creative efforts are what help produce the character, creature, transport or environment into the current end game result that you as a gamer enjoy.<br />
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<b><a href="http://digiart-education.blogspot.com/2011/07/game-production-artist_18.html">PRODUCTION DESIGN</a></b><br />
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To help elucidate this less glamarous but core essential duty of the game artist, I have penned some aspects of game production at our <a href="http://digiart-education.blogspot.com/2011/07/game-production-artist_18.html">digital art eduction</a> site to help share and put a spotlight on the challenges and rewards of producing game art.Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-38539222457875836232011-07-02T19:59:00.000-07:002013-05-21T10:01:02.233-07:00Google image Ripper 1.5<a href="http://3.bp.blogspot.com/-q_oKRbL9tPo/UZuoIioG9xI/AAAAAAAAAhI/ko7MprGlwTg/s1600/ArticleImg.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-q_oKRbL9tPo/UZuoIioG9xI/AAAAAAAAAhI/ko7MprGlwTg/s1600/ArticleImg.jpg" height="75" width="200" /></a><br />
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For those who have gotten used to your reference hunting via Google image ripper/greasemonkey but have been outfoxed by the upgrades of google to the way their image searches work, well some kind folks have upgraded the greasemonkey scripts to version 1.5<br />
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http://userscripts.org/scripts/show/105523<br />
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And hurrah, full sized images are back again thus leading to a more sane way to search for your image referencing, as all responsible pro concept artist should for your day to day production.<br />
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Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-28767936292652163332011-07-02T19:07:00.001-07:002013-05-21T10:06:33.834-07:00Long Live The Art of Game Design<div style="color: #3d85c6;">
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<a href="http://3.bp.blogspot.com/-q_oKRbL9tPo/UZuoIioG9xI/AAAAAAAAAhI/ko7MprGlwTg/s1600/ArticleImg.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-q_oKRbL9tPo/UZuoIioG9xI/AAAAAAAAAhI/ko7MprGlwTg/s1600/ArticleImg.jpg" height="75" width="200" /></a></div>
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<b>LIVE METRICS</b></div>
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With the advancement of social games, and networked blogging, folks in the game industry are constantly trying to quantize a gamer's experience via Live metrics. In the unholy quest to improve product placement, gamers experience and thus the overall game - metrics for everything is now available to a large extent....<br />
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BUT, this is only a tool.<br />
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It cannot replace hardcore experience of making and producing a good polished game.<br />
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Just look at the release of semi mediocre sequels of existing titles these days, and you will know personally that rarely do any of these series title improve on its predecessor in general.<br />
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<b>SCIENCE - the new religion</b></div>
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There will always be those wanting to quantify an experience - be it the mystical, spiritual, the unknown, commerce, gambling, human behavior and pattern recognition. <br />
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To a extent, it can be observed and classified. But science is NEVER absolute. A law is only a perceived truisim. Newtonian physics only works to a certain extent. Gravity is a quantified experience but we still do not really know how it exists...much like electricity (that we were taught in school) we still do not really know how it works at the nano level. <br />
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We think we are reasonably good and labelling and categorizing our immediate everyday experience. that we have mapped out the entire known world. That everything can be rationalized and explained.<br />
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The fact is, the more we delve into out science, the more we seek to understand our experience. Our journey in live. And thus, similarly with games we seek this unholy grail of how to make a super game with metrics. But this is really not a great way to go about making games.<br />
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What was it our forefathers and early legends understood that made iconic games still a great experience to this day and age, re-birthed on portable gaming and tablet devices. <br />
No one really knows, but they will sure keep on trying. <br />
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<b>THE ART</b></div>
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And then...there is the Art.<br />
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Intuition, a gut instinct, human amalgamation of life experiences, anaecdotal, science, humanities, perfect geometry...these all become distilled into the Art that is a greater sum of all its parts.<br />
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And thats what is great about being creative about Design. It does not adhere to some law or observe facts (for too long). Maybe it can help fine tune a experience..but it only goes so far. Because at the end of the day, its the individual uniqueness of each designer, each game team that makes a game product unique. <br />
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DONT fall for the sheeple sameness mentality.<br />
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Be strong, on your own. Design games for gamers.<br />
Even if it means going in the opposite direction. Rules are just tools and with each shift in a game front, are made to be broken.<br />
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Metrics can help, but only so much. It should not be evangalised as the way to success or how to make a game good. Thats as naff as using focus groups to make a core character only for it to turn out vanilla 9/10 times (anecdotal evidence).<br />
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<b style="color: #3d85c6;">ENJOYABLE GAMING EXPERIENCES</b><br />
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Players want to enjoy the experiences and richeness we bring to the fold. So, lets just remember that. <br />
Uncharted 2, Bioshock, Mass effect, Little Big Planet, World of Goo, Journey, Sword & Sorcery are gold standards of recent times we can allude to. It says, that in this short (gaming) life, we can achieve greatness by being true to your core audience and with polish, the experience and thus the end gamer enjoyment will enjoy true success. <br />
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Monetary gain is a beneficial side effect. <br />
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Long live the art of making games!Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-31079698827597218952011-07-01T09:54:00.000-07:002011-07-01T09:54:20.248-07:00Game Art Jobs StrategyHi Folks,<br />
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I've taken time out to write a small topic about Game Art related jobs and how to be strategic in getting a new jobs or move on from an existing one<br />
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Check it out at our <a href="http://digiart-education.blogspot.com/2011/07/being-strategic-about-jobs-location.html">Digital Art Education</a> blog!<br />
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In other news, we've just added additional news & art for the projects we have worked on for Sniper: Ghost Warrior 2 and InFamous2 !<br />
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Have a great weekend!<br />
Next time, I'll talk about photography and having the creative mindset switched on at all times, everyday to better improve your visual database through life experience.Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-79135635743534643212011-05-30T01:08:00.002-07:002011-05-30T01:12:22.641-07:00Digital Art EducationFinally, we have gotten down to penning a few words of advice and the start of what will hopefully be a useful continuing education repository for fellow digital artist looking to start a career in the Entertainment industry through to useful advice/scenarios of working on the job as a professional games artist.<br /><br />In addition, we will have guest editorials from various colleagues, and artist from the whole spectrum of the Entertainment Industry, to better educate ourselves in this ever blurring world of digital media.<br /><br />Please feel free to add any useful feedback, or first hand experiences at your recent educational experiences or your journey as artist as a shared community.<br /><br /><a href="http://digiart-education.blogspot.com/">Digital Art Education</a>Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-70702107573228634422011-05-02T13:16:00.003-07:002011-05-02T13:27:42.320-07:00Pen & ink - ArchitectureHi Folks,<br /><br />Been a while upgrading skills the past few moons.<br /><br />Here are some pen & ink architecture design from the recent steampunk/dieselpunk archives to share<br /><br /><span style="font-weight:bold;">Old London Bridge reimagined</span><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://cghub.com/forum/attachment.php?attachmentid=40627&d=1299095455"><img style="cursor:pointer; cursor:hand;width: 600px; height: 511px;" src="http://cghub.com/forum/attachment.php?attachmentid=40627&d=1299095455" border="0" alt="" /></a><br /><br /><span style="font-weight:bold;">Inland Sea Pier Village</span><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://cghub.com/forum/attachment.php?attachmentid=45512&stc=1&d=1304263202"><img style="cursor:pointer; cursor:hand;width: 600px; height: 550px;" src="http://cghub.com/forum/attachment.php?attachmentid=45512&stc=1&d=1304263202" border="0" alt="" /></a><br /><br /><span style="font-weight:bold;">D'Vinci Gran Cathedral</span><br />This set of illustrations are based on elements of ship breakers. I imagined in the distant past, a mountainous inland sea that has an ancient vessel thrust into the belly of the deep mountains, its waters since receeded and a city township that has since grown up around it, as purveyors of things ancient and obscure, and fine craftsmanship. <br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://cghub.com/forum/attachment.php?attachmentid=45513&stc=1&d=1304263202"><img style="cursor:pointer; cursor:hand;width: 600px; height: 417px;" src="http://cghub.com/forum/attachment.php?attachmentid=45513&stc=1&d=1304263202" border="0" alt="" /></a>Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-18180349820487603532010-06-28T15:38:00.000-07:002010-06-28T15:39:05.348-07:00Yamato Lives on!Some lovely retro sci fi goodness just made my day! Bring on the love!<br /><br /><object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/_oN5yYGdXPM&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/_oN5yYGdXPM&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-42369734756357546732010-03-20T10:50:00.005-07:002010-03-20T11:10:16.017-07:002D Artist mag - Steampunk Tutorial II<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.2dartistmag.com/issues_2010/march/cover300.jpg"><img style="cursor: pointer; width: 300px; height: 424px;" src="http://www.2dartistmag.com/issues_2010/march/cover300.jpg" alt="" border="0" /></a><br /><br />Part 2 of 5 of the (Five Ages of Steampunk) environments tutorials are now available at <a href="http://www.2dartistmag.com/">2D Artist magazine</a>. In addition, this month's edition has great company in the form of enviro tutorials from R Tilbury and R Ruppel. Both great and respected Enviro artists.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.2dartistmag.com/issues_2010/march/main.htm"><img style="cursor: pointer; width: 800px; height: 140px;" src="http://www.2dartistmag.com/images/Index%20Banner.jpg" alt="" border="0" /></a><br /><span style="font-weight: bold;"><br /></span><a href="http://www.2dartistmag.com/lite_issues/march_2010.zip"><span>2D Artist lite (preview) version</span></a><span style="font-weight: bold;"><br /><br />Age of D'Vinci</span><br /><br />In this chapter, we journey to the mountainous Village of D'Vinci via the retrofitted TramMetro and discuss world building and ideation set in a alternate medieval/high renaissance realm.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_AuKXfv1N_EI/S6UPLGTXzLI/AAAAAAAAAIs/-g0Hw7M0TkE/s1600-h/Picture+12.png"><img style="cursor: pointer; width: 400px; height: 369px;" src="http://3.bp.blogspot.com/_AuKXfv1N_EI/S6UPLGTXzLI/AAAAAAAAAIs/-g0Hw7M0TkE/s400/Picture+12.png" alt="" id="BLOGGER_PHOTO_ID_5450779607346695346" border="0" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_AuKXfv1N_EI/S6UPZpfPWRI/AAAAAAAAAI0/0uzJX0UC3bs/s1600-h/Picture+13.png"><img style="cursor: pointer; width: 396px; height: 404px;" src="http://1.bp.blogspot.com/_AuKXfv1N_EI/S6UPZpfPWRI/AAAAAAAAAI0/0uzJX0UC3bs/s400/Picture+13.png" alt="" id="BLOGGER_PHOTO_ID_5450779857309882642" border="0" /></a>Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-74743003751734216702010-03-13T21:25:00.009-08:002010-03-14T10:19:35.423-07:00Wacom Cintiq 21UX (2nd Gen) - Hands On Review<a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_AuKXfv1N_EI/S5x32QZcO3I/AAAAAAAAAH8/WU54hsQyfNM/s1600-h/Cintiq21UX.jpg"><img style="cursor: pointer; width: 151px; height: 400px;" src="http://4.bp.blogspot.com/_AuKXfv1N_EI/S5x32QZcO3I/AAAAAAAAAH8/WU54hsQyfNM/s400/Cintiq21UX.jpg" alt="" id="BLOGGER_PHOTO_ID_5448361423209773938" border="0" /></a> <a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_AuKXfv1N_EI/S50Z2D-HcWI/AAAAAAAAAIk/H4XjV228lAY/s1600-h/Cintiq21UX_4.jpg"><img style="cursor: pointer; width: 121px; height: 400px;" src="http://3.bp.blogspot.com/_AuKXfv1N_EI/S50Z2D-HcWI/AAAAAAAAAIk/H4XjV228lAY/s400/Cintiq21UX_4.jpg" alt="" id="BLOGGER_PHOTO_ID_5448539540757639522" border="0" /></a><br /><span style="font-weight: bold; color: rgb(255, 102, 0);font-family:arial;" ><br /><span style="font-size:130%;">Initial Impressions</span></span> <span style="font-family:arial;"><br />Due out later for sale officially this month, I had the opportunity to appraise and test out the 2nd Gen Cintiq at the Wacom booth at GDC San Fran 2010.</span> <span style="font-weight: bold;font-family:arial;" ><br /><br />Summary:</span><span style="font-family:arial;"> <span style="font-style: italic;">Worthy ergonomic improvements, with improved scratch resistant glass and Intuos 4 pen/nib and tactile handling including 2048 levels of pressure and rear mounted touch strips.</span></span> <span style="font-weight: bold;font-family:arial;" ><br /><br /><span style="font-size:130%;">What's Different</span></span><span style=";font-family:arial;font-size:130%;" >//</span><span style="font-weight: bold; font-style: italic; color: rgb(255, 102, 0);font-family:arial;font-size:130%;" >The Rear</span><br /><br /><a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_AuKXfv1N_EI/S50IHmuWL9I/AAAAAAAAAIU/PShhDirCRX8/s1600-h/Cintiq21UX_2.jpg"><img style="cursor: pointer; width: 190px; height: 400px;" src="http://4.bp.blogspot.com/_AuKXfv1N_EI/S50IHmuWL9I/AAAAAAAAAIU/PShhDirCRX8/s400/Cintiq21UX_2.jpg" alt="" id="BLOGGER_PHOTO_ID_5448520050935214034" border="0" /></a><span style="font-family:arial;"> </span><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_AuKXfv1N_EI/S50O9IApIcI/AAAAAAAAAIc/8iL095kfeUc/s1600-h/Cintiq21UX_3.jpg"><img style="cursor: pointer; width: 143px; height: 400px;" src="http://1.bp.blogspot.com/_AuKXfv1N_EI/S50O9IApIcI/AAAAAAAAAIc/8iL095kfeUc/s400/Cintiq21UX_3.jpg" alt="" id="BLOGGER_PHOTO_ID_5448527567473156546" border="0" /></a><br /><br /><span style="font-family:arial;">The great thing about Wacom is the continuing feedback and evolution of its digital tablets with each iteration. Thus, with this 2nd Generation Cintiq, the good folks at Wacom have relocated the sensitive touchstrips to the rear. Brilliant. Straightforward. Intuitive!<br /><br />Crucially, this next logical evolution in improved product design actually feels very comfortable and intuitive to use when set to zoom (non painting side). The angle of reclination, and natural angle title is smoothened and thus I found painting again a intuitive case of rotating the tablet, much like one would angle a piece of canvas/sketchboard which makes development of hand drawn sketching and lines a more naturalistic process - especially handy for the drawing of digi marker and final illustration designs for transport and environmental drawings.<br /><br />Previously with the 1st generation Cntiqs, I personally felt that the Cintiq was better in use for drawing of organic shapes and less intuitive for environments/sketching per se. Thus, the use of an improved surface & tactile feedback is certainly what (I felt) the Cintiq should have been in terms of optimized digital tablet for everyday industrial use. i.e <span style="font-style: italic;">I'm finally a Cintiq convert</span>.<br /></span><br /><br /><span style="font-weight: bold; color: rgb(255, 102, 0);font-family:arial;" >Design from Intuos 4 </span><br /><ul><li><span style="font-weight: bold;">Pen stylus, nib and holder</span> - appear the same as a Intuos 4 (in terms of styling, grip and nib choice/selection and containment). Compatibility with the Intuos 4 range - unverified/unknown - the Pens have now 2048 levels of pressure. Translated into actual use, the stylus has improved tactile feedback and naturalistic feel<br /></li><li><span style="font-weight: bold;">Matte greyblack styling & ambidextrous configuration</span> - the dual orientation layout allows for easy customization for both left and right handed artists (or the lucky ambidextrous few)</li><li><span style="font-weight: bold;">Express keys & Rotary select button (Show select key)</span> - displays the current key selection on-screen. (I am not sure if the key selection (dot) utilizes a simple LED or OLED design used in Intuos 4. Suffice to say, it is styled similarly)<br /></li></ul>Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-62900240024404826022010-02-11T10:18:00.004-08:002010-02-11T10:21:19.916-08:00London Bridge Deluged<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_AuKXfv1N_EI/S3RKTuw20_I/AAAAAAAAAHk/-SRMBgF51yg/s1600-h/Koshime_LBXUnderwater.jpg"><img style="cursor: pointer; width: 550px; height: 330px;" src="http://3.bp.blogspot.com/_AuKXfv1N_EI/S3RKTuw20_I/AAAAAAAAAHk/-SRMBgF51yg/s400/Koshime_LBXUnderwater.jpg" alt="" id="BLOGGER_PHOTO_ID_5437052352973951986" border="0" /></a><br /><br /><span style="font-family:arial;">A imagineering of the London Bridge Quarter underwater and decayed in some distant apocalyptic future.....</span><br /><br /><span style="font-family:arial;"><span style="font-weight: bold;">Notes:</span> <span style="font-size:85%;"><span style="font-style: italic;">I often pass through London Bridge on an almost daily basis, and there are so many possible images and layers of history attributed to this area. Thus, I thought, how nice it would be to flood the whole area, and how the colour/lighting could be like. Coupled with the elements of steampunk and deco buildings within the area, this area is ripe for all sorts of imagining.</span></span></span>Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-71454009611468505312010-02-02T07:20:00.001-08:002010-02-02T07:22:04.346-08:00Metro Tram reimagining<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://community.imaginefx.com/forums/storage/737/275647/SteampunkTrams.jpg"><img style="cursor: pointer; width: 601px; height: 651px;" src="http://community.imaginefx.com/forums/storage/737/275647/SteampunkTrams.jpg" alt="" border="0" /></a><br /><br />Took the opportunity to rediscover Holborn Trams that used to run through the City of London, and reimagine a alternate victorian tram city link as part of the 5 ages of steampunk workshops being help with 2D Artist magazine.Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-24643453760648414222010-01-28T03:47:00.003-08:002010-01-28T03:50:47.670-08:00FIVE AGES OF STEAMPUNK - 2D Artizt Magazine<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_AuKXfv1N_EI/S2F50XYWU6I/AAAAAAAAAGo/1CKYcfMxxBM/s1600-h/OPUSARTZ_STEAMPUNKSpread.jpg"><img style="cursor: pointer; width: 400px; height: 368px;" src="http://3.bp.blogspot.com/_AuKXfv1N_EI/S2F50XYWU6I/AAAAAAAAAGo/1CKYcfMxxBM/s400/OPUSARTZ_STEAMPUNKSpread.jpg" alt="" id="BLOGGER_PHOTO_ID_5431756566121829282" border="0" /></a><br /><br />Hi folks,<br /><br />Here is a quick preview of the upcoming series of workshops on 3D Totals 2D artist magazine,<br />called the Five Ages of Steampunk - starting with the Victorian Era.<br /><br />During these workshops, we will try to cover a visual troubleshooting appraoch in developing new IPs, visual art direction and production methods under the sub genre of SteampunkKoshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-54176069548188953332009-12-28T07:44:00.005-08:002009-12-28T07:47:49.298-08:00<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://cache-foo-05.gawkerassets.com/gawker/assets/images/8/2009/12/koshimetop.jpg"><img style="cursor: pointer; width: 504px; height: 301px;" src="http://cache-foo-05.gawkerassets.com/gawker/assets/images/8/2009/12/koshimetop.jpg" alt="" border="0" /></a><br /><br />Had a nice bunch of drawings posted up on IO9 (sister site to kotaku) during the christmas period.<br /><br />Pity, am not able to comment/feedback about the basis/origin of the space wrecked serpent imagery. But essentially, this basis of the illustration was the discovery of a ancient ship wreck whilst exploration and drilling of a new open space mine shaft<br /><br /><a href="http://io9.com/5433586/the-icy-spaceship-wreck-looked-like-a-dinosaur-skeleton/gallery/">Io9 - Link</a>Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-42601965142955337272009-11-19T11:16:00.003-08:002009-11-19T11:23:16.400-08:00Frozen Caisson<a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_AuKXfv1N_EI/SwWaTwvhE7I/AAAAAAAAAGE/53oEnJ5ygBc/s1600/Koshime_FrozenCaisson.jpg"><img style="cursor: pointer; width: 400px; height: 229px;" src="http://4.bp.blogspot.com/_AuKXfv1N_EI/SwWaTwvhE7I/AAAAAAAAAGE/53oEnJ5ygBc/s400/Koshime_FrozenCaisson.jpg" alt="" id="BLOGGER_PHOTO_ID_5405896592020542386" border="0" /></a><br /><br /><span style="font-family: arial; font-weight: bold;">Above: Reworked image</span><br /><span style="font-weight: bold;">Below: Original sketch</span><br /><br /><a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.3dtotal.com/team/interviews/Chee_Ming_Wong/images/Caisson.jpg"><img style="cursor: pointer; width: 399px; height: 226px;" src="http://www.3dtotal.com/team/interviews/Chee_Ming_Wong/images/Caisson.jpg" alt="" border="0" /></a><br /><br /><span style="font-family: arial;">Sometimes, returning to an old piece can be rewarding.</span><br /><br /><span style="font-family: arial;">After a year or so, whilst sorting through the image archives and folders, I thought i would take a stab at tidying and refining the composition more..albeit I got slightly carried away and ploughed a swath through the thick ice.</span>Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-70884783754398667602009-10-29T15:42:00.005-07:002009-10-29T16:03:18.545-07:00Charon's Junkard - Part I<span style="font-weight: bold; color: rgb(255, 102, 0); font-style: italic;font-size:130%;" ><br />Images May Morph</span><br /><br />In keeping with the festive occasion,<br />I started this Halloween piece with an initial idea, but ended up with a more involved iteration. Thus this shows how a image can morph (when working on a personal piece).<br /><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://community.imaginefx.com/forums/storage/7/252097/Koshime_Halloween1.jpg"><img style="cursor: pointer; width: 600px; height: 741px;" src="http://community.imaginefx.com/forums/storage/7/252097/Koshime_Halloween1.jpg" alt="" border="0" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://community.imaginefx.com/forums/storage/7/252104/Koshime_Halloween2.jpg"><img style="cursor: pointer; width: 600px; height: 741px;" src="http://community.imaginefx.com/forums/storage/7/252104/Koshime_Halloween2.jpg" alt="" border="0" /></a><br /><br /><p>Initially, it started as a strange sacrificial altar, however with further firmamation of various objects, ghouls, figures, lecterns, this has suggestion more of Charon's junkyard crossing the proverbial River of Styx.</p><p><span style="font-weight: bold;"><span style="color: rgb(255, 102, 0);font-size:130%;" >Image Challenges</span><br /></span></p><p>I liken each illustration as a new bespoke challenge, complete with seemingly straightforward challenges (that may turn out to be disastrous); appear ambitous but with lucky accidents, turn out rather well.<br /></p><p>In this particular piece, the challenges I surmise would be:</p><ol><li><span style="font-weight: bold; color: rgb(204, 102, 0);">Low monochromic key</span> - moonlit landscape tends to have a silvered diffuse lighting. Any coloured glow eg. lava can easily distract/draw attention for the viewer.</li><li><span style="font-weight: bold; color: rgb(204, 102, 0);">Details</span> - It is far easier to add key details to areas in shadow/relief. The drawback may result in overrendering of various areas.</li><li><span style="font-weight: bold; color: rgb(204, 102, 0);">Heirachy of Values</span> - large shapes in the composition work best when grouped. At best grouped no more than 3 in recession as a general rule.<br /></li><li>HOWEVER - far objects tend to get desaturated and lighter in atmosphere (daytime), but underwater/nighttime - far objects tend to get desaturated and meld into grey (nothing)<br /></li></ol><p><span style="font-weight: bold;"><br /></span></p><p><span style="font-weight: bold; color: rgb(51, 102, 102);font-size:130%;" >Extra Info: Book of the Dead</span><br /></p><p>Its origins are perhaps quite interesting in that much of current day mythology and religion has strong Egyptian origins which centre on the Egyptian funery text: <em>rw nw prt m hrw (popularised as the Book of the Dead)</em> </p><p>The Egyptian afterlife was a dangerous place, whereby the soul in its afterlife had to endure, dodge, survive and fight to survive nefarious demons, monsters, gods and challenges. </p><p>If successful, you managed to survive to challenge the Halls of the Gods/Dead whereby a Book of the dead would be commissioned (<strong>Chapters 130–189) </strong>per family to allow you to have a Guidebook that coudl help you survive the Land of the dead so your soul may be judged by Osiris, and be weighed - hence the term light hearted/Heavy hearted.</p>Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-20271372333347866782009-10-29T12:42:00.005-07:002009-10-29T12:49:16.180-07:00High Mountain Valley Watchtower<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://community.imaginefx.com/forums/storage/737/252581/Koshime_MountainWatchtower.jpg"><img style="cursor: pointer; width: 600px; height: 852px;" src="http://community.imaginefx.com/forums/storage/737/252581/Koshime_MountainWatchtower.jpg" alt="" border="0" /></a><br /><p>Today, I had the opportunity to really practice a few things I have been grappling with the past few weeks. Thus, I took the opportunity to paint another semi fantasy piece. I imagine a lonely watchtower complex guarding a small village community in the middle of a mountain valley pass with the grey misty clouds rolling in from one direction and a small brook emptying to form a small lake.<br /></p><p> My main challenges were:</p><ol><li><strong style="color: rgb(204, 102, 0);">Lighting a Form in colour</strong><span style="color: rgb(204, 102, 0);">.</span> To have a well lit subject, it seems to work best if there is a side that is also in relief/shadow. (seems obvious until you ahve to paint it instinctively and wonder why somethign is too overlit)</li><li><strong style="color: rgb(204, 102, 0);">Ice and permafrost </strong>- Its great to do more snow and ice work </li><li><strong style="color: rgb(204, 102, 0);">Mood, Fog and Mist</strong><span style="color: rgb(204, 102, 0);"> </span>- the great thing about sombre landscapes in UK is they make for moody images. Here, in contrast I went for a more eastern influenced saturated happy happy coloured approach initially with elements of a moody desaturated grey in the background. The two do not probably mix well (the colour and value information may tend to end up as coloured mud) but worth a shot. Not living if you havent tried.<br /></li><li><strong style="color: rgb(204, 102, 0);">Brickwork</strong> - I had fun trying to paint suggested brickwork and peeling paint</li><li><span style="font-weight: bold; color: rgb(204, 102, 0);">Painting shallow water</span> - Learning how to make thigns look wet, is certainly a ongoign challenge. I decided to submerge part of the pathway, becasue it looked more interesting for the subject matter (and just for the heck of it to get some painting exercise out of it as well).</li></ol><br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_AuKXfv1N_EI/Sunwi1avOyI/AAAAAAAAAF0/A3sDHUZvj40/s1600-h/Koshime_MountainWatchtower.jpg"><br /></a>Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.comtag:blogger.com,1999:blog-32650269.post-70708815461546452362009-10-29T11:33:00.003-07:002009-10-29T11:35:50.697-07:00Dharvish Ship at Klorken PortI decided to delve more into the good ole epic fantasy realm this week, and helped birth this monster.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://community.imaginefx.com/forums/storage/737/252560/Koshime_DharvishShip.jpg"><img style="cursor: pointer; width: 603px; height: 690px;" src="http://community.imaginefx.com/forums/storage/737/252560/Koshime_DharvishShip.jpg" alt="" border="0" /></a>Koshimehttp://www.blogger.com/profile/04153710800206515311noreply@blogger.com