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New TGB Work

New TGB Work
Name:Ryan Clifton 
Date Posted:Oct 19, 2007
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My last blog contained old top down artwork I was releasing to the community. Check my last blog for screen shots, and download the psd files here: www.kingstonblue.net/psdrelease.zip

Instead of just posting a link to download the old work, I thought that I would post up the new futuristic counterparts as well. Below is an APC I am currently working on. It is almost done, I just need to fix some of the shading and textures as some areas are overly dark. Any feedback is appreciated and welcome.



A more futuristic design than the old work. The main improvement over the old work would be the use of textures instead of solid colors. The part that I like about this APC is the fact that the armor on the sides can be blown off when hit. If a rocket collides with the APC the armor at that point will be blown off, then the actual APC is exposed. This helps to show a damaged state and also adds a tactical element. The vehicle may have all of its armor missing on one side but not the other. Flanking and maneuvering around the APC becomes far more important. Aside from the fact that destroying the APC becomes more active, instead of just a game of numbers, the armor helps to break up the shape. The APC is really just a big gray rectangle. The armor adds many more angles and lines. It retains the original shape, but is far less boring.

Recent Blog Posts
List:10/19/07 - New TGB Work
10/13/07 - Old TGB work.

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Kevin James   (Oct 19, 2007 at 22:51 GMT)
Awesome stuff! What's your design process?

Thanks,
Kevin

Ryan Clifton   (Oct 19, 2007 at 23:32 GMT)
Design process would be to first think of what I need to create. What features and weapons I want. Then move on and do a very basic sketch. If you see my sketches you can really tell I am a programmer, but even the worst sketch helps to get the ideas out there and helps give you an idea of how everything will fit together. Then I go into Photoshop and just start blocking in shapes, continuing to break those shapes down and layer on until I get the detail I think I need. After that, go back in, do the shading and then the textures. Then I can add little details like the vents or the spatter on the front armor piece. In this case I went through that process with the APC body, then the armor overlay, and then the turret base, and finally the turret armor overlay.
So, sketch out an idea, then just block in and layer on. A lot of times because my sketches aren't very detailed I keep coming up with stuff as I go along and keep moving things around. The initial sketch helps keep things consistent though. If you look at my work you can see how it breaks down into all of the different shapes. I ranted on so much because I never used to sketch before I went to work. When I finally did I was amazed how much it helped. Sketching forces you to break something down before you start. You cant just draw a tank or APC all at once, you have to break it down. I've never really taken a drawing class but I'm pretty sure that is what they are teaching you, how to see the shapes that make up what you are drawing.
If you really want I could send you some of the broken down and very first blocked in images. They are basically gray blobs but it would display what I'm talking about. I plan on doing a lot more art like this so I might consider making up a tutorial for a simpler piece if there seems to be interest.
Edited on Oct 19, 2007 23:47 GMT

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