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rinarto-blog · 8 years
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For more Ideas visit www.ConceptStart.net | Here's a cool #conceptart idea for a #scifiart #vehicledesign #artchallenge
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rinarto-blog · 8 years
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ConceptStart.net | #dailyquote #art #artists #creativity #inspiration #positivity #conceptstart #conceptart #illustration #quote
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rinarto-blog · 8 years
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Morning Dew #spiderweb #bliss #contrast #goodmorning #autumn #photo #nature
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rinarto-blog · 8 years
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Loomis Figure Drawing: What is Line?
According to Andrew Loomis, there are 10 common mistakes beginners make when drawing:
1. Grey throughout
Pick out blacks and state them strongly for a base. Leave areas of white on the subject.
Don’t overstate greys.
Do not surround light areas with heavy lines.
2. Lots of small fuzzy lines
Don’t pet lines, use confident long strokes.
Use sides of pencil for even tone and shading.
3. Misplaced features
Learn the construction lines of the head and how they’re spaced.
Features should be placed accurately so the drawing is believable.
4. Dirty areas
Areas that should be white and clean have smudges. These are rest areas for the eye and should in no way irritate.
5. Start with one medium
Multiple mediums can look messy, stick to one medium for consistency. Pen or ink etc
6. Tinted papers
If using tinted paper, work with a colour that is harmonious.
7. Avoid copying publicised photos
The lighting is already flood lit and directed. Use a lesser known image where more natural shadows and lights will cone into play. This helps learn the form better.
8. Bad arrangement
If doing a head drawing, plan attractive and and interesting shapes. Leave good, well balanced space around the form.
9. White Highlights
After establishing the darkest areas in black, add highlights in white. It takes practice to make execute this skill successfully.
10. Make it interesting
Make sure the drawing has mood and emotion as well as the well drawn proportions and other fundamentals.
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rinarto-blog · 8 years
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Essential Points for Virtual Reality Gaming Design
Here are some key points I've picked out from various articles around the internet about what is essential when it comes to designing and developing for Virtual Reality.
Do one thing well is a good place to start
Doesn't need to be complex, just Needs to Feel Real 
If players are fully immersed, they will follow the physical rules of your world
People seem to project themselves into abstractions
Creating immersion isn't really a question of replicating real life perfectly, but of abstracting it out in a believable way so that your players instinctively fill in the gaps. 
Interaction is turning out to be an essential part of VR, as a medium
In VR you don’t have a keyboard full of hot keys, ... you have to think about how to provide the same number of choices…and manage the number of choices a user has.
Instead of just trying to recreate real life, we should create what we can’t in reality – that is the beauty of VR.
One of the most important aspects of designing for VR is spatial audio. ‘Sound is half the image’ becomes more relevant now than ever before
Keep tool interactions in the virtual world the same as the real world
The three main concepts to bear in mind are immersion, presence and comfort – always check against these with any changes
Don’t focus purely on first-person viewpoints
Others perspectives work really well in virtual reality, particularly dioramas
see example https://www.youtube.com/watch?v=DiYqGTBLWqQ
Scale is very important for compelling VR experiences
Tailor the design to what the player can and can’t do, not what a fictional character would do
Visual and audio clues to direct a player’s gaze are absolutely essential
it’s essential to consider that your players can look anywhere they like, which can be problematic
Keeping the player physically active helps facilitate presence
Bring as much of the player as possible into the VR experience
Most people playing a VR game right now will be playing it mainly for the VR -  Don’t leave them feeling sick or dizzy, keep them comfortable
So a compass is going to be a necessary component of most VR
Figure out how to get your players moving through your game world without physically moving.
free camera movement always is the whole selling point of VR
VR will probably fare better with game play types that are ranged
avoid designs based on close work, things can become less believable the closer you look
more ...
http://www.gdconf.com/news/come_to_gdc_europe_for_vr_game.html
Reference
http://www.gdceurope.com/news/?p=278
http://www.gamasutra.com/view/news/253367/Video_Valves_advice_for_designing_great_VR_game_interactions.php
http://www.develop-online.net/tutorials/develop-s-top-tips-designing-for-vr/0216407
http://techcrunch.com/2015/06/21/design-tips-for-vr-games/
http://www.ipwatchdog.com/2016/05/31/oculus-rift-patents-virtual-reality/id=69483/
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rinarto-blog · 8 years
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Inner City Infected #apocalypticcity #SuperGenomeProject #conceptart #art #gamedesign #visualdevelopment #conceptdesign #digitalart #infected #illustration
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rinarto-blog · 8 years
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City Enforcer - Meds #apocalypticcity #SuperGenomeProject #conceptart #drawing #valuedesign #gamedesign #visualdevelopment #conceptdesign #conceptart #sketch #frontline #digitalpainting #punk #medic
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rinarto-blog · 8 years
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City Enforcer #apocalypticcity #SuperGenomeProject #conceptart #drawing #valuedesign #gamedesign #visualdevelopment #conceptdesign #conceptart #sketch #frontline #digitalpainting #punk #sheild #defense
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rinarto-blog · 8 years
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City Enforcer - Pyro #apocalypticcity #SuperGenomeProject #conceptart #drawing #valuedesign #gamedesign #visualdevelopment #conceptdesign #conceptart #thumbnaildesign #sketch #frontline #digitalpainting #punk #flamethrower
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rinarto-blog · 8 years
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City Enforcer #apocalypticcity #SuperGenomeProject #conceptart #drawing #valuedesign #gamedesign #visualdevelopment #conceptdesign #conceptart #thumbnaildesign #sketch #frontline #digitalpainting #punk
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rinarto-blog · 8 years
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Teating condensed values for latest illustration. Ensuring it reads properly #valuedesign #illustration #conceptart #visualdevelopment #digitalpainting #infected
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rinarto-blog · 8 years
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Character silhouette #DemigoProject #silhouette #badguy #characterdesign #visualdevelopment #conceptart #process #wip
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rinarto-blog · 8 years
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Warmup sketch #sketch #lifedrawing #figurestudy #drawingpractice #warmup
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rinarto-blog · 8 years
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#sketch #sketching #doodle #drawingpractice #drawing #smoker
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rinarto-blog · 8 years
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Sketch thing #sketch #sketching #doodles #practice #drawingpractice #drawing #alien
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rinarto-blog · 8 years
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Really nice painterly painting demo with step by by step process shown at the end
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rinarto-blog · 8 years
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Sketching head practice #face #practice #drawingpractice #conte #traditionaldrawing #sketch #sketching
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