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rgrose_artさんのイラストまとめ


3d artist enjoying game art, scifi art and paleoart, he/him - currently working in games! Formerly at Hakjak
artstation.com/xiaorobear

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The oving truck rental company U-haul does a very fun thing where they have giant graphics on their trucks with facts about each US state / Canadian province. Many highlight geology and fossils, and then for Vermont, there's Champ. Any thoughts on their depiction of it, ?

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All of the MK64 racers were 3D models rendered to sprites- I do think the CRT Donkey Kong looks nicer, but this is one case where I don't think they were necessarily going for pixel art tricks, they were very proud to show off the 3D models as much as possible.

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One more, a matcap screencap– I added a couple more renders over on my artstation as well.
https://t.co/iydZbzAH57

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I enjoyed the Dragon of the Lost Sea series a lot growing up. It is mostly based on Chinese mythology, but its dragons also have wings. They live in elaborate underwater palaces, and have a fun design that doesn't incorporate dinosaur elements like many post- Jurassic Park ones.

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A bit more refining and trying to stay away from red... I think I might like it too much to change.

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As I was texturing my Pinacosaurus based on these colors, I was thinking it looked too familiar... These are basically the same colors as on the thorny devil PNSO Pinacosaurus– their model was announced after I did my mockup, I swear! Should I change it up to avoid comparison? https://t.co/w6wgfxMFIY

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Random StarCraft thought, was the design of the Shredder based off of the cut terran Spy Satellite unit (which became the protoss Observer)? These two shapes are REALLY similar for it to be a coincidence, but that would be a really obscure thing to bring back.

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That said, the arms of the sprite are also suspiciously similar to some early concept art, with thin, blue, muscular upper arms, and bulky pinkish armored lower arms. Artists probably worked on both in tandem, without any one final design. The same split happened for SC2's hydra.

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Here is also a comparison between the sprite hydralisk design and the cinematic hydralisk design. The changes were originally mostly for readability- moving the arms forward stops them overlapping the tail from the side, crucial when you have about 6 pixels to work with.

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Some low-poly fun, recreating the original StarCraft Hydralisk sprite. Low poly, sculpt, and baked/textured in Substance Painter.

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