Of what work (comics, games, movies, etc. doesn’t matter)?

  • dudenas@slrpnk.net
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    3 days ago

    I want access to good art produced by good artists in any style. Not to reproduce anything.

    • eezeebee@lemmy.ca
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      3 days ago

      This. I’m afraid to provide examples in case OP wants to train an AI model on artists I admire, or something.

      • insomniac_lemon@lemmy.cafe
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        3 days ago

        29 days ago:

        What are the steps to reproduce an art style using computer programs and without artificial intelligence?

        Emphasis mine.

        Someone also commented

        Still trying to figure out Hades?

        which might be further context. So they might just be looking for inspiration.

  • Ogmios@sh.itjust.works
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    3 days ago

    I’m not certain if there’s actually a name for it, but I’m rather partial to this style I see all over the place in which a human artist uses physical media to create something that evokes emotions in the audience.

  • SSTF@lemmy.world
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    3 days ago

    The feeling of cheaply produced 80s and 90s cartoon productions. Clean, minimal lines with no or very little lineweight variation. Bright colors and distinct silhouettes. Facial structures somewhere between to 80s TV cartoon anime, which were themselves often inspired by American cartoons and not nearly as distinct as modern anime most often is, and American comic books as drawn by Jim Lee or JRJR. Big influence of technology designs from blocky designs like Transformers, and comics like Liefeld where guns or robots are just stuffed with nonsense greebles.

    Or at least I’m trying.

  • insomniac_lemon@lemmy.cafe
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    3 days ago

    Vector/polygonal, truly implemented for the technical benefits* and likely untextured**. Which will make it more niche than the early 3D stuff that did use vertex colors ( EDIT: such as Spyro (specifically skyboxes, LoD) and Crash Bandicoot (Crash’s animations are cool too)).

    3D polygonal+vertex color actually isn’t that difficult to do. I’ve done some, the real issue (aside from making it good) is actually the animation/game around it. I haven’t done much and continue not doing much because personal stuff.

    2 examples (of my own stuff) I've used many times before

    * less data while also rendering at native res without needing extra work (8K or even on a 50ft Billboard? Sure). MIDI (you can use higher-quality soundfonts) or other procedural stuff (sounds/sfxr, textures) are nice too.

    ** I’m not against not-too-many general-use textures, but I tried this (including a watercolor splatter texture I made) without mapping and wasn’t really happy with the results… plus normal maps won’t work with per-vertex¯ materials. So this probably takes a lot of effort/skill to work as-intended.

    ¯ not strictly necessary, but I don’t mind the idea aesthetically and a free optimization sounds nice even though low poly+vertex-color is already a low bar (unless per-vertex could help with webGL, mobile, VR, or really old devices etc?)

  • NutinButNet@hilariouschaos.com
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    3 days ago

    I’ve been really liking the art style of the Common Side Effects tv show. It’s like anime but very western in feel with just the right amount of CGI, where it’s not too much but used in the right angles.

  • ComradeSharkfucker@lemmy.ml
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    3 days ago

    I really wish I had the dexterity to create textiles especially through crochet but I think my autism makes it much harder for me. I would also love to make rugs similar to the Incan style but this requires much more skill and probably equipment. In a very different vain I love pottery because it gives me the ability to create little creatures but access to a kiln is not available where I live, clay is expensive, and I am always too busy.

  • Valmond@lemmy.world
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    3 days ago

    I was super into Moebius for drawings but now it’s the impressionists style I’m longing for.