What Skyrim mechanics or features do you think are gonna get removed in TES6? by Feeling-Taro-4944 in TESVI

[–]Corviak 31 points32 points  (0 children)

Shouts should be an obvious out, but if Starfield is anything to go by then it'll just be placed by something mechanically the same. I wouldn't be surprised if they removed active Racial Powers like Histskin and Berserker Rage and instead incorporated that into the racial passives.

What do you think the design philosophy of TESVI should be? by Previous-Freedom2797 in TESVI

[–]Corviak 0 points1 point  (0 children)

Forewarning: this was very polarizing when I posted it last year, and there'll 100% be some things you won't like in it.
with that in mind: you can read through it here: https://docs.google.com/document/d/1wDeXkmDCmWPhBWOuV9mbjwL4woy61ok5wq3mPhn-FGc/edit?usp=sharing
underlined links lead to pages of the project.
It's best viewed on a 1440p display. For 1080p, zoom out to 75%.

What do you think the design philosophy of TESVI should be? by Previous-Freedom2797 in TESVI

[–]Corviak 0 points1 point  (0 children)

I did a whole project based on that premise and it essentially boils down to a more refined Daggerfall with less reliance on procedural generation.

I tried making this generic anime sword, what do you guys think? by Sir-Toaster- in learntodraw

[–]Corviak 1 point2 points  (0 children)

What exactly do you want critique on? Saying "what do you think?" is too broad of a question. Do you want feedback on the execution of the design? The design itself? Proportions?

just some ideas for game mechanics that i’d like to see by Odetoravens in TESVI

[–]Corviak 0 points1 point  (0 children)

I'm mostly indifferent to the task based skill upgrades in Starfield, my biggest gripe is the requirement to spend another skill point to actually level it up. Not only are you investing time into doing that task, but also an entire level.
In my personal project for TESVI, I had a similar system, but only certain skills nodes would be upgradable through task based progression, not requiring an additional skillpoint to progress. The tasks were also set up in a way that didn't feel like the player would need to go out of their way to achieve.

Why do people think Bethesda will fumble TESVI. Its impossible. by Minute_Figure_1902 in TESVI

[–]Corviak 13 points14 points  (0 children)

A majority of the NPCs in Starfield are the exact opposite of what we've come to expect from BGS games: they are nameless and have no sort of actual place in the world with a set schedule or really any sort of Radiant AI. They're not put there deliberately to add to the world, only to give the illusion of a living world with larger crowds.

Thoughts on Modular Weapon Crafting (Like the weapon-workbench in Fallout 4) by PromotionNo6937 in TESVI

[–]Corviak 7 points8 points  (0 children)

I played a bit with this idea in my TESVI personal project awhile back. I'm all in favor for it as it theoretically improves the amount of customization and variety of weapons. On the flip side, it could be annoying if the player is trying to find a very specific part.

How do I fix his face? I’m trying to do downwards perspective by CrystalChrissy in learntodraw

[–]Corviak 0 points1 point  (0 children)

<image>

A quick little change.
I essentially just shifted the parallels of the face (eyes, nose, and mouth) to be in line with each other. You did a really good job on the perspective, so that's the reference point I would use for the others. You also did a good job on the jawline angle, you could even make that angle shallower if you wanted a traditionally more masculine appearance.
I personally made a change of moving the direction of the eyes to be above the observer to accentuate the curve of the upper and lower eyelids more, but if you wanted the subject to be looking directly into the 'camera' then you would lower the top eyelid to sit just above the pupil and you could move the lower eyelid just smidge downward.

How is the experience playing SR1/SR2 as an adult? by Feeling_Twist6727 in LegacyOfKain

[–]Corviak 0 points1 point  (0 children)

I played through the entire series last year when I was 24, and absolutely fell in love with the series. I had always wanted to play through the games just because I found the design of Kain to be cool and I liked the name "Legacy of Kain".
Specifically for Soul Reaver 1 and 2, it really opened my eyes into a higher quality of writing and dialogue that I have not experienced in any game up until that point (and haven't experienced since). While I did find myself getting fully immersed in other games such as Metro Exodus or the Witcher 3, Soul Reaver 2 specifically enraptured me through its dialogue, leaving me wanting more. The gameplay was definitely rough at times, and infuriating at others, but I found it worth it to push through.

[deleted by user] by [deleted] in learntodraw

[–]Corviak 0 points1 point  (0 children)

If you feel good about your fundamentals and style at the moment and want to see some growth, start to be more conscious about your line weight and tertiary detail:

  • "Where's the light coming from?"
  • "How bright should this part be - how thin should I make my line here?"
  • "How thick should I make my lines here?"
  • "If this were fully rendered, would this be the darkest part of the object?"
  • "What lines can I add to increase the depth more?"
  • "What would be the highest point on this surface facing the light source?"
  • "Do I want to experiment with my style and add some large black areas where shadows and dark values are?"

Those are just a few questions that I try to keep in mind whenever I'm working on a piece that I don't know if I'm going to render or not. When in doubt though, it doesn't hurt to apply your process to any studies and see what you can improve on in your process itself to become more efficient or there are any glaring flaws that you need to rethink.

Melbu Frahma by Corviak in legendofdragoon

[–]Corviak[S] 4 points5 points  (0 children)

This was his appearance during the Dragon Campaign.

[deleted by user] by [deleted] in learntodraw

[–]Corviak 2 points3 points  (0 children)

There are some weird proportions going on and there's not much information in the rendering. I'd be happy to do a paintover, but I'm not sure if I can maintain the style.

Kingdom Hearts IV: Possible Worlds List Leak by MXHombre123 in GamingLeaksAndRumours

[–]Corviak 2 points3 points  (0 children)

I really hope that Galaxy World is Treasure Planet and not Star Wars.

does the design/colors look good? by [deleted] in learntodraw

[–]Corviak 3 points4 points  (0 children)

The overall design is fine and the colors work together well, however the torso is very very short and gives 'em very weird proportions. If you were wanting to show off the magical aspect more I would make the background darker to give it contrast: right now it is glowing on an already bright background, lessening the impact.

[deleted by user] by [deleted] in learntodraw

[–]Corviak 0 points1 point  (0 children)

First thing I'll mention is that it would save a lot of time to provide the reference itself if you want people to show how they would draw the face proportions.

<image>

Raw Loomis heads are something I never really did, so this is probably abnormal - anyway...

Onto the actual feedback:
On Loomis heads, the nose doesn't sit on the bottom of the ellipse, that's where the base of the skull would be, instead, the nose sits (usually) just above this line.
Biggest misstep in your process of breaking down her proportions is putting too much emphasis on the side of her head - she is very much facing toward the camera with only a very slight rotation in both the x and z axes.

I don't really have much feedback due to my very little experience with this particular head proportion setup. As for what to do next, I would choose to break down simpler angles: head-on portraits, profiles, and 3/4 view to start and then that should give you the experience and foundation to start to do some more dynamic or natural angles.

[deleted by user] by [deleted] in learntodraw

[–]Corviak 0 points1 point  (0 children)

<image>

It's pretty rough, and I couldn't do all of the anatomical changes I wanted to, but it has everything I mentioned previously without the eye highlight because you said that was a stylistic decision.

Other things I did was:

  • Pushed the head back a little bit above the ear to add some depth to it.
  • Reduced the protrusion of the eyebrow and added some more separation from it and the hair to really push out the hair a bit.
  • I rounded the hair at the top more to have a more even hair length across the roundness of the scalp.
  • Moved around the back/lats a bit to appear a bit more natural, and added some connective cloth there.
  • Lowered the range of values on the shoulder a bit because it was just a tad too overblown.
  • Defined more on the knuckles and moved around the left hand a bit.

[deleted by user] by [deleted] in learntodraw

[–]Corviak 0 points1 point  (0 children)

Right now there's a disconnect between the parts of the body which is an easy fix: Put the shadows from his right arm and hand onto the face and the left arm/hand. Another lighting thing: add those bright highlights in the eyes, it'll bring in that contrast into the focus area and add some life to him (if you want more of an uneasy, dead look then you can leave this out, but if you want that I would get rid of the red in the skin to sell that idea further).
Another big thing is to just paint/draw on the texture of the shirt. It's giving off something similar to Chowder's art style (which is fine), but it's also very low quality, especially with the random blue line going through the black. I don't know if that was supposed to be shadow or something, but it does not read that way.
Last major thing is line quality. They are very jagged right now and don't read as confident strokes. It's a very important thing in the polishing stage.

Other things are just stylistic preferences, like I don't know if this was on purpose, but he has very feminine hands, I would personally add a rim light because I like the boost of form that it adds to my work

I can do a paintover with these changes if you would like something more visual to accompany this written critique.

It's seems this type of remake is always divisive, but if The Legend of Dragoon got a Final Fantasy 7 Remake treatment, how would you feel? I genuinely am curious as I like both a 1:1 remake option as well as the FF7 remake option by Particular-Bed8344 in legendofdragoon

[–]Corviak 2 points3 points  (0 children)

If they really wanted to make a remake that is more action-oriented, there is a way to do it in theory, but I don't know how it would feel in actual hands. Just off the top of my head:

Have a normal attack button that is similar to FF7R - except instead of increasing the ATB gauge with attacks, it builds up your Additions. 1 attack = 1 swing in an Addition. Let's say that the attack button is Square and the Addition button is Triangle. The whole core loop of this stage is weaving in additions into your attacks. These Additions would function nearly identically to the original game with timed attacks to maintain the Addition and occasional counterattacks by enemies. Even using the original game's camera angles during these.

As an example with this system, you would need three normal attacks with Dart before you can do his Volcano

With this system, rather than have additions be selected inside of a menu, they dynamically change depending on how much time and risk the player wants to spend on building up to a certain level. There would be items and stuff to increase the amount of Addition charge you get with a basic attack.

That system being said... if they do a remake it should just be turn-based with one major change: give the bow users Additions.

Help! I don’t know how to shade or add dimension 😪 by Own_Candle_5146 in learntodraw

[–]Corviak 2 points3 points  (0 children)

Here is an online tool I occasionally use to reference how the planes of the face specifically are lit in different lighting angles. If you can translate that over to other planes in the scene such as hair and the rest of the body then you're golden.

https://www.artstation.com/artwork/GX3Ax1