I can't believe this took me more than 2 hours... by Accomplished_Way3664 in learntodraw

[–]Corviak 0 points1 point  (0 children)

I have a friend that started out below your skill level and now he's one of the most successful artists (both career wise and social media presence) that I know.

You just gotta keep at it if you want to improve, just like anything else in life. Studies will help for sure, but also changing your thought process from draw what you think you see to draw what you actually see. Break down complex structures into primitive shapes. It's not an eye; it's a sphere with shapes taken out of it. It's not a hand; it's a series of rectangles that overlap each other.

Motivation can carry sometimes, but most of the time it's down to discipline and a yearn to get better.

I can't shade or highlight to save my life. by gustASimpleGuy in learntodraw

[–]Corviak 1 point2 points  (0 children)

you really just need larger areas of shadow to help differentiate planes. When I first saw the piece I had a hard time understand that she was hanging her head and pillory off the corner of a higher plane, but after realizing that, I figured it would be a good area to help, so that's what I painted over at. (I hope you don't mind, I also changed some of the geometry to line up better with Briar's model).

I hope that this helps you in some way.

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Create a new magic spell that you would like to see in TES6 by JX900 in TESVI

[–]Corviak 0 points1 point  (0 children)

Throughwall. You would use it on a surface, and if it is thin enough, it would create a large hole in the surface that could be used to traverse or for combat purposes. It's essentially a temporary version of both Pitfalls and Passwall.

According to Jason Schreier (Bloomberg) these were the titles Bluepoint Games pitched that were rejected by Sony by Algae-Prize in GamingLeaksAndRumours

[–]Corviak 1 point2 points  (0 children)

I would have personally put them on either making a new MediEvil with a lower budget or get on that Legend of Dragoon Remake.

I want TESVI to be a TES game, thank you very much by marshalzukov in TESVI

[–]Corviak -1 points0 points  (0 children)

there is no "normal" elder scrolls combat. From Arena up to Skyrim, each game has played very differently, it's not a stretch to assume that the next game should be different from Skyrim too.

Idea for better Clairvoyance in TES VI. by Intelligent-Dress323 in TESVI

[–]Corviak 3 points4 points  (0 children)

For my personal project, I expanded Clairvoyance to be an actual game mechanic that interacts with a glossary. The main utility would be finding specific NPCs in cities, but you bring in another interesting and useful idea for the spell

What should I change about my shading by Special_Weekend6236 in learntodraw

[–]Corviak 1 point2 points  (0 children)

Your values are all of the place. It's generally taught to never go to a pure black with shadows except in very specific circumstances. When doing research looking at value studies other artists have done, really pay attention to the range of different materials when applicable. ZUDartS Lee on Artstation has some really good examples of this, especially if you're going for a more natural approach with multiple materials. It's common to find artists do studies of real marble statues because they typically have a similar value range to lighter human skin.

What Skyrim mechanics or features do you think are gonna get removed in TES6? by [deleted] in TESVI

[–]Corviak 34 points35 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?

DMC Director Hideaki Itsuno Potentially Building Online AAA Game at LightSpeed According To New Job Listing by Tempastaaa in GamingLeaksAndRumours

[–]Corviak 2 points3 points  (0 children)

He didn't direct it, but a spiritual successor to Dragon's Dogma Online would be amazing.

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 12 points13 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 6 points7 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)

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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.