May Sketch a Day week 5 + bonus plein air iPad paintings.
noise dept.

roma★

JBB: An Artblog!
"I'm Dorothy Gale from Kansas"
will byers stan first human second
art blog(derogatory)
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DEAR READER
Xuebing Du

JVL
let's talk about Bridgerton tea, my ask is open
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Lint Roller? I Barely Know Her
wallacepolsom
$LAYYYTER
Mike Driver

ellievsbear
Three Goblin Art

Kiana Khansmith
trying on a metaphor
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@acapulc9
May Sketch a Day week 5 + bonus plein air iPad paintings.
May Sketch a Day week 4
Week 3 of my May Sketch a Day journey.
May Sketch a Day week 2
May Sketch a Day week1
A few studies out in the sun with the iPad. I do these way more often now, trying to get out more regularly and enjoy the summer while its still here. These two were done on a small farm close to my home town. It’s really beautiful there.
Way home A more elaborate sketch / illustration I’ve done lately. Tried to get in some new thinking I’ve been developing and finding out about in the past few months.
Simon Kopp and I had the opportunity to work on Spiritwalk Games' Shardbound late 2015 into early 2016. We at Airborn studios helped develop the look and feel of the playable areas within the game and worked on a few character designs. The images in this gallery are fairly early explorations for the look of different biomes and locations within the restrictions of the playfields with their hexagonal raster. Part of the exercise was to see how far we could go to obscure the raster, while still keeping it readable. Shardbound: http://shardbound.com/ Simon Kopp: https://www.artstation.com/artist/acapulco Airborn Studios: https://www.artstation.com/artist/airbornstudios
This is the work from my dear colleague Johannes Figlhuber on Shardbound. We were working closely together on this project, it was really fun! Such good work!
Shardbound - Spiritwalk Games - Environment Ideation
Here is the second and final batch of artworks for Shardbound. Before we even got to the key artwork we made each several paintings of different locations in the world of Shardbound. Johannes Figlhuber and I worked closely together on these and it has always been a nice back and forth of ideas with him and all the other artists.
The Kickstarter ( https://www.kickstarter.com/projects/shardbound/shardbound/ ) is already above 100k and rising. I'm really happy for the peeps over at Spiritwalk games to get their game funded for the final stretch.
Shardbound - Spiritwalk Games - Environment Look Development
Johannes Figlhuber and I had the opportunity to work on Spiritwalk Games' Shardbound late 2015 into mid 2016. We were hired as Airborn Studios to help develop the look and feel of the playable areas within the game. I worked on the key artwork for the style of the playing fields, as a reference for the 3d artists. They are kickstarting this project right now! Take a look, if you back it you can instantly play it: https://www.kickstarter.com/projects/shardbound/shardbound/
Truck A sketch I brought further. I'm currently trying to understand John Wallin Liberto's thinking when shading and designing objects. I guess his influence is clearly visible. I've put some small animation on top to make it a bit more interesting and lively.
Exploration for storytelling in VR 360° panoramic images. My focus was on telling an interesting story to the viewer and trying to suprise him/her in the painting. It's a first proper test with kind of a lot of time put into it.
I have to link again to my artstation, because panorama is not possible here on tumblr. Enjoy!
Airborn - Housing 360° Panorama Today I sadly have to link you to artstation because this place doesn’t allow for 360° panorama paintings. I downloaded the tutorial for 360° paintings by Jama Jurabaev and it was an eye opener. I think this is an amazing and futureproof technique - and it’s a nice experience!
https://www.artstation.com/artwork/PNWoZ
You can find the panorama there. If you want to look at it on your smartphone, use facebook:
https://www.facebook.com/simon.kopp.concepts/photos/a.334632610236496.1073741836.164562013910224/334631286903295/?type=3&theater
I hope you’ll enjoy this one! It was fun to take an old painting and make more of it.
A little pumpkin I painted before carving him. I found carving pumpkins as quite a fun thing for myself this year. I love that you do something and it actually doesn’t last long - so you let it go the moment you finish it. Quite freeing actually. My girlfriend improved the pumpkin a lot by adding derpy arms! Loving it!
Song of the Deep - Fomori Assets Most of my time was spent on work on assets for the Fomori tileset. The golden City is a big part of the gameworld, so a lot of different assets had to be created. The last two pages show mainly gameplay related stuff. It was pretty fun to work on those, I enjoyed that job quite a bit.
Song of the Deep - Ruins Assets
Back in late 2015 I had the chance to work freelance for Insomniac Games and help them create their game 'Song of the Deep'. My main focus was creating assets for use directly in the game.
The Creative Chair talks to Simon Kopp, a talented illustrator and concept artist from Germany. Simon Kopp has produced some amazing work and has been involved with a number of high profile projects. We caught up with him to find our more… Tell us a little bit about yourself and the work that you do?
Will from the Big.Company asked me for an interview. It was a pleasure answering his questions. He actually asked a question I have never been asked before, which was pretty interesting! Have a look if you're interested: http://thebig.co/simon-kopp/