Architectural drawing, for Memphis Milano, George J. Sowden, 1984
http://thetriumphofpostmodernism.tumblr.com

oozey mess

@theartofmadeline
YOU ARE THE REASON
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Game of Thrones Daily
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todays bird

Janaina Medeiros
cherry valley forever
he wasn't even looking at me and he found me
PUT YOUR BEARD IN MY MOUTH
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styofa doing anything
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JVL

Kaledo Art
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@miirar
Architectural drawing, for Memphis Milano, George J. Sowden, 1984
http://thetriumphofpostmodernism.tumblr.com
“Ascolto Il Tuo Cuore Città”, Aldo Aymonino, 1987
“Architettura Laconica”, Massimo Scolari, 1983
Postmodern Precedent: Architectural Caricature of Washington DC, John Corkill Jr.
80′s Revival
Pomo Precedents
Morphosis. GA Houses. 9 1981: 158 - 155 | RNDRD
Paris Perceptions, 2013 Pen on paper 21 x 29.7 cm | 8.3 x 11.7 in (sold) - This very special drawing is going to a patron in Madrid.
Find other works available at the store and enjoy free shipping until 20.06.2018 - shop.mistermourao.com - #paris #perceptions #drawing #city #paper #detail #arctriomphe #haussmann #mistermourao https://ift.tt/2sTGuJS
We joked about The Atori in a spooky Instagram post last week, but here’s some more info we’d like share without spoiling anything:
The Atori are a clan of highly skilled warriors from the world of man. They were meticulously selected by the God Odin about 100 years before the story of ATONE takes place.
Odin sought to protect the mysterious Elder Tree that lies in the heart of Isa, a sacred territory found in the very center of Alfheim (check out our map if that jumble of names is confusing). Mortal men had always been forbidden from entering Isa, so Odin’s formation of The Atori signified an important bond between Man and God.
However, many years have passed since the Atori pledged their allegiance to Odin, and time can turn a warm heart cold…
If you want to know more about the game and get some free concept art, feel free to join our mailing list!
409. Kenji Hirose /// SH-60 /// Higashinakano, Nakano-ku, Tokyo, Japan /// 1962
OfHouses guest curated by Studiospazio: ”This house was built for an illustrator and his wife, who wished not to have any view towards the poor appearance of Tokyo, but only towards the sky. Despite the absence of openings, the void space between the house and the ground links the building with the natural topography – the bigger scale of the urban environment. The exposing character of the house reveals the otherwise invisible existence of the individual and the nature within the city.” (Photo: © wakiiii, guen-k.)
Hi!
Just wanted to remind that you can support me on my patreon: https://www.patreon.com/waneella
I post processes of making GIFs there, hi-res wallpapers and also try to make streams sometimes (not very succesful, but still). Thinking about making tiny tutorials.
Beside this, I have twitter, instagram and redbubble accounts (in case you don’t know).
Thank you for staying with me!
❤
Searching for Inspiration in Geometric Chaos
I often feel my designs can be a bit rigid and lack a certain breath or life that I am looking for. While symmetry can be a very striking and effective tool in design, I would like to develop a more free, organic flow to my patterns.
This page is a step in that direction. It was constructed using isometric grid paper, and simply trying to create strips of black evenly spaced from each other and turning in random directions including random shapes.
This design has already given me some ideas for future designs, as well as how I can incorporate this kind of style into a larger scale symmetrical design.
Hand drawn on May 28, 2018
https://schwarzenacht.deviantart.com/art/Oktoberfest-564400614 Oktoberfest de SchwarzeNacht alias #pandamaru, me fascina como ha conseguido crear el ambienta sacando provecho de las “limitaciones “ del RPG Maker
Haunted Mansion Set
Dr. evil’s laboratory, mad scientist library bookshelves, ghoul body parts, witches cauldrons, creaky stairs and eery hallways can be found in this haunted mansion modular dungeon set. Make a home for all your roaming Halloween creatures.
Courtesy of Csaba Baity. Thank you for the amazing work!
Smashy Craft Police Station
Bring peace and order to your game city.
Improve your pixel art sprites!
Introduction
In this tutorial, I will explain you how to use a couple techniques I used to improve Planet Centauri’s sprites before implementing them into the game (or before animating them). Some of the rules shown here are very easy to use, and/or are purely methodical; so even if you aren’t very skilled, follow those simple guidelines to make your sprites cleaner.
Colors
A lot of basic mistakes will ruin the quality of your art. Thankfully, they’re also generally quite easy to fix with some experience, and by paying attention.
Too many colors Pixel art is all about constraints. When two colors are very close, merge them into an intermediate one, so you see if it improves the result. Using a small palette will help you improving your skills much more easily, and will make creating sprites also easier. It also will make it easier to identify unwanted artifacts (i.e. misplaced pixels).
Gradients If you are constructing a palette with gradients, avoid at any cost independent gradients (i.e. only dimmed/lighted base colors). Use gradients that depends on each other. You can also try to use yellow-ish or cyan-ish saturated light colors, and blue-ish and purple-ish desaturated dark colors. However, avoid using an over-saturated or an under-saturated palette. This usually ends up bad and breaks contrasts. You should also use gradients with outspread tints to avoid washy color contrasts. Remember never to use more colors than necessary, and use gradients with contrasted brightness. Feel free to try using other generic palettes on your sprite to compare it with your palette so you can improve it. Neighbor colors Avoid as much as you can excessive contrasts between neighboring pixels. For example, a black line over a white background usually won’t look natural. A line that fits the background color well gives a realistic volume effect.
This is as true for outlines, which has to fit with both the inner color and the umbrage of the surface.
NB: Obviously, this doesn’t work with any graphic style.
Pillow shading
Pillow shading is a nasty effect that occurs when the light source comes from the front.
Avoid pillow shading, unless you really know what you’re doing.
Lines and curves
Perfect line: A line that has a constant vertical and horizontal step.
Perfect curve: A curve made of perfect lines which step always depends on the other parts of the curve.
Dirty line: A line that has at least one sub-segment with more than one adjacent pixel on one end. As you may have noticed on the pictures above, dirty lines should be avoided. You should use as much perfect lines and curves as possible.
Clusters
A cluster is a group, a pack of connected pixels with the same color. Cluster shapes will greatly affect the final image. Bony and crude clusters will give a sketchy aspect. Round and straight lines are preferred so you get a precise, smooth and nice image.
Avoid lonely pixels. If one pixel is inside of a different color cluster without any adjacent pixel with the same color, remove it.
Dithering et texturing
Contrary to popular belief, dithering isn’t as great as it seems. A lot of dithering between heavily contrasted colors will often give a dirty and noisy image. It is also a very bad idea to use dithering when animating a sprite, because keeping coherent dithering will be awfully hard. If you art style lets you do it, use texturing instead (the difference is that texturing does not induce color limitations). But don’t forget, texturing means harder animation and worse clarity. Again, it’s a matter of style. If you want a cartoon-ish look, do not use dithering nor texturing.
Antialiasing
Antialiasing a technique that reduces the staircase effect (aliasing) which is clearly visible on two lines between two contrasted surfaces.
Internal AA There are two use-cases for internal AA : Simply separating two surfaces, and using lines or curves cutting through two different surfaces. In the first case, you may just need to insert an intermediate color where aliasing is visible to reduce it (generally, when the curve abruptly changes).
In the second case, you may just need to add a small intermediate color cluster between every horizontal or vertical sub-segment. Its size directly depends on the sub-segment size.
External AA External AA suffers from an important restriction, unlike internal AA: The background color in a game will constantly change, so you need to have an effect that looks good on both dark and light backgrounds.
This rule is quite easy: You only apply the effect inside of the sprite. The end of an outline that neighbors with the background should never be modified.
In this image, the internal AA effect applied on the outer part of the sprite unveils some nasty artifacts, while external AA, even if it isn’t as efficient, gives a great effect on any background type.
The end.
10 pixel art tutorials by Pedro Medeiros
More on his Patreon page
‘Worlds Transient’