Endless Realms bestiary - Acies Reaver
Bestiary artwork for Endless Realms, a D&D-like "pen and paper" fantasy RPG I'm working for.
Concept & Artwork © 2014-2017 Lunar Games Inc.
Endless Realms FAQ: http://www.furaffinity.net/journal/5774483/
Gotta admit, was a little inspired by the Simpsons' Halloween parody of The Fly, haha.
Concept & Artwork © 2014-2017 Lunar Games Inc.
Endless Realms FAQ: http://www.furaffinity.net/journal/5774483/
Gotta admit, was a little inspired by the Simpsons' Halloween parody of The Fly, haha.
Category Artwork (Digital) / Fantasy
Species Insect (Other)
Size 800 x 800px
File Size 574.3 kB
Listed in Folders
now one of the things that crosses my mind is this...
If that's NOT part of a hive mentality... and the creatures act alone... then that's bad..
*BUT*
if it IS part of a hive like bees or wasps or such... what the hell do the "Warriors" and the *queen* look like if those are just the drones...?
If that's NOT part of a hive mentality... and the creatures act alone... then that's bad..
*BUT*
if it IS part of a hive like bees or wasps or such... what the hell do the "Warriors" and the *queen* look like if those are just the drones...?
I agree. CGI has gotten to a point where it looks really good and realistic, but nothing can beat the old school practical effects. One of my favorite movies is John Carpenter's The Thing and I read somewhere that Carpenter actually patented lighting techniques with flares for filming when he made that movie.
*nods* There's something... crude, and raw, and undeniable about certain types of old effects. In comparison, CGI often can look too perfect, too shiny, too clean, too orderly, too precise. Those rough edges and unexpected behaviours and things that happened with doing things physically from scratch added a lot of bonus flavour... although I suspect people unaccustomed to seeing them done that way would probably disagree and just feel it looks shoddy (shitty :V)
It's actually kind of why I like old-school sprites in video games left as old-school sprites, rather than being updated. It's like trying to take a stylized cartoon and re-rendering it as realistic: you lose some of the stylization and "feel", as well as the imagination in "filling in the blanks" when you just render the characters straight-up. ((I find the same thing happens going from a rough sketch to final image, often - there's a kind of "life" in rough scribbly sketches that's lost when you clean it all up and make it polished.))
It's actually kind of why I like old-school sprites in video games left as old-school sprites, rather than being updated. It's like trying to take a stylized cartoon and re-rendering it as realistic: you lose some of the stylization and "feel", as well as the imagination in "filling in the blanks" when you just render the characters straight-up. ((I find the same thing happens going from a rough sketch to final image, often - there's a kind of "life" in rough scribbly sketches that's lost when you clean it all up and make it polished.))
You know, I actually read and heard that what effects people actually try to do with the CGI monsters and such a lot of times is try to invoke the "Uncanny Valley" effect. I find that particular thing really interesting because it explains why people get so freaked out over rather benign things like clowns and dolls and such. Intentionally trying to invoke it though can be really tricky, depending on how they do it.
*nods* I've been trying to do the same with some of my monsters, actually :b
I don't know if you've ever read the original Jurassic Park book, but it was a bit more visceral and almost horror-esque than the movie. It was referenced there, too: about why the velociraptors were more terrifying than the tyrannosaur because of their human-like size, intelligence, and communication. Along the lines of "It was their man-like qualities that frightened him more than their teeth or claws."
Putting creepy spins on the familiar or expected is a great horror/suspense tool. I'm a huge fan of an older game called Eternal Darkness, where your characters are prone to lose sanity. One of the first effects is tilting the camera and making it wobble and distort a bit, ever EVER so slightly. Super effective when used in combination with great sound and level design and such.
I don't know if you've ever read the original Jurassic Park book, but it was a bit more visceral and almost horror-esque than the movie. It was referenced there, too: about why the velociraptors were more terrifying than the tyrannosaur because of their human-like size, intelligence, and communication. Along the lines of "It was their man-like qualities that frightened him more than their teeth or claws."
Putting creepy spins on the familiar or expected is a great horror/suspense tool. I'm a huge fan of an older game called Eternal Darkness, where your characters are prone to lose sanity. One of the first effects is tilting the camera and making it wobble and distort a bit, ever EVER so slightly. Super effective when used in combination with great sound and level design and such.
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