[BG Commission] Plateau Landhills Village
by SHERIFF NOGARA
ARTIST, SUITER, PARATROOPER, MAN
9 years ago
This was a pain in the goddamn fucking ass to render & get through, but it was ultimately very well worth the effort. The reason why it took roughly like 30+ hours just to get from blank to here, is having to design all the objects and landscape from scratch (for the most part). Lots of unique subject matter here in terms of shapes and coloring, but I went out of my way to do so. This is a BG commission I did for
Kyowai, which was selected as a pD5 type (the same as Sliss’s), hence the high detail & challenge. “pD5″ = painting, Digital, level 5 [which is the highest developmental rendering type; “Polished”]
This is supposed to be in tngent with World of Warcraft, but I didn't use many references other than to draw the caravans.
Originally finished on August 19th, 2016, slightly touched & refurbished in Photoshop. Most of it was done in Corel Painter 2015
Kyowai, which was selected as a pD5 type (the same as Sliss’s), hence the high detail & challenge. “pD5″ = painting, Digital, level 5 [which is the highest developmental rendering type; “Polished”]This is supposed to be in tngent with World of Warcraft, but I didn't use many references other than to draw the caravans.
Originally finished on August 19th, 2016, slightly touched & refurbished in Photoshop. Most of it was done in Corel Painter 2015
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Artwork (Digital)
Scenery
Unspecified / Any
4174 x 2760
9.7 MB
FA+

I noticed that you did it completely line-less, such that there are no black lines forming the borders between objects.
I also notice that you intentionally made it an alien-like world, and the main ways you conveyed that was the structures and geography. Real world geography tends to smooth sharp lines to gentle gradations, hence why a landmark like chimney rock is so special. This here is a world where some force has interrupted the flat landscape, and erosion has barely touched it.
As for buildings, the alien-ness is conveyed through the unnatural colors and top-heavy construction of many buildings. Real world buildings tend to be naturally bottom-heavy, such that the carved out tree in the center might never exist, and are typically only on struts or supports in cases where a high water table makes it necessary.
All told, it creates a whimsical piece, which to me reminds me of Warcraft, Worms Armageddon, and the Smurfs.