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Group Info Group Founded 4 Years ago Statistics 259 Members
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First words

First Words

Hi and welcome,

We are young and new. We need your help to grow.
Help us by submitting your artwork and also invite your friends. Thanks :)

About Gallery Folders

Here we divide thing this way:
major categories:
2D,
3D and
Animations

minor categories:
Characters,
Environments (full environments and environment modules),
Vehicles (any sort of transportation like cars, ships, spaceships, ...),
Weapons and
Props. (everything else)

Submission is unlimited but will be reviewed before acceptance!
Please, submit to the right category!

Please understand that we are trying to keep a certain degree of quality in this group, so no hard feelings if we don't accept a work!

Thanks
Admin

Gallery Folders

Featured
Salt LowPoly by sstrikerr
FemaleDemonCol by overmind81
Note 8 Render by zoomzoom
C/Ex/Cel by L04D3D
2D - Characters
Salt ConceptArt by sstrikerr
Wild Hunter. by Maxak8
Masha Kuznetsova by I-GUYJIN-I
Tally by AmandaKieferArt
2D - Environment
Work Center by ElijahMcNeal
ScI-fi bar interior by Maxak8
MineTownSketches by AmandaKieferArt
Dragulja, Mining Kingdom by AmandaKieferArt
2D - Vehicles
Xterrian gunship by Ivanuss
Old Car by blueavel
Dink Master Classic by MeckanicalMind
SixSixteen by Mr--Jack
2D - Weapons
AR by ElijahMcNeal
Outer Veil - FSA SMG Concept Art by AranniHK
Elvish Swords by Silartworks by Silartworks
Corrupt Weapon Concepts by jeffchendesigns
2D - Props.
DOOM Tablet variants. by MeckanicalMind
Is this a magical book? by Maxak8
Necromancer coat of arms by OtherDistortion
DOOM - Archive Robot by MeckanicalMind
3D - Characters
Balrog Head 01 by overmind81
Pepper - Blubber Busters by MissMaddyTaylor
FemaleDemon by overmind81
Exosuit Helmet Upd by Gottsnake
3D - Environment
Gothic chapel by Kejlynda
Victorian Room by RabidToaster
Space Station by RabidToaster
Alien: Nostromo Kitchen by RabidToaster
3D - Vehicles
Post-Apocalyptic Truck by Kn3chtRuprecht
Call of Duty: Infinite Warfare - Compact car by Rav3nway
Saab-Scania SBA 111S (TGB 40) by Sergey-Ryzhkov
Saab 900 Turbo Rusty (Low-Poly) by Sergey-Ryzhkov
3D - Weapons
Saiga12 xts 7k by Rav3nway
Skorpion vz. 61 by NamNguyen3D
Colt 1860 Army Revolver for Unity by XenuxZero
Zu-23-2 game low-poly 3d-model by Sergey-Ryzhkov
3D - Props.
Emerald Of The Saviour pendant - concept by DaniHaynes
High-Poly Sculpts
Firefight Truck by sasa454
Animations
KudaMabok / Drunken Horse by Vusiuz

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Comments


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:icongameman93:
GameMan93 Featured By Owner Dec 26, 2015
Ah, I must have forgotten that I've tried submitting to you guys. Sorry about that, no hard feelings if you decline my deviations. :)
Reply
:icontomhologram:
TomHologram Featured By Owner Feb 11, 2015
Did I put my work in the wrong folder?
Reply
:iconnelyia:
Nelyia Featured By Owner Jun 19, 2014  Professional Digital Artist
Thanks for the request :) !
Reply
:iconandr3d:
andr3d Featured By Owner Apr 28, 2014  Professional General Artist
May I ask why my work was declined ?
Reply
:iconbringmeasunkist:
BringMeASunkist Featured By Owner Apr 29, 2014  Professional Digital Artist
Hey man, I'd first like to say that it wasn't a personal decision at all and then follow that up by warning that the critique I provide is exclusive to me only; and is not the opinion of anybody else but my own.

That said, looking at your work it appears all of your stuff seems to have a shared theme of "attention to detail". And while that can work in some cases, I fear it deters from the overall composition in some of your pieces. So I'm going to tailor critique this to your missile turret specifically (which I assume is what you're inquiring about?)

First is the form. From a practical standpoint, I think your concept is very busy. If this was a real turret, there is so much exposed machinery that I fear every part of this would be a "weak point". If you look at any heavy militarized vehicle/ turret/ whatever, there are a lot of flat, armor-plated surfaces to protect machinery from a direct hit and to deflect projectiles from an angle. But that's just a practical critique.

From a visual standpoint, the piece is overwhelmingly busy. The silhouette is awesome but there was nowhere for my eye to rest on; it just darted around from various areas of equal detail. I'd study up on high frequency/ low frequency noise and how it relates to designing art. Also, I read an interview recently where the art director for the new Batman: Arkham Knight discussed how he designed the batmobile. He compared his design process to a commercial air plane. A plane is made of almost entirely flat surfaces that serve an aerodynamic purpose. However when the plane starts landing and the brakes come out of the wings, intricate machinery is exposed. Important to note is that while the flaps decrease the aerodynamics of the plane, they still maintain some sort of aerodynamics and therefore continue protecting the more fragile parts of the machinery from the direct force of the air. In short, the batmobile is designed with purpose, and the new batsuit will compliment that with the same design principals. I share that story because I think it's a brilliant design philosophy that I would love to see extended to more artists' works on paper.

Next is color. I'm not going to go too far into the color palette because that's such a subjective topic, but red and green are complimentary colors and in this case clash. Your concept is already busy with detail but by adding complimentary colors, it's a large factor as to why my eye dances all over the piece and never rests. If this were a black and white piece with less visual noise, I think I would have an easier time distinguishing your shapes and therefore more easily use this as a concept to then recreate in a 3D application.

I mentioned that your artistic style is high in detail, and in some cases that works for you, but I personally feel that the missile turret concept was not one of those cases. And again, I cannot stress enough that this is my personal opinions and if you do not agree with me, I will not be butthurt.
Reply
:iconandr3d:
andr3d Featured By Owner Apr 30, 2014  Professional General Artist
First of all, thank you very much for completely comprehensive answer and good words :) (Smile)  You, of course , is partly right in your opinion. Many repetitive elements i use to give fantastic and some organic look  (see invertebrates , radiolaria , etc.) It's not uncommon thing in different design. About color - I just love this gamma.I work as 3D modeler for a long time and saw horrible concepts which i had to realize in 3D :) (Smile)  So don't take it too much seriosly
Reply
:iconyenin:
YENIN Featured By Owner Apr 16, 2014  Professional Digital Artist
Thank you for choosing my work)
Reply
:iconamirabd2130:
amirabd2130 Featured By Owner Apr 17, 2014  Professional Digital Artist
you're quite welcome ;) Nice work
Reply
:iconchrisisaak:
ChrisIsaak Featured By Owner Nov 7, 2013  Student Artist
Need a programmer to bring your game idea to live? 
2D - Android / PC
PM me. ;)
Reply
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