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:iconitkot:
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Illustration for the Illustrated Story "Allwënn: Soul & Sword". Written by Jesús B. Vilches and illustrated by me.

I like this dynamic pic, love to mix the comic dynamic poses with fantasy illustration ;9

The eBook contains more than 80 illustrations and a lot of extras including a Sketches Gallery and a Digital Process gallery where you can see my painting process.
* Allwënn: Soul & Sword is available for kindle, Android, iOs and Windows through the free kindle app for only 3.54$ here: [link]
* Spanish edition is also available here: [link]
More Info about it on my blog: [link]

Hope you like it!! :)
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Personal work.
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y alli en la oscuridad, a la espera del destino incierto permanece el guardian. A las puertas del infierno...
______________________________________________________________________________________________________

Ilustracion para Ediciones Babylon[link]
Puedes comprar esta ilustracion en tamaño poster 90x60 cm aqui [link]


Realizada en Photoshop Cs5.

______________________________________________________________________________________________________

Web: [link]
Facebook: [link]
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Ancalagon, the greatest dragon created by Morgoth, faces Eärendil in his flying ship at the beginning of a day-long aerial battle that will end the War of Wrath.

I tried very different techniques from the Ungoliant picture. I'm actually worried that I might have depicted Ancalagon too small! He's supposed to have destroyed a mountain range when he crashed from the sky...

related work: [link]
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This is very special artwork. I don't think there's an easy way to explain it, but here we go.

In April last year I made my first digital commission. I didn't have my own tablet, so I borrowed one from akryl. I was so stressed and excited at same time that I couldn't sit still.
Some time ago, I looked back at it.
Is was this artwork: [link] for ~cassander42. I decided to try it again and make little gift for Cass!
You tell me how it turned out :)

26th April 2011 - 3rd November 2012

Cassander belongs to ~cassander42
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Featured
:iconredpho3nix:
Collection by
Concept art © 2012 Sony Online Entertainment LLC. SOE. All Rights Reserved.

---------------------------------------------------------
Planetside 2 is out soon! Watch the trailer here: [link]
---------------------------------------------------------

---------------------------------------------------------
Current Planetside 2 design, and Planetside 1 design.
[link]
---------------------------------------------------------

So, with the new trailer out, and the tonnes of beta footage, concept art and media floating about I think its safe to release some of my pre-viz work I did for SOE from 2009-2010. I will be releasing in the order of what is only out already in the media, and then finally once the game is 'gold' then the rest will follow in updates to come.

Planetside ([link]) was, and is, an unimaginably amazing true-MMOFPS franchise that should have taken the world by storm 9 years ago. It was the only game back then that could hold my attention for more than 7 minutes. Defending a hard-earned facility, Mass Gal drops, MAX Raids had me rushing home from school and logging on and doing my part for the TR/Vanu. Most of the defining moments of my life's gaming experience is credited to Planetside and its open-world 'sandbox' nature, allowing hundreds of players to wage epic freaking war in a 24-hour long persistent world server. The network connectively was surprisingly sharp, and the frenetic gameplay, camaraderie and immersion to be had was nothing short of exhilarating.

I eventually left the game due to the introduction of BFRs (Don't get me wrong it was fun as a Collosus killing shit and acting out my Mechwarrior fantasies on live human opponents, being a troll even before it became a popular meme, but the entire battlefield dynamic just changed too drastically for comfort. I mainly enjoyed the combat with 50% infantry, 30% armour, 20% air vehicle mix...)

Fast forward 6 years, and right after finishing up my Space Vagabonds commission and wanting to take a holiday, a phonecall came in from SOGA Taiwan. It was for a project titled Planetside Next. I think I screamed a bit. A combination of self-doubt, horror, and eventually facemelting joy followed by a frantic followup email and a test and the job was awarded to us at IFS! :) (Helped to be a fan and swearing on my life that I'd do my best to homage Planetside and update it respectfully, too.) It was then supposed to be just a revamp of Planetside, a sort of Planetside reimagined. Explains why you don't see glass cockpits on my vehicle concepts, that was an early creative decision when they weren't sure they wanted to show off the characters or not due to engine limitations (IIRC they wanted to vastly increase the player count with the same engine or something, so something had to give). I also chimed in saying it was fantastic idea, because we'd be able to create a truly hard-sci fi futuristic look where high end optics were commonplace, removing the need for fragile transparent components. A cold, hardened look that is reminiscent of drones. I still think its a great meaningful look, and I always feel kinda broken-hearted when I see how in the current iterations the cockpit areas of my designs got carved up into glass, because it was a real labour of love for myself, and the early team members (GM John Laurence, Programmer/PM Steve Wang, AD William B. Yeatts) that went into designing all that stuff.

While I may not agree aesthetically with those changes, I can definitely appreciate and understand why they went the direction of showing off glass cockpits and crew especially now that the project has the brilliant Forgelight engine to bring that world to life. (Don't get me wrong, if its an open canopied jeep or ATV by all means uncover it all, show the crew, the rawness and exposure has beauty too... just that my design approach at the time was simply based around the original principle of being a hardened cockpit coffin and the pilot buried behind layers of protection. To my mind, it is very hard to just swap a part out and change the context and expect the design to carry the same meaning anymore. Players might not ever care, but I just felt the need to say my peace on that tiny matter. :) )

So anyways, I spent almost an entire year (2009-2010) on the project. It was one of the most transformational periods of my life professionally and testing in my personal life as well; the relationships forged and artistic growth, the incredible brain drain endured along with the soaring creative highs, no money can buy any of that. I will forever be grateful for the opportunity to have experienced it all and especially to have worked on the project of my dreams alongside some amazing people (credited above!), the game that made me a gamer. Can't wait to show more when I can and I sincerely hope my efforts have added to the joy of fans worldwide! Long live Planetside! :)

More on this piece:
-I was tasked with coming up with modular attachments and gear in order to make a 'faction uniform'. These would need to look good together, as best as possible, given the proposed freeform structure in which a player could outfit him/herself. The way a player model is put together would also affect the attributes of the character, leading to the creation of classes and roles.
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Concept art © 2012 Sony Online Entertainment LLC. SOE. All Rights Reserved.

---------------------------------------------------------
Planetside 2 is out soon! Watch the trailer here: [link]
---------------------------------------------------------

---------------------------------------------------------
Current Planetside 2 design, and Planetside 1 design.
[link]
---------------------------------------------------------

So, with the new trailer out, and the tonnes of beta footage, concept art and media floating about I think its safe to release some of my pre-viz work I did for SOE from 2009-2010. I will be releasing in the order of what is only out already in the media, and then finally once the game is 'gold' then the rest will follow in updates to come.

Planetside ([link]) was, and is, an unimaginably amazing true-MMOFPS franchise that should have taken the world by storm 9 years ago. It was the only game back then that could hold my attention for more than 7 minutes. Defending a hard-earned facility, Mass Gal drops, MAX Raids had me rushing home from school and logging on and doing my part for the TR/Vanu. Most of the defining moments of my life's gaming experience is credited to Planetside and its open-world 'sandbox' nature, allowing hundreds of players to wage epic freaking war in a 24-hour long persistent world server. The network connectively was surprisingly sharp, and the frenetic gameplay, camaraderie and immersion to be had was nothing short of exhilarating.

I eventually left the game due to the introduction of BFRs (Don't get me wrong it was fun as a Collosus killing shit and acting out my Mechwarrior fantasies on live human opponents, being a troll even before it became a popular meme, but the entire battlefield dynamic just changed too drastically for comfort. I mainly enjoyed the combat with 50% infantry, 30% armour, 20% air vehicle mix...)

Fast forward 6 years, and right after finishing up my Space Vagabonds commission and wanting to take a holiday, a phonecall came in from SOGA Taiwan. It was for a project titled Planetside Next. I think I screamed a bit. A combination of self-doubt, horror, and eventually facemelting joy followed by a frantic followup email and a test and the job was awarded to us at IFS! :) (Helped to be a fan and swearing on my life that I'd do my best to homage Planetside and update it respectfully, too.) It was then supposed to be just a revamp of Planetside, a sort of Planetside reimagined. Explains why you don't see glass cockpits on my vehicle concepts, that was an early creative decision when they weren't sure they wanted to show off the characters or not due to engine limitations (IIRC they wanted to vastly increase the player count with the same engine or something, so something had to give). I also chimed in saying it was fantastic idea, because we'd be able to create a truly hard-sci fi futuristic look where high end optics were commonplace, removing the need for fragile transparent components. A cold, hardened look that is reminiscent of drones. I still think its a great meaningful look, and I always feel kinda broken-hearted when I see how in the current iterations the cockpit areas of my designs got carved up into glass, because it was a real labour of love for myself, and the early team members (GM John Laurence, Programmer/PM Steve Wang, AD William B. Yeatts) that went into designing all that stuff.

While I may not agree aesthetically with those changes, I can definitely appreciate and understand why they went the direction of showing off glass cockpits and crew especially now that the project has the brilliant Forgelight engine to bring that world to life. (Don't get me wrong, if its an open canopied jeep or ATV by all means uncover it all, show the crew, the rawness and exposure has beauty too... just that my design approach at the time was simply based around the original principle of being a hardened cockpit coffin and the pilot buried behind layers of protection. To my mind, it is very hard to just swap a part out and change the context and expect the design to carry the same meaning anymore. Players might not ever care, but I just felt the need to say my peace on that tiny matter. :) )

So anyways, I spent almost an entire year (2009-2010) on the project. It was one of the most transformational periods of my life professionally and testing in my personal life as well; the relationships forged and artistic growth, the incredible brain drain endured along with the soaring creative highs, no money can buy any of that. I will forever be grateful for the opportunity to have experienced it all and especially to have worked on the project of my dreams alongside some amazing people (credited above!), the game that made me a gamer. Can't wait to show more when I can and I sincerely hope my efforts have added to the joy of fans worldwide! Long live Planetside! :)

More on this piece:
-I was tasked with coming up with modular attachments and gear in order to make a 'faction uniform'. These would need to look good together, as best as possible, given the proposed freeform structure in which a player could outfit him/herself. The way a player model is put together would also affect the attributes of the character, leading to the creation of classes and roles.
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Some racer i guess :)

This was a livestream painting. Here is my art channel [link]

Steps [link]
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Научно-исследовательский корабль АН СССР "Академик В. А. ОБРУЧЕВ
__ __ __

Research ship Academy of Sciences the USSR "The Academician V. A. Obruchev"


Work on competition: [link]
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This technology could really transport interspatial bring big change for both the planetary colonization extra for the import of materials not available on hearth. And more it is energetically very natural because it uses a lever sytem and orbital attraction in power by a system of solar power leads.
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Featured
:icontolaron:
Collection by
:facebook: [link]
Website: [link]

Soooo it's been a while but I have a lot of paintings in the pipelines so expect to see some more stuff soon after this one =)
Same universe as the last painting, revealing a bit more of the world.

Hope you enjoy it!
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:)
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Deep in the northern taiga.
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***FULL VIEW FOR FULL AWESOME!***
This is one of my personal favorite pieces and I also believe it's one of my best to date. And it's another one heavily influenced by Toppi as well as Konrad Dielitz

The runes on the stone read:
Here this way the wind does blow
Over those who've fallen
The lord of death walks this path
All Father, come reap


It also has some history! Last year at SDCC 2009 I lost my portfolio which included the original version of this commission. Remember this guy? [link] Eternal gratitude goes to ~callacurt for waiting over a YEAR for me to finish this badboy. I hope the wait was worth it. I decided to turn his $80 commission into a $200 one. If theres anyway to get a good commission out of me its to request something Norse related

:iconcallacurt: - Commissioner
:iconnoxious1: - Artist

Tools used: Bristol board, 0.5 mechanical pencil, Korean memory nib ink set, minor use of copic pens and LOTS o' ink
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continue.... might upload a brief story outline or some kind of explanation in the future
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FZD
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gfs
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some1 asked me to post progress shots so will post on my tumblr

long0800.tumblr.com
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fat ugly ship
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Featured
:iconzeedurrani:
Collection by
Matte Painting - Inspired by Fabian Oefner's "Atlantis"

**********************
Stock: [link] [link] [link]
Thank you!
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.

-----

Damn a DD! didn't expect this, thanks all!
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Environment Design
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Hey peeps, this is a banner I did for a client's website.
I hope you like!
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Promo Illustration for a NEW project I am working on with a studio.
there will be TEN early rewards that are only available for a limited time and a SECRET ULTIMATE ONE-OF-A-KIND REWARDS ONLY AVAILABLE AT THE VERY BEGINNING OF THE CAMPAIGN.
Stay tuned here:
[link]
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Featured
:iconowhiteworldo:
Collection by
A treehouse!
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This is one of my personal favourite paintings from my art book. It was inspired by a trip to New England...where I really enjoyed the old architecture everywhere.
If you are interested, my book is available here.
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Last night's speed painting. Probably a couple hours or so on it. After doing a lot of photoreal matte painting, breaking away from photographic reference was a nice change of pace.
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I read that one my favourite Disney movies, The Emperor's New Groove, was originally called Kingdom Of The Sun. This is me pretending I was a concept artist on that film :)
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Agate´s hut Concept art i did for Assassin's Creed 3 : Liberation, the PSVITA tittle done in Ubisoft Sofia.
© Ubisoft
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Science Fiction
:iconztlawton:
Collection by
I saw some sketches by Niklas Jansson and i thought i'd try to model some of his designs just to test it out. so the design belongs to Niklas Jansson. I added some personal touches though.

gonna try to texture it tomorrow and hopefully get it finished by then.

:)

:edit/ updated abit, textured the legs and some other changes
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Thought I'd make another speedpaint batch but I liked this one in hires so.. here you go, starship near completion :) ~4h
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Another livestream semi-speed paint. Tried out the flagship again, not perfect yet, I'll have to 3D model it to get it right. Should I spend another sitting on this to get a fleet in there?

The command flagship for the Protectorate fleet.
-It's dual hull design aids in redundancy should it ever be found in heavy fighting. The lower hull is largely filled out by a massive staging hangar for defensive ships and a sizable ground force.
The upper hull houses the majority of the crew, who's accommodations are considered lavish for a space vessel, this for the large number of officers often on board.
-The ship is also equipped with extensive processing and maintenance facilities, it can support it's crew and provide extensive repair capabilities for local forces when planet based facilities are not available.
-4 main rail guns along it's 2 noses are it's main anti warship armament. These can fire a variety of munitions, guided or not, at firing rates up to high enough that more than one round can be moving down a rail at once, if needed.
-Warships all carry a common tech shielding that disperses energy weapons, this is why most ships use projectile weapons. Should an enemy ships shielding be disrupted, this flagship contains a laser generation system. 2 focusing turrets, one top and bottom, can fire on vulnerable ships to quickly destroy them.
-12 massive turrets each with 2 guns play a pivotal role in laying down spread fire on distant or closing ships, this ensures a much higher hit probability against evasion maneuvering.
-Numerous point defenses guard against small ships and fighters, some medium sized defense weapons can also join in the spread fire patterns against targets.
-Due to it's massive size, it is unable to make effective evasive maneuvers against enemy fire except in very long range engagement from glancing shots. Thanks to the Elemental program however, along with basic energy weapon shielding, this ship also uses forcive shields to deflect projectile weapons when possible. It's onboard ground forces will often include a number of Elementals which can join in on defensive actions.
-For all it's abilities as a warship, such a large investment in a single ship would lead it to be a prime target in war, so it largely spends it's time in friendly territory making use of it's command and combat staging power.
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This is another piece of production art done for the ill-fated "Tiberium" game.

It shows the start of one of the game levels, an urban environment fortified against the harsh environmental conditions prevalent in the storyline.

The entire city is built on enormous platforms to protect the inhabitants from the invasive crystalline substance (Tiberium) that has spread throughout the region, ravaging the environment.

The large vehicle partly visible on the left of frame is an airship cargo vessel docked at this loading platform, while the structure ahead is a control tower and freight handling facility that you must pass through to enter the city beyond.

This is a full 3D scene that I rendered out and then retouched in Photoshop, adding elements such as the rain and some other details.
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This is the last tutorial that I did, was very hard work but I really enjoyed the process. I hope you like it.
Tutorial :[link]
Magazine: [link]
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Digital Works
:icondecayingart:
Collection by
Facebook | Twitter | Table Taffy Studios DA Group | Tumblr | TableTaffy Store

...or not!

Another B7 promo for the soon to be Bastion's 7 Kickstarter!

Bastion's 7 Created and designed by :iconcheeks-74:
Plotted by Sean Galloway and J.Torres
Written by J.Torres

You ready for it?!

Art:
:iconcheeks-74::iconthekidkaos::icondereklaufman::icondarkkenjie:
Colors:
:iconcheeks-74:

More B7 images:



We hope y'all digs!
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My dear friends. Thank you so much for this award. Wow!!! I am very pleased)) This is a very small work, a small illustration, nothing serious. I did not expect so much attention to it. Thank you! The main theme of this illustration rather- dark mood, not the original helmet design))
Of course For inspiration, I used some of the references of dead space (probably one of my favorite games) and JSF-Us army helmet

Thank you all for your kind words, criticism and comments)))
Adobe Photoshop CS5
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Chalenge Weekly Trinquette
With a photo reference chosen by Alberto Ruiz
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PSCS2 2hrs a little break from office routine


im currently working in a team,

so its commision open for serious clients, please note me for details rate

thank you for viewing

cheers
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One more preprod concept for our game StrikeVector
Can see the vidéo trailer here [link]

i'm working on this project with my mate LORD PE : [link] have a look !!!
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Sci Fi Spec
:icontitan-metal:
Collection by
this has nothing to do with the project, just a sketch inbetween... Applying some studies from today.
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Pilot of the Phantom mecha [link]

Commissioned by :icondeathd02:

Hope you like!

2B pencil on A4 paper
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Unnamed armored scifi girl :)

commissioned by :icondeathd02:

Hope you like!

2B mech pencil on A5 paper
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...
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This guy was far too much fun to paint. One more character for the initial Distant Star roster...
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Fantasy and SciFi
:icongrungetv:
Collection by
Done for an informal contest on Dribbble

All Photoshop pixel pushing.
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Risen from the ashes, ascending to a new life. Departing the old existence to transcend into higher spheres of peace and serenity: Arcadia.
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This monster started out as a redesign of the Helicarrier from The Avengers but as I began working on it I decided to add masses of tracks to it and actually kinda liked where it was going. It is both land and sea worthy and has multiple runways and a huge capacity of drones and other jets and transports.

Nuclear powered of course and about as stealthy as an atom bomb :ahoy:

Also check out my Facebook page for more work: [link]

Enjoy
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Another card art for the trading card game SPELLWEAVER
© DreamReactor
[link]
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