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In some of my off time, I'd been playing this game called Project Zomboid. It's a really neat simulation game about surviving in a lonely zombie apocalypse. There's no real end goal except to survive as long as you can, cause you will eventually die. The neat aspects of it are how deep the simulation elements go. Like... wearing too much armor? You might be getting sweaty and tired. Want to break down furniture to turn it into barricades? You better have the tools and knowledge so you can avoid wasting materials. Made some food on the stove? Better not have left the oven on while you go out to scavenge?

Well anyway, that's not important. I just wanted to draw my survivor who has seen better days.

On the art side of this drawing, I've been repeating this one trick to make a cool looking stone texture for a few pictures now. I really like how the effect looks and it gives things a sense of depth to me. I'd like to practice doing it with different kinds of textures and materials because I think it adds a considerable amount of dimension to the drawing. If I overdo it though, it can start looking too artificial and CG. Like... it starts taking away from the drawing itself because it doesn't look natural. But it is a quick and easy way to create a ground plane for the character to stand on.

Files

Comments

Griffin Hawk

I've heard it described as like The Sims but with zombies. On the art side, is the process you're using similar to the one you were doing for chipped paint like in your Rivet piece?

psudonym

This one's a bit different. It's mostly just creating a "stone texture" using a variety of paint brushes available to me and then transforming it so it looks like it's got perspective to it

Anonymous

Definitely don't check out cataclysm: dda if you get sucked into that 'deep simulation' stuff.