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      <h5><b><font face="Arial, Helvetica, sans-serif">//<a href="../../../index.html"><font color="#7C420E">loonygames</font></a>://<a href="../index.html"><font color="#7C420E">issue 
        2.2</font></a>://<a href="index.html"><font color="#7C420E">painting on polygons</font></a>://1, 
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              <h5 align="right"><b><font face="Arial, Helvetica, sans-serif" color="#00025E"><img src="../../images/icons/pop_final.jpg" width="193" height="238" align="left"><loonystart>Vol. 
                2, Issue 2<br>
                November 18, 1999<br>
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              <div align="center">
                <p align="center"><b><font face="Arial, Helvetica, sans-serif" color="#0000FF"><i><font color="#904C10" size="3">Painting 
                  on Polygons:</font></i></font></b></p>
                <p align="center"><b><font face="Arial, Helvetica, sans-serif" color="#0000FF"><i><font color="#904C10" size="6"> 
                  Conceptual Art<br>
                  <font size="4">Part 1</font> </font></i></font></b></p>
                <p align="right"><font face="Arial, Helvetica, sans-serif">by 
                  Rick &quot;<a href="mailto:flat@iserv.net">Flatness</a>&quot; 
                  Grossenbacher</font></p>
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              <p align="left"> <font face="Arial, Helvetica, sans-serif"><img src="../../images/letters_new/a.jpg" width="22" height="39" align="left">fter 
                a busy summer it&#146;s great to be back writing this column again. 
                Since loonygames is starting its second volume I&#146;ve been 
                tossing around ideas of my own for making this column better. 
                What I came up with is that I&#146;d like to write it to better 
                serve you, the reader. So, I thought it would be cool to have 
                a little Question &amp; Answer or Critique section at the end 
                of every, or perhaps every-other installment of Painting on Polygons. 
                So send me in a graphic you are working on or an art question 
                you have and I&#146;ll post an answer or short critique. Or if 
                you have a general question about getting into an game-artist 
                career or just what it is like behind the scenes (or whatever). 
                Oh... if you do e-mail me a file, please limit file attachments 
                to a meg or less in size. Thanks, and send all e-mails to <a href="mailto:flat@iserv.net">flat@iserv.net</a>.</font></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">Before 
                I start, I&#146;d like to get a few things out of the way for 
                any new readers of Painting On Polygons. In the simplest terms, 
                this column is designed to help artists learn some of the ropes 
                of creating video game art. Since there are so many different 
                interests and styles out there, I try to keep this column a broad 
                as possible using several different programs. Occasionally, however, 
                I will probably go into topics that aren&#146;t video game related 
                -- but are related in art -- and are things that I feel are important 
                to note or in some way may connect to the video game industry. 
                I certainly don&#146;t know every answer to every art question, 
                or the ins and outs of every single art program out there, but 
                I do have a good deal of experience in this field and am always 
                happy to help people become better artists.</font></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">With that 
                said... on with the new tutorial!</font></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">Since 
                this is sort of a new beginning to loonygames and my column, I 
                decided to start at the beginning of virtually all game design 
                dealing graphics: conceptual art. This is the most fundamental 
                necessity that a good game needs at the early design stages. Period. 
                I&#146;ve never seen or heard of a game that didn&#146;t use conceptual 
                art to some degree -- weather be simple pencil sketches or a full-color 

                drawing or even a high quality 3-D render. Personally, I&#146;ve 
                always loved looking at the conceptual art for games, and I think 
                it is a great way to study how other artists capture images and 
                the techniques they use to capture those images. For example, 
                here are some pictures of mine that are simple examples of what 
                a piece of concept art might look like for a game. </font></p></loonystart>
              <p align="center"><font face="Arial, Helvetica, sans-serif"><a href="http:/home/loonygames/loony.timedoctor.org/content/cgi/image.pl?image=/content/2.2/pop/images/concept01.jpg&amp;w=254&amp;h=336&amp;back=/content/2.2/pop/index.php&amp;name=Painting%20on%20Polygons"><img src="images/concept01_sml.jpg" width="109" height="145" border="1"></a><br>
                </font></p>
              <p align="center"></p>
              <p align="center"><font face="Arial, Helvetica, sans-serif">A dragon! 
                Fairly simple and straightforward. (<a href="http:/home/loonygames/loony.timedoctor.org/content/cgi/image.pl?image=/content/2.2/pop/images/concept01.jpg&amp;w=254&amp;h=336&amp;back=/content/2.2/pop/index.php&amp;name=Painting%20on%20Polygons">Click 
                to enlarge</a>) </font></p>
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<p><i><font face="Arial, Helvetica, sans-serif" size="-2">Credits: Illustration 
  &copy; 1999 Dan Zalkus. Painting on Polygons is &copy; 1999 Rick Grossenbacher. 
  All other content is &copy; 1999 loonyboi productions. Unauthorized reproduction 
  is prohibited, you cartoonish villian, you.</font></i></p>
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