Hey everyone, I'm Max.
I've been spectating the boards for a couple of months now and I thought it might be time to submit some of my work. It's nothing special, but I'm hoping to improve.
Right now, I'm a video game art and design student at AIP. I'm just getting into my second year and my modeling skills are starting to improve, but aren't quite there yet.
I do wish that you critique my work. If I don't know what's wrong, I can't improve. Thanks everyone.
Some generic Steampunk character and his model sheet
This spaceship I actually drew the first time I watched Feng's gnomon workshop video. Took me about 45 minutes.
Here's a logo i've been working on:
I don't have any of my old life drawings scanned in, or i'd put them up.
Again, thanks for taking the time to look through this.
-Max Davenport
Replies
Great stuff , really dig the perspective on the dude with the axes, and the angel girl is nicely understated.
I'd suggest a slightly smaller image size that what you got for the dragon - 1280 maybe - 2k wide and 5meg is a little heavy.
Should add thanks for using DevArt rather than imageshack - I can't follow half the threads on this forum at work due to imageshack being blocked . :P
But yeah, thanks for the comment. I really appreciate it
oh yeah, and most of this stuff i did without reference
A nice, little ak-74
Anyway, here's some more stuff. I thought it'd be fun to model the Joker, so here's my first stab at it.
I'm using an illustration by Mauricio Herrera as reference. http://browse.deviantart.com/?qh=§ion=&global=1&q=bY%3Ael-grimlock#/d1nc9j5
I just started the model this morning using an old Zsketch base. I got a pretty decent form, but the unified skin isn't what I wanted it to be so I'm going to retopo the main parts and do a low poly in 3DS Max.
Plus, I have to get feedback for class so if anyone feels like jabbing my pride, please do so.
Base sketch of the head. I'll post more today or tomorrow.
Thanks a lot everyone.
Some creature stuff...
Some environment stuff
Projects and stuff
Some stuff for class. The Right ortho shots were what I was given to improve upon. Robat is currently modeling my iterations of this character.
Along with the guy above, I reworked the existing model sheet.
Bit of contraversy over this piece. I admit to doing repaints of existing concept art for the game for 4 of the creatures listed. I'm not saying that I came up with any of this and all trademarks are to their respective owners (NCSoft), but the composition was mine and this was something I did about a year ago just to test my PS painting.
This is one of my final projects from last quarter. First time really animating a character, and, while short, I think I got some things right.
[ame]http://www.youtube.com/watch?v=7MLVEMHMc6w[/ame]
Any critiques or comments are welcome. thanks guys.
I'd really appreciate some critique on design and composition. I really want to turn this into a nice porfolio piece. Thanks guys.
Sketch and some lineart
finished lineart
Color and lighting pass #1
2 hour helmet study
Progress on my mermaid... chick... robot thing I don't know what the fuck it is.
How is life at AIP?
We should converse some time
Though, it seems like a fair portion of the time it relies on the linework that's still showing to define your shapes. You also have a tendency for real soft brushes, which sort of conflicts (or gives me a conflicted feeling looking at it) especially as it partially overlays the edges in your linework. Just gives it a sort of weird blurry feeling. I think you could help yourself out a lot by utilizing more hard brushes. They sort of force your mindset into making more solid decisions, gets rid of a lingering insecure feeling in a lot of paintings, I think. If you use those real soft brushes because you like how it blends - try using more textured, broken up, or feathered brushes. Helps with variety and blending without giving things that soft glowy blur.
That being said, I really like your character designs. More plz.
Thanks a lot Two Listen. As far as the line art vs. soft brush goes, I think I'm just rushing a lot of these. I'll start using harder edges with less falloff. I've got a ton of texture brushes as well but I'm just not used to them yet. I've also been trying different workflows lately as well, whether it's starting from silhouette or working with fine details from the get-go. I guess I'm just trying to see what yields the best result.
http://maxdavenport.wordpress.com/
Keep on working, love this sketchbook
Honestly, I started with blue tones for the armor and I was switching up some stuff with the hue and saturation and honestly just pushed the saturation up into the mid +40 ranges haha. I can do a tutorial on my painting process, brushes, and techniques if you'd like.
Except that one part on the bottom where the flexors just sort of die off..
Maybe hit dat smooth brush.
Other than that loving the deets around the mouth area
[ame]http://www.youtube.com/watch?v=7Vo51-nt9b0[/ame]
I noted a few issues with your car, mainly regarding perspective:
you don't really have a single diminishing point on this, and there's a pretty sizable variation between some of the angles. The biggest thing though, and a lot of people end up doing this early on so don't sweat it, is that you're not rendering the flanges/wheel hubs at equal height-- the way you have it now the viewer side is much lower than the opposite side on what seems to be a symmetrical design. Compare it with this-- I did some quick transforms so while it's not super accurate you get a better idea for what the actual height would be around:
Doing some early work laying out grid-lines can really help out with this until you develop a better eye for it. Scott Robertson and Feng Zhu both have good instructional videos on that kind of stuff if you're not already familiar.
A final note is to remember to flip your canvas about every 10 minutes or so, as that'll help reveal perspective issues more easily and earlier as well.
Anyway, nice stuff, and don't cheat yourself on those wheels-- if you can do those well in perspective, you can do anything.
I know I still have a lot of perspective issues in that drawing, but at least I can take this as a learning experience. I've watched a fair ammount of Feng's stuff and only a few of Scott's videos, but the basics (if not the full application) has begun to set in. Right now I'm really trying to figure out which work method works better for different situations and which ones will give the best results the fastest.
I feel like I'm just starting to get the hang of function over fashion in this sense and let my designs shine through on their own. I watched some of James Hawkin's stuff tonight and it really threw me for a loop. I can't wait to get started on some new stuff.
I admit to just eyeballing this piece and to not using the proper vanishing grid, but all in all I now know more of what not to do haha. Thanks for taking the time to fix my mistakes and I hope you'll be around to help correct me in the future
And on using grids, they can be a pain but they're quite helpful especially in training your eye to see what good perspective looks like. Once you've worked through the grid a few times you'll start to get that eye for it and won't need it for casual projects.
Anyway, nice stuff man, keep postin.
[ame]http://www.youtube.com/watch?v=hiWpD65xMA0&feature=player_embedded[/ame]