This here topic be the sketchbook of: George Sutherland Howard. Disturb not these pages, for an ancient curse dwells within them.
Just kidding. Come on it, feel free to critique/comment on anything you want. I'm a freshman at Champlain College, studying Game Art and Animation, hoping to focus more on concept art later, but I'm enjoying 3-D modelling at the moment, as well. Been drawing since before I could walk, so any help I could get to improve my drawings would be really, really appreciated.
Replies
List of things I already know to fix because of in-class critiques:
- Needs more wrinkles (a lot more)
- Legs aren't long enough
- Eyes are too low on the head
- Lines on the beak look like they have just been raised from a flat plane, not actually part of the beak itself
Info on the work:
Polycount: 5,979,136
Program: ZBrush
The idea of the assignment was not to have a low polycount, but rather to understand primary, secondary, and tertiary forms. I did add secondary forms, but they got covered by the tertiary - something I'll have to watch out for in future Zbrush projects.
So yeah. Pictures:
Done in Photoshop CS6.
Things to work on for next version:
- Make horns less like a simple aesthetic decision and more like they are functional (make them a crest, change their position so that they can actually be used as weapons, etc.)
- decide body type (Theropod with wings? Crawl on ground, like bat? Raptor? I know I'm going to try to steer away from the 4 legs + 2 wings if I can at all help it.)
Here's some work in pen and ink I did for my Changeling character after receiving critique from my professor on the earlier digital painting.
Things I tried to keep in mind to make better:
- Making the other facial muscles work better with the wide grin, particularly around the nose and eyes
- Drawing the mouth and teeth as a curve, not a flat plane
- Drawing the teeth as actual, functional teeth.
Without beard:
With beard:
Grading for the project that applies to the final clip:
- Animation is created at 30 frames per second and is at least 15 seconds (450 frames) long. Outstanding 9-10 points, Very Good 8 points, Acceptable 7.5 points, Poor 1-7 points
- Used at least two camera angles or an animated camera and the camera is carefully framed in order to enhance the scene and help tell the story. Outstanding 13.5-15 points, Very Good 12-13 points, Acceptable 11 points, Poor 1-10 points
- Lighting in the scene enhances the overall look and mood of the scene. Shadows make sense in relation to the visible light sources in the scene. Outstanding 13.5-15 points, Very Good 12-13 points, Acceptable 11 points, Poor 1-10 points
- Static meshes have clean geometry with only the amount of polygons needed to define the shape. Outstanding 22.5-25 points, Very Good 20-22 points, Acceptable 18.25-19 points, Poor 1-18 points
- Skin weights are set for proper mesh deformation (mesh bends smoothly). Outstanding 9-10 points, Very Good 8 points, Acceptable 7.5 points, Poor 1-7 points
- Artistic quality of the diffuse (color), specular and normal maps. Outstanding 54-60 points, Very Good 48-53 points, Acceptable 44 47 points, Poor 1-43 points
- The animation properly utilizes the 12 principles of animation (timing, exaggeration, anticipation, follow-through, etc.) Outstanding 18-20 points, Very Good 16-17 points, Acceptable 14.5-15 points, Poor 1-14 points
- The animation is dynamic, interesting and easily understood, and there is a logical amount of action for the length of the animation. Outstanding 13.5-15 points, Very Good 12-13 points, Acceptable 11 points, Poor 1-10 points
Some background on my experience:
- This was animated and rendered in Maya 2014
- It was the second time I have done a project with 3D animation.
- This was my second semester working in Maya.