Time to dump ALL THE THINGS! My art has transformed over the years, and it's good to see the transition and overall improvement. Now I have a new base to stem from.
Edit: Yep I will live with that major typo. Typo Fairy strikes again.
March 2014
July 2014
September 2014
Ongoing:
Yep I have a lot of work to do. Feel free to critique. At times it's hard to see the flaws when you're up close for so long, because I now can see spots I want to tweak on the older ones.
Replies
Nice stuff. Keep practicing.
But if you like using pure blacks and intend to make this your artistic style, I won't discourage you from doing so. Just keep the conventions in mind so that you know the best way to conform to them or break apart from them.
I hope this helps!
It was transformation Thursday. Increased the resolution and started the tweaking. I wish I had less drama to utilize time for art including my 3D models,
but at least I got something out of my system.
It's the Noob Challenge this month. I know I won't be able to present
it in the thread, since I don't have Unreal or any of that sorts. Still it's
a good exercise. I may gander at previous ones to push with.
I always wanted to model a classic Spyro or at least in honor of classic Spyro.
I'm tempted to do a line of Nostalgia with Crash Bandicoot and Coco with Pura,
but that would push me to work with fur. I barely understand Maya's Hair System. As for Spyro, I wanted to work up scales in his bump map, so Tada.
Based off the Disney Villains Perfume Bottle by Ruby Sparks.
For Ursula, I experimented with lighting and chose a scheme from the
"Poor Unfortunate Souls" sequence. Although lighting glasses in Maya
was problematic, I was able to make it "work" for the silhouette isn't lost.
I wanted to do more with it like have water be the surface plane, since I
thought about the Kraken Rum commercial with this. Alas I can only work with
what I know. If anyone knows how to control Ocean attributes in maya, feel free to comment.
I wanted to do Mother Gothel next, but it blindsided me how lighting
and glass would be an issue all over again. I do have different things in
mind for a beauty shot, but it's constant juggling to make it look "good"
even if it's not correct, since Maya doesn't refract light with mia materials.
Using blinn doesn't look or feel right either.
So Dre, what have you been working on? Aside from production work, I've been taking Lynda courses to push my cg models. I assessed what I've gathered from one tutorial and applied to a bust as a baby step. I'm working up a full-body on his concept of Meganium to tie it all together.
Current work in progress.
Trying to get a feel for speed sculpting and which tools are beneficial. I started with elderly people since I'm going to be working with wrinkled skin for Meganium. It's odd how still need to show the muscle tone, but it have an overall subtle appeal when the loose skin stretches over it. I need to develop a process.
This was a fun "success" of a speed sculpt. Sa'More is a tsundere persona at a local maid cafe.
I'm playing with hairy systems. I doubt I'll use fur. Aesthetically I foresee it looking odd. I may cheat the eyes with the texture. I'm not sure if Maya supports targa sequence for textures if I wanted the eyes to be "animated". Hmmm