Hello, I'm Tom Yi, a CG artist based in Taipei.
I'm new to this forum, and since my first post still on its way through the spam filter.
I decide to post some of my 2D work here.
here's the character design following an online tuts, it all starts with grayscale sketch
here's another one, might start a series based on this style.
Replies
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Here's the process, it's all start with left top.
process I
process II
Your value thumbnails looks solid and quite complex. How does this process work? Do you start complex from the very beginning or start simpler and add details as you go?
Hi, thanks for your comment : )
This process and method wasn't mine, but i do learn a lot from it.
It needs you to keep the composition simple and readable in the early stage, no need to define everything in the scene.
Later duplicated your first image using darken or brighter blend mode to flourish your scene (of course with transformation).
The process actually helps me to fix my bad habit. I used to paint a fully rendered (and complex) part before defining the silhouette and focus point of my pictures, and it often ended painfully. (the time used to make the things look right/ eyes are also deluded by watching the same pic too long)
For the character, after define the silhouette, I'd separate each parts for masking to keep the outline, later the rendering and texturing
It's good to have them for instant structure + perspective.
This one's actually modified from the next one
Building crappy spacecraft using PS 3D is fun
Only the the beam in the middle is made from 3D
cliche one
yesterday sketches
close up
Using some photo references for color picking, useful for setting up initial lighting and mood.
This one also borrows the texture from photos