I always imagine that I'll work hard all summer and be awesome afterwards, and I always waste summer by doing nothing. So this year, I'm having you people to kick my ass if I don't get stuff done. And a sketchbook is also a good excuse to post stuff that's unfinished or crap. I decided to go to university after summer instead of job hunting, so there's no pressure for finished pieces, which is great.
I'm doing this all just to get better, so any advice or criticism is more than welcome.
Everything is done in Blender, Photoshop or both.
Some guy I started after the DomWar and I wanted to do some crazy detail, but it never got far. WWII + Space Marine armour was so clich
Replies
Some great looking stuff in here.
I particularly like the space nazi Im actually playing Max Payne 1 right now, and I totally recognized the best before I even read your description. I think you have the general expression pretty much down, but I think if you moved the eyebrows closer together over the nose it would be a little more like the game - I noticed while playing that Max's expressions usually form a pretty harsh V shape blended nicely with the constipation face. Awesome stuff tho
-N!
Mechadus: Thank you. Not sure if I'll be going back to Max, since he was just the evening's practice, but it's definitely noted .
Some quick-ish studies from today (well, it's yesterday by now, but whatever):
3rd of July: Torso study.
3rd of July: Study after Bourguereau's portrait of Gabrielle Cot. Lots of fun and very educational, so I'll be doing more of that in the future.
5th of July: Another Bouguereau study, this time la Tricoteuse. It's not the best, but it's 2:16 AM and I'd like to get some sleep .
your works are missing the highlights quite a bit
you do desaturate the examples before working from it right, color to black and white doesnt work well
see wich highlights you are missing, and try and add those, they will spark up your drawings alot!
bouguereau should also be studied with real paint!
its a great way to relax and get into lighting on a nice pace,
you will focus alot more on what you do with a real brush
anyway, what ive learned myself is not always to go for alot of pieces quick quick one a day.
stick to one for a bit, work it out into details, that way you reall break it down and get a much better understanding about how its build up,
moar!
I'm not too sure about working on a piece for a longer time. At this point, I think learning about the construction and the lighting is a priority and that detail can come later when I've got a solid grasp on the basics. Studying different angles and lighting once a day sounds more educational to me than drawing every individual hair strand. It's also easier to keep motivation up if you know that you're actually going to get some real results the same day. That said, I already put a bit more time into my drawing today and maybe I'll try a really long piece one of these days.
6th of July: You guessed it. Psych
for instance, the skin under her eyes is missing alot of values, wich makes it look flat
i use the liquify tool in photoshop alot to pulling things into place, try it, see what happens
Update:
8th of July: Another Bouguereau study. Ir
So here's some more stuff then:
18th of July (or somewhere in that neighbourhood): entry for GameArtisans' Explosive Personalities mini comp. I tried to make an homage to Dr. Strangelove, but there's very little sculpting for a sculpting mini. On top of that, I still regret not changing the eye brows, they're the poorest part of the piece.
22nd of July: A German MG08, the blatant copy of the Maxim they used in the First World War. I dare say half of the time spent making it was gathering and interpreting reference. NOT AS MUCH FUN AS IT LOOKS!
23rd of August: A Steampunk guy. Good practice.
Firstly, I joined the LPC2 and got in fourth! Very happy with that, even if it may have more to do with quantity than quality.
Only after the competition did I actually buy Watchmen, so I was able to make some changes afterwards, most notably on the environment, which was completely redone. Comparison:
(Of course I don't think iPhones can handle Catmull-Rom anti-aliasing, but who cares ?)
Secondly, a new and improved portfolio. The old one wasn't designed for more than the original six pieces I had, and it was hard to expand because the index and pictures were on the same page. This one should be able to host an infinite amount of projects, which is good since I'll be less strict about adding stuff - it's not for a job anymore after all, so if it's cool, it goes on the website.
Entry for GameArtisans' Return to Oz competition:
A couple of quick sculpts. Need to do more.
'Fancy collar girl':
Anyway, some stuff that everybody has seen by now:
Two (rather disappointing) entries for the Polycount Pack contest.
Soldier
Heavy
And some 2D studies of busts by Bernini:
I like to think of myself as an artist who just happens to use Blender though, rather than as a Blender artist, so I always think it's a bit pointless to compare only to people who use the same software.
-
Here are some more Bernini studies, as seen in the WAYWO thread:
Seriously, tell us. :O
-
Well, I promised myself to post stuff even when it's bad, so here goes. To finally use some colour, I took a screengrab from the first scene of a Beautiful Mind and tried to recreate it. It became pretty clear after a minute that the colour picker was essential. Good practice, though, and I'll have at it again soon.
First, this is a couple of days older, from the Concept Tag thread. Tagged after Ferg
Furthermore, another study from A Beautiful Mind. This time without comparison, because that just brings me down.
I also wanted to do some drawing from life, but alas, nobody around but me. So here are two self portraits. Now you know why nobody guesses me at the 22 years that I am ( ).
One thing I would say though-- don't cheat yourself by using the color picker on reference images. It can work in the short term, but it's a handicap. Being able to eyeball color values is one of the most important tools for an artist, and you need to develop it. I know, because there was a time once when I too was in that dark, dark hole of reference color picking... BUT NO MORE!!! What I find to be most helpful is to lay down some big swatches of 3 or 4 colors that are most dominant in an image and then blend them and color pick from the new combinations on the canvas. You end up with a much more natural looking painting that way.
Cool stuff man.
wake: Thanks. You're being quite an asset to the Sketchbook forum as of late. Concerning the colour picker, as I'm rather new to this whole 2D thing, I didn't want to tackle too many things at once. But I suppose that colour is more important than the subtleties of composition and all that, so I'll focus more on that .
-
Another self portrait. Especially for DarkStar, I put on an angry face and used harsh lighting to make me look older. Especially for wake, it's in colour.
This was fun until I realised that I'm nowhere near experienced enough to do complex poses.
From some magazine about retiring or something.
This was for Conceptart.org's Character of the Week, it's even finished, but I forgot to enter. You can blame Victoria 2 for that.
For ConceptArt's Self Portrait day.
Abandoned Dominance War Mini entry.
A priest guy with whom I plan to do a game comic/game.
Busy, busy!
It's Philip the Good!
Today marks my one year anniversary of leaving Polycount. I figure it's as good a day to come back as any; the original plan was only for a couple of months, that quickly became half a year and when that went by I decided to lengthen it to a year. And that year's over! I might as well put my newfound social skills to the test, right?
I'm sorry I don't have a spectacular art dump like Makkon had after he returned, but pretty much everything I made in the meanwhile has been bad in one way or another. However, here are two SDKs from Release the heads that I was rather pleased with:
pinkish parts could use some complementary colors.
lighting on the hat seems less defined than lighting on guy's face.
-
Ok, new things then.
The highpoly of this was posted in WAYWO, as were the eyes, but now I'm working on a lowpoly in the Marmoset Toolbag trial.
This was abandoned, also posted in WAYWO:
This was posted in the Speed Modeling thread, but this is a newer version, made with critique from Muzz in mind:
Here's something I ditched because I didn't like the design I had for the body, but I'm not entirely displeased with how the quick texture worked out when rendered in Marmoset.
Let's see, what else...
Oh, here's a collection of Zwebbies I've painted over the last year. They're all supposed to be the same person, believe it or not.
-
Anyway! Sort of finished that aforementioned model. I was considering a thread for the next model, but nobody really cared in WAYWO and I'm not really prepared to make big changes either.
I was a bit tired that most characters, including a fair few of my own, were somehow involved in violence in one way or another. So I made the complete opposite: a portrait bust of Saint Francis of Assisi, one of the nicest persons ever to have walked the earth.
Some fun facts about St. Francis:
- All people and places named Francis, including the city of San Francisco, are named after him, as it wasn't actually a real name before.
- He invented the Nativity scene.
- He once convinced a wolf to stop attacking a city.
- He was canonised a mere two years after his death.
- He was completely awesome all the time.
- Nobody knows what he looked like, except that he had a beard.
Some fun facts about the model:
- 5198 triangles, though that includes a mouth that I didn't bother to texture.
- 1024*1024 Diffuse, normal and specular, with transparency.
- Rendered in Marmoset.
-
Here are some things that were previously posted in WAYWO:
Violins are remarkably difficult, way moreso than firearms in my opinion. It's a good thing the sloppiness is hard to notice.