Hey, my name's Kyle Maguire. I've been floating around these boards for awhile now and just made an account. I've been doing digital art for a long time (started learning 3D in Animation:Master back in middle school). I mainly use 3DS Max, Zbrush and Photoshop currently.
I'm interested in expanding all of my skills so I'll probably be posting a lot of different stuff in here. Up until now I've never really made an effort to save any of my art in one place so when people ask to see my stuff I often go digging. I also work sporadically and sometimes go awhile without making anything very new or interesting.
I'm going to try to practice more regularly now but I'm not going to post too much old stuff. So anyways, here's something that I sketched last night:
Some sort of tribal mystic. I got it into my head to draw a character with a mask and this is what happened.
I'm fully open to any constructive criticism or comments, by the way.
Replies
I've been doing some stuff with this assassin guy in my spare time. I did a quick concept, front and side. My scanner's broken so I don't have that up. I'll try to find a working scanner soon. Then I did a mock-up 3d front-view, modeled the human figure then started adding the clothing and armor. Any comments on the model so far?
That cape and crotch cloth wont deform well they dont have enough geometry. 2 polies wide means that you cannot get anything but a sharp bend .
Also i get the feeling you dont like faces. If your not good at them dont avoid them otherwise you will get good at everything BUT faces.
@BigHoss - You're right, I think I did that on purpose because I was thinking about his movement and how a shorter cape would provide more mobility but I think you're right in that it does look better longer.
@Muzz - Two great points. I don't do much animation so I'm bad at thinking ahead in that way. I usually just think topology but I need to change that. This is especially true with cloth, though, because I've never even tried animating anything with cloth on it.
And about the face thing, you're right, I don't like them. Whenever I design people or draw them I usually draw them with that smoothed out face-like thing. I should definitely start working more with faces, in 2D and 3D.
For now I'm gonna go back and revamp the cloth topologies and then I'll start working out more of a face.
I was optimizing the topology of my assassin and it started slowing down, and I didn't feel like unwrapping him just yet so I decided to do some thinking on the texturing beforehand. Here's a quick paintover of what I'm thinking right now.
Also know where your ground plane is and focus more on keeping correct forms.
Cool paintover and weapons though .
http://www.itchstudios.com/psg/art_tut.htm
http://www.conceptart.org/forums/showthread.php?t=76955
I've been looking for painting practice, especially with fundamentals and these exercises and tips are great. I'm gonna start working on these while referencing the other page I found earlier (http://www.itchstudios.com/psg/art_tut.htm). Great stuff!
Also studying my anatomy book. Trying to become a better artist in general, I suppose. I'll try to post some more work soon.
either way:
the current concept feels slightly incomplete
even if you want it to be top heavy, the lower body still needs some armour to balance it all out, in my opinion. maybe something just up till half the length of the thigh?
lookin forward to seeing more stuff from you man
Form, anatomy, and shading practice will do you a world of good
Focus on describing three dimensional shapes with your pencil strokes, construct the form with basic shapes to feel out their three dimensionality.
Keep on drawing
Summer just started and I'm gonna try to do a lot of 3D during it, as most of my year was dedicated to computer science related projects, due to school. I couldn't decide what to start with and I figured I'd start with modeling Princess Mononoke from Miyazaki's Princess Mononoke. ;p I love Miyazaki movies and he's one of the main reasons I got into art, so I'm going to try to take his character from 2D into 3D as accurately as I can, with some artistic license of course.
I'm also going to use this to practice my workflow for doing a model from highpoly to final textured. In the past I haven't done much besides simply modeling things in 3DS Max and being done with them. I need to get into ZBrush more and get more into texturing and breaking down high poly models into low. So those are my goals for this project.
Here's a base mesh so far for the Princess:
So, obviously this is just the base mesh to be sculpted but because of the style of the Princess, the details won't be too nitty gritty; it'll be more about forms and silhouette. Some things I definitely have my eye on right now:
First off, yes I'm obviously going to add her breasts. I figured that would be faster and better to do in ZBrush and then retopo when it's all said and done. Also, when subdivided, her legs from the front didn't keep the shape I would've liked. I'm definitely going to pull more shape out of them when sculpting. I'm pretty happy witth the shape from the side, though.
I'm also probably going to give her shoulders a little bit more slope when sculpting. They feel a little off right now. And finally, her bottom is way off in the base mesh so I'll be developing that in the sculpt. The form of it is even more of main importance, though, because it will be under her clothes later.
Of course, I still need to add the hands and the head. I don't look forward to the head, as I've never been much good at them, especially when reproducing an existing character. Have to start practicing some time, though!
Anyways, let me know what you think and if you think I should be doing anything differently. Or just talk about how great Miyazaki is. ;p Cheers!
Spellbinder
Footman
Hero
Gonna do two more: The Bludger and the Runner. Then maybe some female versions. Still gonna work on the Mononoke project though. Just figured this was good practice.
Here's some painting practice I was just doing. Trying to learn about skin tones.
keep up
are those tattoes on their bodies? the girls feet seem very very big. are you going to animate their toes too ?
Anyways, I have an update. Those body types awhile ago were done using orthographic concepts from my friend and I decided I need to be more comfortable just working in 3D without anything guiding me. I've been too 'mathematical' about modeling and not 'artistic' enough. So, here's a model I did. A 'sketch', if you will. No reference or orthos, just kinda working out a character from nothing. I have the body; have to decide what direction to take it from here.
I think the womans head is to "thin". The right part of the skull would be bigger. Check some anatomy pictures and compare it. It's always good to overlay your image with an anatomy reference in photoshop.
I tried to indicate more underlying structure and I made the stars less uniform and gave them a bit of a glow. I should probably paint an environment or something with a human in it to start off as how this creature would work wasn't entirely thought out.
My paint so far: