Thought I'd finally make one of these here digital sketchbooks.
Critiques are appreciated, of course.
I'm a lot less familiar with digital painting, so I don't have many paintings I feel are really worth showing, but I'll use this thread to try to improve on that and hopefully learn new ideas.
To kick things off, I'm posting some of my best (and favorites) that I've got on hand, because everyone wants a wall of pictures.
H.R. Giger inspired motorcycle
The Goddamn Batman
"Demeter" A villain concept for a pet project, working title "Wasteland" for my own organization.
A creature from my Wasteland project.
"Archangel" special forces concepts for Wasteland.
A staff concept for the Dark Sun D&D Campaign Setting, inspired by Brom's works.
Replies
Triptych of Gorillaz' album "Demon Days", Sumi-e ink and white gouache on illustration board.
Objective was to illustrate the album using only black and white as a composition exercise, illustrated in 3 different styles as a style matching exercise to make the project a two-fer.
From left to right:
"Last Living Souls" - style of Mohammad Haque
"Demon Days" - style of Jamie Hewlett (no real homepage )
"Every Planet We Reach is Dead" - style of Bill Sienkiewicz
[ame="http://www.youtube.com/watch?v=q-CknxPjI9k"]http://www.youtube.com/watch?v=q-CknxPjI9k[/ame]
I found your work pretty intresting and well made, though something caught my attention, why are your resolutions so high? For example, the first character you showed on the reel (which btw was really nice) was on 1.2k triangles, meaning that this would be model used for games that run smoothly on not so demanding engines, but you have a texture that is 1k? My point is, doing lowpoly often means optimization, and if you can make a low resolution texture look badass on a lowpoly geometry - that is something very impressive and probably something your client would think aswell. Same goes for your other work on the reel.
The mecha you did, I believe would catch the viewers eye more if it was posed somehow, showing off the inside and outside parts of it. Note - this is just my personal opinion.
Keep it up dude, nice to see some showreels on this forum
The BattleMech was really just put in there to show that I can work with high poly geometry, I've got another project to replace it down the line. Though I agree it would look better posed, it would also look better with some textures, a lower poly mesh, and a cockpit :P
Still have a fair bit to go, but will hopefully be able to wrap this up later today (is 3:25 am so today is yesterday's tomorrow)
EDIT: "Finished" the picture this evening, didn't feel like a new post.
Just to make this post harder to read, I'm going to be inserting some disjointed comments under this sentence, I can't seem to formulate a cohesive paragraph right now.
Concept keywords are: Classical, Biomechanical, Horror, Graceful
The initial idea behind the character in terms of visuals was to take a classical beauty approach, and then robot it up with some Giger-style sensibilities in an attempt to make a design that illustrates a perversion of perfection through cold, mechanical precision and a touch of psychosis.
Brainstorm: should I make more plates, and them make them all look like they'd fit flush in a static pose, but when the character moves, the plates shift, revealing more of the robot bits under? Might be interesting.
I really enjoyed your forest cathedral! Great colors, and really good atmosphere, and attention to details! keep it up
Oddly enough, I was inspired to do more Space Marines art after watching the Ultramarines movie. The CG made me sad, but I do love me some Space Marines.
I'm a week behind in posting, but oh well.
Week 1 - Sculpt whatever from a sphere, time was around an hour or so. Things got out of hand with the TrimDynamic Brush.
Sketch Assignment - Sculpt this amazing mofo from a sphere.
My resulting mess:
learning done: Clay Buildup brush = bonera, using the Equalize Geometry tool works decent when given requirements like "build this mofo with a Polysphere".
Lots of broken anatomy, centered composition, fairly uninteresting pose, etc.
Mainly a practice to make something largely foreign in terms of nature.