Sabado, Marso 30, 2013

It's Aliiive...still

My treant--revisited.  Added lower body and some thick branches on its back.  I made it look lesser of a human now--decided to go with a T-Rex kind of foot as it resembles roots of a tree.

Finally went on to paint in some colors instead of just grays but it's apparent I lack in that area as it still looks monotonous.  Maybe next time I'll put in some backgrounds or decent warm or cold lighting instead of default shadings but for now this will have to work.

Adjusted proportion to make it look more compact rather than slim and tall.  I want this treant to look more like an individual that look over the woods rather than a tree that came to life.

I had fun revisiting this piece.  This is going to be fun in sculpting but right now I'm not up for it yet as I get more interested in painting and 2D art.

Linggo, Marso 24, 2013

Working with poses



This Lara Croft WIP was meant for the Tomb Raider Reborn contest in deviantart.com but unfortunately I started late and couldn't meet the deadline.  I do hope to come back to it for practice and to finish it.

I'm glad though I got to try a technique that makes poses in drawings more manageable or modular.  I hope I made sense with that.  The technique I tried was:

  1. creating a 3d model of desired proportions (in my case, a girl/woman)
  2. rigging the model to be able to pose it in any way easily along with the camera for choice angles.
  3. capturing screenshots from the 3d program view or rendering it into an image file.
  4. tracing or overlaying the screenshots on photoshop and start drawing in the shapes
The process took long but from now on, I already have a ready file to go back to to get the poses I like to be used in my 2d artworks.  It's a lot more convenient now and I won't have to worry a lot about proportion, perspective, and foreshortening that much--it can initially be set in the 3d program.

Here are some screenshots I prepared for Lara:








Of course it would be much better too if you had modeled or skinned the model in a way that they wouldn't breakup but in this case, I am able to achieve what I wanted with those rough poses and silhouettes. Plus, it's quicker to prepare the posable 3D model that way.

Here's my most recent WIP that I used the technique on:

Now this one I also used picture reference in conjunction with the 3D model screenshots.  And I constantly tweaked parts as I go on.  It's fun trying out these kind of workarounds to make things easier; it saves your energy for the other more challenging steps--for me--like shading. 



I am a WIP--aren't we all?





My early bald guy drawings.  This is how I draw or paint before.  I have always been fond of drawing full bodies because I get to learn more about anatomy and in the end, play around with it using different styles.  I often distort my drawings to make it more fun to draw.

Of course eventually I learned more advanced drawing and shading from experience and tutelage of my colleagues.  I didn't get much time to draw when I was working but there are rare times my friends and I manage to the some drawing sessions and that's where I started to learn more.  Here's how I do my 'bald guy' drawing around two years after:

 That's around 2 years ago.
SpartanRobot-inspired from a toy
 This one was just sketched quickly last Christmas time.

I have many WIP in my pc and in this blog but it doesn't mean I don't finish what I start.  It's just that rendering a 'finished' look on it is not my goal every time.  Often, my goal is to practice and focus on some parts to more like experiment and experience.

I hope the more recent works I start though get to be worked on until they reach 'print quality' for books or magazines.  Hey I can dream too. And that's also a work in progress. :)



Sabado, Marso 16, 2013

Martes, Marso 12, 2013

My Little Bugs of Old before I went to work







May 2009 - Almost four years ago! I believe this was during a time where I was just waiting to march for the my multimedia arts diploma.

These were meant for an indie mobile game that never really got off due to time constraints, lack of game design, and ultimately, concrete ideas.  Nonetheless, it was fun doing and was quite and experience.  Each animated .gif only have up to 6 frames of looping animation.

They were modeled, rigged, animated, and pre-rendered in Maya.  Texturing and other filters done in Photoshop.